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Shanoa

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

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Yeah, they look pretty awesome. Fix the alignment issue on the central structure in the second screenshot and it'll be fantasmic!

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Pedro, those are freaking awesome!
With D64 textures, why not use Sprites too? It'd only make it look decent, but thats your idea. o.o

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I think the hud looks pretty retarted, but otherwise not too bad shots.

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I'm going to be the negative nelly and say that all of the rooms look very copypasta and symmetrical. Vary it up a little, man.

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dutch devil said:

Slopes makes my textures look streched :( Is there some way around it?

Try changing the x or y scaling of the floor/ceiling of the sloped sector.

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And if you're mapping in UDMF (which you really should be, for your own convenience, since it's already a ZDoom map), you can set the scale and panning (as well as quite a few other properties) directly in the sector itself, rather than relying on ACS and sector tags.

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esselfortium said:

And if you're mapping in UDMF (which you really should be, for your own convenience, since it's already a ZDoom map), you can set the scale and panning (as well as quite a few other properties) directly in the sector itself, rather than relying on ACS and sector tags.

This means I have to use Doom Builder 2. But it seems easier than doing it with ACS. I think I will try ACS first, altough I am not very good at scripting. I will get there eventually, I'm trying to shave up on my zdoom mapping skills. I haven't made a map for zdoom in a couple of years I think.

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Looks like a good start, though! Haven't really seen many castle maps since like 1997

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Nomad said:

Looks like a good start, though! Haven't really seen many castle maps since like 1997


I haven't really seen... any. Could you link me to some good ones?

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Hit one of prboom+'s limits for the second time working on this map now. Or more accurately, it isn't accepting zdbsp -normal nodes anymore, or something. So I think I might complete it with -compressed then pare down lines until it works in prboom+ again, so there will probably be 2 versions of the map. Anyway, excuse for me to post a map shot ;) 29k linedefs


P.S. it's fully zoomed out in skulltag ...

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ArmouredBlood said:

Hit one of prboom+'s limits for the second time working on this map now. Or more accurately, it isn't accepting zdbsp -normal nodes anymore, or something. So I think I might complete it with -compressed then pare down lines until it works in prboom+ again, so there will probably be 2 versions of the map. Anyway, excuse for me to post a map shot ;) 29k linedefs

Get the latest ZDBSP from zdoom.org and run it with the -X parameter added. It'll generate a non-compressed form of extended nodes that are compatible with recent builds of PrBoom-Plus, Eternity, and ZDoom alike. With them, combined with DB2's built-in sidedefs compression of limit-breaking maps, you can safely go well over 65535 segs and sidedefs while retaining cross-port compatibility.

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esselfortium said:

Get the latest ZDBSP from zdoom.org and run it with the -X parameter added. It'll generate a non-compressed form of extended nodes that are compatible with recent builds of PrBoom-Plus, Eternity, and ZDoom alike. With them, combined with DB2's built-in sidedefs compression of limit-breaking maps, you can safely go well over 65535 segs and sidedefs while retaining cross-port compatibility.


Awesome. Now my only problem is the zdbsp documentation only tells me how to run it with wadauthor and not from the commandline >.< So far I've gotten this

C:\Users\Blood_Titan\Desktop\doom stuff\zdbsp1.16\zdbsp.exe -mMAP21 -X
but besides finding -b possibly for build in an ooooooooold dw thread and -o for writing to a new wad filename, I still need to know how to tell zdbsp what wad I want to build a map from. Can you give an example commandline?

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bgraybr said:awesome castle pics


You going to use diff textures? You should make it for doom 1. Better texture set, and mancubi don't really fit in a castle setting.

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bgraybr said:

I haven't really seen... any. Could you link me to some good ones?


Eternal Doom 4, map27 (remember to use IDMUS).

Another one got a Cacoward in some year or another...

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ArmouredBlood said:

Awesome. Now my only problem is the zdbsp documentation only tells me how to run it with wadauthor and not from the commandline [...] I still need to know how to tell zdbsp what wad I want to build a map from. Can you give an example commandline?

Run ZDBSP without options and it will tell you how to use it.

Usage: zdbsp [options] sourcefile.wad

...

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Nice shot 40oz, do I see portals.

A boom map I'm also working on. Inspired by a map I did for NDCP2. Not much too see yet, just one room finished so far. It took me 2 hours though :p

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That's looking great 40oz! How many of those textures did you make?

Looking very Quake 2 there dutch :]

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Nice shot Dutch Devil, I really do love your maps.

I can't even begin to explain how ecstatic it makes me feel that you were almost convinced that I used portals in my map. Nope! it's limit removing :D

I (sort of) made all the textures myself. There are a handful that I made completely from scratch, but most of them are heavy edits of many textures I found on grsites.com/textures, and cgtextures.com

A lot of the wall textures are based on and edit I made of this photo of an old briefcase I found.

I made the wires that can be seen on the floor with this method I also made the warning stripes, the white ceiling light, and the diagonal ceiling boards myself from scratch.

Since I'm not very good at drawing streaks or scratches, a lot of grsites.com textures served as good bases and overlays. I just resized and recolored them and added my own touches such as shading and rivets. Here are some original pieces that can be seen in my textures: top level grating, ceiling flat borders ventillation shafts floor texture

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40oz said:

I can't even begin to explain how ecstatic it makes me feel that you were almost convinced that I used portals in my map. Nope! it's limit removing :D

Cool, it really looked like they were portals, I fell for it. Neat trick. I used to rip textures from grsites as well, my early zdoom maps had some of them.

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Hellbent said:

[b]

You going to use diff textures? You should make it for doom 1. Better texture set, and mancubi don't really fit in a castle setting.


Doom 1 doesn't have any good stone or brick textures, but I agree about the enemies. I'm going to use almost all Doom 1 enemies (no Mancubi or Archviles) and I already replaced the sky and music with Doom 1 stuff.

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