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Shanoa

Post your Doom picture! [post in Part 2 instead]

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hervoheebo said:

Some new shots. Can you guess which levels they're from?


3rd shot is from e2m7 and 4th shot is from e2m8, both from your ep2 mapset. Can't remember where the first 2 are from. Also I look forward to play the final version of your wad since you finish all 9 maps.

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Philnemba said:
3rd shot is from e2m7 and 4th shot is from e2m8, both from your ep2 mapset. Can't remember where the first 2 are from. Also I look forward to play the final version of your wad since you finish all 9 maps.

Trick Question! All are from E2M7 except the last one which is from E2M8. By the way if anyone's interested the penultimate preview is up, the link's on the thread which has sunken somewhere in the W&M subforum.

And really cool shots all, really nice detailing. Heh I have to keep myself from going postal with detailing sometimes (think gothic 99) but you guys seem to keep it in check well.

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Definitely liking what i see.

I'll post more of the same map i was making, just because it'll most probably never see the light of day. Too many things that need to be done, so much so that i can't spare a lot of time for it.

First portion of the map:







Look at me, look at meeee!

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These look pretty good Six, some nice precise detailing and lightsourcing all around.

One thing that stands out to me is the lack of thickness of your bookcases on the previous page, and the wood detailing on this page. It's like they are just thin flimsy wood detailing that's been "stuck on" to the brick wall, rather than an actual heavy wooden pillar or bookcase full of old weighty volumes.

The fix for this would be making everything a bit thicker, think of it more as a material that the texture represents. For example, a bookshelf face obviously implies a depth along the side. That looks like it'll easy in some parts, not so much in others ;)

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In the library portion of the map, the reason the bookcases are so thin is due to the already narrow walkways. I realise i should've paid more attention when creating that specific section, but attempting to thicken the cases now in an already near finished area is a tough one, and unfortunately something i'm not prepared to go back to, because i suck.

I'm surprised it was picked up on though, usually those types of details just slip by. I guess i couldn't slide out of that one eh. Thanks though Super Jamie!

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Thanks for the comments everyone. :)

Insane_Gazebo said:

How many maps did you have planned in your wad Kyka? (Always get excited when I see new screens :D)


To be honest, I have all 32 maps planned out in my head, but the way I map, they should be done by about, ooooh, 2050.

So I am definitely gonna do the episodic thing. 7 maps done now, a couple more well on the way. I am gonna aim to have the first 2 episodes done around the end of the year, and then a release after that.

Though a couple of standalone levels will also happen at some point.

That's the plan anyway. :)

[edit] also, Six, that wood brick combination is surprisingly effective. Nice. :) The only thing I would change is those hanging blue flags. I would make them red, to match the floor. Also what Super Jamie said.

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Thinking of resurrecting my thread in wads/mods so I don't post like 5 pics every day or so in this one. Still working on the area in the 3rd shot, but besides a few insets and where it connects to the outside (abbies in hell have winch crane wells that lead to the mid-level) it'll be done and I can move onto the next room ... I wonder if I should start adding the monsters yet ... and no, the 46 that are there are not even the tip of this iceberg ;)



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Kyka said:

...also, Six, that wood brick combination is surprisingly effective. Nice. :) The only thing I would change is those hanging blue flags. I would make them red, to match the floor. Also what Super Jamie said.


Thanks!

Regarding the flag colours, down the main hallway i've used all 3 colour variations (see my first screenshot on this page), red, blue, and black. It was entirely intentional. I wont change anything since... Well, i'm not even editing the map anymore, at least not right now. If i ever return to it i'll bear the advice in mind though. Much appreciated folks.

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I steer away from detailing in multiplayer levels and stick to aligning textures and working on flowing layouts. Detailed multiplayer levels distract the hell out of me when I play them.

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I like what I see, especially shots from ArmouredBlood and Kyka.

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Well it's there to seperate an obvious unaligned texture that I haven't really figured out a clean way to fix. Past the low ceiling where the brightness increases a few units is a wall adjacent to some stairs that is 80 units high. the wall is also merged with the same floor that that red teleport on the left side of the shot is on. I want that wall to be low so that players can run over it, shoot from it, and get shot from it.

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Make a trim sector for the wall, with the green sidedefs lining up, and the purple sidedef recessed ~8-16 units, depending on the sidedef you use for the purple bit.

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Pic spam time. After 9 intense days of work, the main abby is mostly done, 2 large stairwells need a bit of work, and the final gothic aircraft hangar needs doing. And then the hellish grounds, surrounding all of this. 15,757 linedefs currently. Only 2 secrets so far. Went back and fixed the very first 'horizontal stained glass window' bit. blah blah blah, have some pics.

http://i47.tinypic.com/2eeh6rd.jpg

http://i45.tinypic.com/547f5s.jpg

http://i50.tinypic.com/6opuuu.jpg

http://i45.tinypic.com/24pa2og.jpg

http://i45.tinypic.com/v3liwy.jpg

http://i49.tinypic.com/epiz9z.jpg

http://i48.tinypic.com/262qna9.jpg

http://i49.tinypic.com/152ce80.jpg

http://i48.tinypic.com/10mlp8i.jpg

http://i48.tinypic.com/2a8f0xe.jpg

http://i46.tinypic.com/v8hgd5.jpg

http://i50.tinypic.com/2nqr6s1.jpg

http://i49.tinypic.com/2as0f6.jpg

I feel like I'm showing off or something -.-

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Looks nice, AB, but there's something about a few of those shots that feels a little weird. It might be just the way opengl ports look (since I prefer software), but the shots with marble in them (especially this: http://i48.tinypic.com/10mlp8i.jpg ) look strange because of the overall color scheme. The marble works well with brown, and it works well with gray, but something about the combination of the three (plus black), with the more metallic shiny bricks just puts me off. But like I said, might be just the render.

Also, I'd consider manually aligning the pillar textures to hide the vertical seams.

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Been meaning to getting around to using those textures Nightmare pointed out to me so long ago on the wip page. Seems to have multiplied since then. Was this what you meant when talking about removing the lines? And yeah the prboom pic is superfluous for that problem, just felt like taking it, heh.

skulltag/GL
http://i46.tinypic.com/5o9lys.jpg
prboom+
http://i45.tinypic.com/2igek9t.jpg

I was a bit uninspired with the layers to the ceiling/wall, I could definitely change them up a bit.

E: flipped link words.

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Finally I got my dirty metal texture set about done. They could use some shinyness, so they would appear more metallic. I think I may have a bit too many of them, 3 colour themes, total 288 images, 123 of them are duplicates that have been rotated or have transparent areas.

http://koti.mbnet.fi/jeejeeje/wip/sw_town_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/sw_town_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/sw_town_03.jpg
http://koti.mbnet.fi/jeejeeje/wip/sw_town_04.jpg

and here's a screen capture from 3dsmax with normal and specular maps:
http://koti.mbnet.fi/jeejeeje/wip/metal_49.jpg

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Jimi, the textures look a bit flat and lifeless ingame. The shot where they're getting highlights and shadows from the normal and specular maps looks quite a bit better; "baking" similar lighting onto the versions you're using in your map might not be a bad idea.

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Mm.. I've thought that I'll wait for Doomsday to get normal, specular, etc mapping.. yea, it's probably long wait, but I think my mod will take a long time to do anyway.

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Not bad. I'd put some light green highlights on the upper walls or ceiling, to match the floor, and smooth out the lighting a bit, as some of it looks pretty choppy.

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@AB.I kinda agree with whaJodwin is saying.

Simple solution. Replace the green marble texture with a recolored gray marble texture.Possibly a tan one might work well also.

Looking good though.

@Malinku. I really like the look of your map. The architecture looks unique. Reminds me of Sinedie, the first level. Which is an amazing map.

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Just to be uber picky, I would also change the floor flat - that green and white doesn't look so good with all the gray and brown and the red sky.

Red/gray marble might look good on the floor. Just a guess, they might look crap too.

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