Abyssalstudios1 Posted July 30, 2010 Pedro... oh mah goodness... that looks like a large, green collection of WIN! 0 Share this post Link to post
scalliano Posted July 31, 2010 Pedro VC said:class D64 stuffage GOD DAMN!! 0 Share this post Link to post
Snakes Posted July 31, 2010 Yeah, they look pretty awesome. Fix the alignment issue on the central structure in the second screenshot and it'll be fantasmic! 0 Share this post Link to post
Mithral_Demon Posted July 31, 2010 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 0 Share this post Link to post
Nomad Posted July 31, 2010 I think the hud looks pretty retarted, but otherwise not too bad shots. 0 Share this post Link to post
brinks Posted July 31, 2010 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. 0 Share this post Link to post
Dutch Doomer Posted July 31, 2010 Slopes makes my textures look streched :( Is there some way around it? 0 Share this post Link to post
boris Posted July 31, 2010 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. 0 Share this post Link to post
Dutch Doomer Posted July 31, 2010 You mean change the size of the sloped sectors? 0 Share this post Link to post
scalliano Posted August 1, 2010 You can change the x & y scaling of the textures independently. 0 Share this post Link to post
esselfortium Posted August 1, 2010 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. 0 Share this post Link to post
Dutch Doomer Posted August 1, 2010 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. 0 Share this post Link to post
bgraybr Posted August 2, 2010 Not anywhere near complete, the textures are bad, and lots of hom. 0 Share this post Link to post
Nomad Posted August 2, 2010 Looks like a good start, though! Haven't really seen many castle maps since like 1997 0 Share this post Link to post
bgraybr Posted August 2, 2010 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? 0 Share this post Link to post
ArmouredBlood Posted August 2, 2010 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 ... 0 Share this post Link to post
esselfortium Posted August 2, 2010 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. 0 Share this post Link to post
ArmouredBlood Posted August 2, 2010 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 thisC:\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? 0 Share this post Link to post
Hellbent Posted August 2, 2010 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. 0 Share this post Link to post
gemini09 Posted August 2, 2010 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... 0 Share this post Link to post
tempun Posted August 2, 2010 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... 0 Share this post Link to post
Dutch Doomer Posted August 2, 2010 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 0 Share this post Link to post
Mechadon Posted August 2, 2010 That's looking great 40oz! How many of those textures did you make? Looking very Quake 2 there dutch :] 0 Share this post Link to post
Dutch Doomer Posted August 2, 2010 I like this texture pack, lots of cool textures. 0 Share this post Link to post
40oz Posted August 2, 2010 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 0 Share this post Link to post
Dutch Doomer Posted August 2, 2010 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. 0 Share this post Link to post
bgraybr Posted August 2, 2010 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. 0 Share this post Link to post