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Shanoa

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

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Some patches coming soon to a PrBoom trunk SVN near you.



Ammo empty/full patch by David Damerell, greys out weapons that can't be used on the status bar and HUD, displays ones with full ammo in blue. In this shot I have no bullets, full rockets, one shell, and 20 plasma cells, showing that it handles the super shotgun and BFG correctly.





Backgroundless fullscreen menus, a feature request from myk from about a million years ago





Improved terminal ENDOOM renderer. I don't like textscreen because I'm a command line guy and textscreen pops up a window :P

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RjY said:

Backgroundless fullscreen menus, a feature request from myk from about a million years ago

Would lightly darkening the background not make the text a little easier to read?

Also, light progress:

This one still doesn't feel right, but can't put my finger on it.


Can't show everything here. The blue rods need a different texture to make them resemble some sort of cooling rods.

Older shots:
http://www.dvdflick.net/storage/20yod/20yod_01.jpg
http://www.dvdflick.net/storage/20yod/20yod_02.jpg
http://www.dvdflick.net/storage/20yod/20yod_03.jpg

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Cacoward winner Acradia!

Does anyone know if this story will be continued? I quite enjoyed this. I especially like the color palette.

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Xeros612 said:

The story continues... in the rest of Bioshock.

I want more doom conversions. I don't want to play bioshock.

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@exl:
Looks fantastic, other than the need for a new texture on the cooling rods, which you've already said. If they're going to be blue, they should probably match with the cyan of the computer displays nearby, as the stock Doom blue feels somewhat mismatched in its use there, I think.

As far as the first shot goes, I don't think you need to do any more with it really, but the texture on the big dark-gray ceiling beams does kind of bug me. I'd either significantly decrease its contrast, or add horizontal highlight/shadow lines to match the height of the sectors. Possibly adding shading and decreasing the contrast a bit, actually. It just looks a bit blobby and shapeless as-is, I think, and making the texture reinforce its shape (or at least be neutral to it) rather than somewhat masking its shape with the varied light/dark areas of the texture.

You could also probably make some nifty custom thing to replace the voltage sign with something tailored specifically for the textures and shapes around it, but whatever. The map looks cool as hell, regardless. Can't wait to ogle and/or play it :)

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Does anyone remember this? It is from Yesterday's Nightmare by Ray Schmitz released 2004. Coming upon this scene while playing the wad just now was as impressive as seeing one of the scenes in the new Star Wars films. Breathtaking.

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Hellbent said:

Does anyone remember this? It is from Yesterday's Nightmare by Ray Schmitz released 2004. Coming upon this scene while playing the wad just now was as impressive as seeing one of the scenes in the new Star Wars films. Breathtaking.


I like that.

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Hellbent said:

Does anyone remember this? It is from Yesterday's Nightmare by Ray Schmitz released 2004. Coming upon this scene while playing the wad just now was as impressive as seeing one of the scenes in the new Star Wars films. Breathtaking.


I liked this level so much that I posted a thread about it back when I was a nub here and didn't know any better. One of my top ten favorite levels. Great, tight, tough gameplay, it isn't just a pretty level for the sake of being pretty.

DooMAD said:

Awesome image of much awesomeness.



Doomad, is that image from the same level as this image here?



I hope so because I have been quietly keeping an eye out for progress on this. They do look thematically similar. And also, much win is present.

[edit] Also neat shot kingkill. Hadn't seen much outta you recently.

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Yep, same map. Glad you like it. :)
You might be waiting a while for the finished product though.

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I put my model into Doomsday. I'm not sure yet what the whole project will be, but at the moment I think it'll be an alternate model pack, as I don't to work on two full scale mods, I'm also using the model in my DarkPlaces/Quake mod. The model pack will feature reptile/snake/amphibian looking demons and player.

I just got the textures finished.. the animations are a bit broken at the moment.. hands are stiff and jaw goes inside the head, need to fix them next.

It replaces the Imp. Other possibilities could be Demon/Spectre or Hell Knight/Baron, but I think Imp is best, as it's meant to be a common low tier monster with a fireball attack. Probably spits it from mouth instead of throwing with hands.


Alternate skin (for larger version, fits for this model too):
http://koti.mbnet.fi/jeejeeje/wip/spikeclaw_dd_02.jpg

In DarkPlaces:
http://koti.mbnet.fi/jeejeeje/wip/spikeclaw_two_skins_front.jpg
http://koti.mbnet.fi/jeejeeje/wip/spikeclaw_two_skins_back.jpg

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@walter: I still have that first map! Was that one you made for that jokewad project that briefly existed last year?

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StupidBunny said:

@walter: I still have that first map! Was that one you made for that jokewad project that briefly existed last year?


Yes, actually in my computer i have collected various maps for that project and joined them in one zip file... when i have time, i will post that shit....

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