_bruce_ Posted June 3, 2010 DooMer 4ever said:Added more detail and a new room: Pic1 Pic2 Pic3 Pic4 Pic5 Pic6 Pic7 Looks awesome. 0 Share this post Link to post
Dutch Doomer Posted June 3, 2010 40oz said:Wowzers! I like the usage of the warning stripes for everything other than the base of that crane shaped thing. Also I assume the area looks cramped because the other side of the hallway isn't finished yet? I know when I post screenshots it's usually just one part of a room that is finished and the other parts of it are just flat walls or something that I do everything in my power to hide from view before i take the shot. Well yes the other side isn't finished yet, there is nothing on the right side of the screen yet. I like using the hazard stripes, maybe a bit too much :p I think I do some extra work on the base of that light post. @Esselfortium The map is in doom2 format, I honestly wouldn't want to change it. Maybe I just convert it to boom if it turns out to be an problem with playtesting. I haven't used anything else but skulltag yet for playtesting, its still in its development stage, so playtesting isn't playing an huge role just yet. But I will definitely keep your suggestion in mind, I never think about this stuff myself though. Everyone else thanks for the comments. 0 Share this post Link to post
TwinBeast Posted June 3, 2010 Ok.. here comes a few.. 1680*1050 res, so I just put links. Description: Testing new textures, testing how many monsters (3D model versions) I can put in Doomsday with it still being playable (or how playable it is when there's a lot). http://koti.mbnet.fi/jeejeeje/wip/brickhouse_01.jpg http://koti.mbnet.fi/jeejeeje/wip/brickhouse_02.jpg http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_05.jpg http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_04.jpg http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_06.jpg 0 Share this post Link to post
printz Posted June 3, 2010 I like how most guns have Doomguy stickers on them. Also, I'm detecting some conspicuous teleporter SPRITES in the last shot. 0 Share this post Link to post
TwinBeast Posted June 3, 2010 Actually it's the third person view of the player character! And he's using the guns with his telekinesis neck power! No, seriously it's just the doomguy face in fullscreen hud. 0 Share this post Link to post
DeathevokatioN Posted June 3, 2010 esselfortium said:Transfer heights if it's for Boom How do you use the transfer height feature for Boom? Does it involve making a dummy sector? 0 Share this post Link to post
DooMer 4ever Posted June 3, 2010 _bruce_ said:Looks awesome. Thanks. I was starting to worry they looked like crap when I got no feedback at all, because one tends to be blind to their own works. After all, my previous mapset looked good to me when I made them all those years ago, though I do see the amateurishness now. 0 Share this post Link to post
darkreaver Posted June 3, 2010 DooMer 4ever said:Thanks. I was starting to worry they looked like crap when I got no feedback at all, because one tends to be blind to their own works. After all, my previous mapset looked good to me when I made them all those years ago, though I do see the amateurishness now. Looks good! Although maybe a tiny bit too much micro-detailing for my tastes. But yeah, looks good! :P 0 Share this post Link to post
Super Jamie Posted June 3, 2010 Jimi said:http://koti.mbnet.fi/jeejeeje/wip/brickhouse_01.jpg http://koti.mbnet.fi/jeejeeje/wip/brickhouse_02.jpg http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_05.jpg http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_04.jpg http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_06.jpg I'll never understand how people can stand playing with those models. They all look totally ridiculous. 0 Share this post Link to post
Vermil Posted June 3, 2010 Maybe some of them aren't good matches for the sprites they replace, but they are the best models currently availible. Some of Risen3D's newer models may look a bit better in static shots, but they animate horribly by comparasion (i.e they don't animate smoothly). 0 Share this post Link to post
omega_supreme Posted June 3, 2010 What is the model pack from the screenshots called? The only one I can find is Risen3D. 0 Share this post Link to post
Vermil Posted June 3, 2010 http://dengine.net/addons It's the "JDoom Resource Pack". Bare in mind that all Doomsday addon's are distributed as torrent's. So you'll need a suitable program for downloading them. 0 Share this post Link to post
40oz Posted June 4, 2010 I've never mapped for Hexen before. I thought I'd give it a whack. 0 Share this post Link to post
Gez Posted June 4, 2010 The blocky overhead structure with upside-down teleport pools reminds me of those heavy techbase lamp things so often seen in modern Doom maps. 0 Share this post Link to post
JadedLexi Posted June 4, 2010 http://blazingphoenix.sepwich.com/Screenshot_Heretic_20100603_151826.png Finished up a hallway and an outside area I was doing for an HPack map in the works.. 0 Share this post Link to post
printz Posted June 4, 2010 40oz said:I've never mapped for Hexen before. I thought I'd give it a whack.w00t it looks just like kristus's demo from the video 0 Share this post Link to post
omega_supreme Posted June 4, 2010 Vermil said:http://dengine.net/addons It's the "JDoom Resource Pack". Bare in mind that all Doomsday addon's are distributed as torrent's. So you'll need a suitable program for downloading them. Seems I was mistaken, I thought Risen3D was the same as the JDoom Resource Pack. JDRP is what I have been trying already. The monsters look the same but the weapons looks different in the version I'm using. I checked and it seems I'm using the latest version (v1.01) now. I would like to see the weapon models from the screenshots in action. How do I get those? Is there a separate download for them, or a setting (can't find one though)? 0 Share this post Link to post
Guest Posted June 4, 2010 More screenies. This map is shaping up awesome. If you don't mind my saying so. http://img80.imageshack.us/i/screenshotdoom201005300.png/ http://img295.imageshack.us/i/screenshotdoom201005300.png/ http://img231.imageshack.us/i/screenshotdoom201005271.png/ http://img696.imageshack.us/i/screenshotdoom201005270.png/ http://img517.imageshack.us/i/screenshotdoom201005311.png/ http://img175.imageshack.us/i/screenshotdoom201006010.png/ http://img571.imageshack.us/i/screenshotdoom201005251.png/ 0 Share this post Link to post
WH-Wilou84 Posted June 4, 2010 Very nice shots you have there, Kyka ;) 0 Share this post Link to post
TwinBeast Posted June 4, 2010 Lookins nice Kyka. Green is an excellent colour choice! Super Jamie said:I'll never understand how people can stand playing with those models. They all look totally ridiculous. Well, I like them. Also they're the reason I started doing 3d and other art. omega_supreme said:I would like to see the weapon models from the screenshots in action. How do I get those? Is there a separate download for them, or a setting (can't find one though)? The shotgun model is made by Dreadus. I think some other weapons I got from some JDRP 1.1 Alpha download. Don't know where to get all these now. I think I downloaded them some year ago. Oh and I made some more textures and mapping with them. http://koti.mbnet.fi/jeejeeje/wip/xgrate_03.jpg http://koti.mbnet.fi/jeejeeje/wip/xgrate_05.jpg - the ceiling texture alignment is some bug.. currently, nothing I can do about it.. http://koti.mbnet.fi/jeejeeje/wip/xgrate_06.jpg http://koti.mbnet.fi/jeejeeje/wip/xgrate_07.jpg - need to get the tall panels sharper.. 0 Share this post Link to post
esselfortium Posted June 4, 2010 Kyka said:More screenies. This map is shaping up awesome. If you don't mind my saying so. Looks good! :) The overall theme gives me a z1m7-ish kind of feel, but generally cleaner. In the last shot, I'd flatten out the 2px floor bumps on the stairs (or use transfer heights) though :P 0 Share this post Link to post
Insane_Gazebo Posted June 4, 2010 Kyka said:More screenies. This map is shaping up awesome. If you don't mind my saying so. http://img80.imageshack.us/i/screenshotdoom201005300.png/ http://img295.imageshack.us/i/screenshotdoom201005300.png/ http://img231.imageshack.us/i/screenshotdoom201005271.png/ http://img696.imageshack.us/i/screenshotdoom201005270.png/ http://img517.imageshack.us/i/screenshotdoom201005311.png/ http://img175.imageshack.us/i/screenshotdoom201006010.png/ http://img571.imageshack.us/i/screenshotdoom201005251.png/ I have three highly anticipated wads. Yours is one of them :) 0 Share this post Link to post
DeathevokatioN Posted June 4, 2010 Every screenshot I've seen the last few days looks awesome! Here's some shots from a map I'm working on, still at the stage where they look raw and dirty, but that's how I like it. Gonna still put a few more details in the outside shot so the marble texture doesn't repeat itself too much. 0 Share this post Link to post
AveryMaurice Posted June 4, 2010 Good looking map, printz. Reminds me a lot of the original Doom. 0 Share this post Link to post
DeathevokatioN Posted June 5, 2010 Second shot looks amazing, hervoheebo! What's that for, btw? 0 Share this post Link to post
hervoheebo Posted June 5, 2010 DeathevokatioN said:Second shot looks amazing, hervoheebo! What's that for, btw? http://www.doomworld.com/vb/wads-mods/51172-episode-2-replacement-remake-testers-needed/ 0 Share this post Link to post