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Shanoa

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

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Megamur said:

Hopefully you'll share your technique at some point. I know there's some sort of trickery to make floor lighting levels independent from ceiling lighting levels in vanilla, but I don't recall how.

Actually it's very simple, here are some pics from the editor:
http://i56.tinypic.com/2qkie8l.png
http://i55.tinypic.com/f4gwf5.png

If you see it's just some sector and elevation trickery, i use this trick in various parts of my map, i'd like to explain it, but my english is not very good (i'm Chilean).

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AlektorophobiA said:

Actually it's very simple, here are some pics from the editor:
http://i56.tinypic.com/2qkie8l.png
http://i55.tinypic.com/f4gwf5.png

If you see it's just some sector and elevation trickery, i use this trick in various parts of my map, i'd like to explain it, but my english is not very good (i'm Chilean).


Well, I managed to crudely mimic it a bit, but I still don't understand the mechanics of what's going on enough to do anything beyond creating a little square of light on the floor. But hey, it's a start.

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Megamur said:

I love Chocolate Doom so much. It's like vanilla DOOM--which I already love--but makes adding DeHackEd patches and merging sprites so easy. :)

Thanks, I'm glad you like it!

Mithran Denizen said:

That's how I feel about a lot of modern DRM-laden games, actually.

Zing!

The "drag to install" thing is how you install things on OS X. Software packages come in .dmg files that open up in a window that looks like this. You can run the program without installing or drag it to your applications folder to install permanently. It's a very neat system.

Chocolate Doom has had Mac packages like this for several versions now, but it was previously just a bare folder with icons. I've just refactored it all to be a lot more polished (background image, arranged icons, etc). Although this sounds simple to describe, you wouldn't believe how absurdly complicated it was to actually achieve this.

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I should really be studying, but I can't help myself. :)



I'd make the torches go lower down as they look better that way, but they give a HOM effect when your on elevated ground to the invisible sector.

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Death: They don't have to. Simply make the sector they're in self-referencing. :) Looks neat, btw.

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Jimmy91 said:

Death: They don't have to. Simply make the sector they're in self-referencing. :) Looks neat, btw.

Or if it's for Boom, use transfer heights.

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I don't know what others think, Death, but I think that the green torches might be better suited for that area. That whole area just looks kind of "soft" its colors, and seeing as it's surrounded by green bricks and what-not... Just an idea.

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Looks cool deathevokation, although I do think that you should give one of the two methods above for lowering the torches a shot. The color is up to you and would probably look nice either way, but snakes' suggestion doesn't sound so bad.

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Cheers for the suggestions guys.

Hmmmm.... Snakes, I'll keep green torches into consideration, as they fit better in that area than the red torches do. I just need to see how they'd fit in with the rest of the map, if that makes any sense. :)

esselfortium said:

Or if it's for Boom, use transfer heights.

At some point I'll try this, thanks.

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That looks very sweet Death :). I'd probably go with the green torches too since they would go with the green bricks. Although either would probably look just fine...I suppose it just depends on if you want some contrast there or not.

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Looking good DeathEvokation! I would also like to see you try green torches instead! But over all, it looks inspiring, not the type of architecture I come up with.

I made a new room in my map. Been working on for this for a very long time now... Does anyone want to test this baby out? I'll need help balancing this and look for bugs and mis-alignments. I'm getting really tired of this map! Would take me 2 weeks to get a testingversion ready I think.


http://i1136.photobucket.com/albums/n487/dannebubinga/doom11-1.jpg
http://i1136.photobucket.com/albums/n487/dannebubinga/doom10.jpg
http://i1136.photobucket.com/albums/n487/dannebubinga/doom09-1.jpg

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@DeathevocatioN. I really like the layout you have there. The blue sky in the background looks the wrong color to me, but otherwise, that shot looks really good. Like a haunted mansion or something.

@Dannebubinga. Those new screens are really cool, I love big, open, Sunder-styled architecture. Nice stuff.

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Thanks for the encouragement guys. :)

Once I've lowered the torches, I'll see which color fits best.

Even though the sky is a bit bright, I personally believe that it fits the theme better than the other 2 episodic skies do that we're using at the moment, although that's not saying much. :) I'm a big fan of cheesy b grade horror themes, so the theme is supposed to be a cemetery in the dead of night, where the evil undead have come back to eat the living, and shit like that. ;) So far I'm counting on the punchline of the map to be it's outdoor areas. The indoors are inspired mostly by Matthias Worch's MM2 Map03 as well as his Map04 and Map09 off Requiem.

If you wanna see a more clear view of the sky when we used it another map for the same project;
http://www.wadsinprogress.info/?a=showshot&wad=1497&shot=1

Those shots look fantastic, dannebubinga. Tbh I'm very envious of your open, large and solid architectural style, myself. Lately I've been losing patience with making more open areas, even though those are my favorite type of areas.

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Trying to get along with GSTONE. So far it's been pretty fun...

http://mekworx.phenomer.net/mekastuff/pics/screenshots/supplice/supptest-haha.png

So this map was supposed to be a simple test map for Supplice (I just needed to make an arena with cover to test a new monster). And well...there ya go :P. So since I went overboard (big surprise), this will likely make its way into Vela Pax once it's done serving its testing purposes.

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GSTONE1 and SP_HOT1, as being 256-units wide textures, are outstandingly sensible for being not offseted well. Good stuff Mechadon!

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I've been gone for so long, I'm going to have to poke through the last 20 or so page of shots I missed. Bleh. I've done a little work on my redtek map in the time I've been gone. Have a pretty good idea of how I'm going to finish it finally, just have to buckle down and make it happen. :)

Yet another shot of the entrance to the generator building:
http://img.photobucket.com/albums/v82/digital_nomad/Doom/Screenshot_Doom_20110512_090141.png

The big generator room:
http://img.photobucket.com/albums/v82/digital_nomad/Doom/Screenshot_Doom_20110512_085911.png

Shot of a small outdoor area beyond the big lava reservoir:
http://img.photobucket.com/albums/v82/digital_nomad/Doom/Screenshot_Doom_20110512_090325.png

I wish I had some shots of new stuff but I either haven't got something workable I can share of the new areas I've been working on (or just can't get a good shot to do them justice), or I've just mostly been making the areas I've already finished prettier. :P

dannebubinga said:

Looking good DeathEvokation! I would also like to see you try green torches instead! But over all, it looks inspiring, not the type of architecture I come up with.

I made a new room in my map. Been working on for this for a very long time now... Does anyone want to test this baby out? I'll need help balancing this and look for bugs and mis-alignments. I'm getting really tired of this map! Would take me 2 weeks to get a testingversion ready I think.


http://i1136.photobucket.com/albums/n487/dannebubinga/doom11-1.jpg
http://i1136.photobucket.com/albums/n487/dannebubinga/doom10.jpg
http://i1136.photobucket.com/albums/n487/dannebubinga/doom09-1.jpg


I like the colors going on here! I especially like the floor in the second shot!

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that second shot looks awfully identical to Plutonia map26...

still, kudos on the Plutonia homage

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lupinx-Kassman said:

Agreed, one of my all-time favorite wads, especially map 7 of the episode.


Yeah, that and MAP03 are some of the best ever city-style maps for plain vanilla Doom. Well it does have a new sky and waterfall texture, but that's about it (not counting music and title/intermission screens). It just goes to show that the vanilla engine is capable of amazing stuff in the right hands. Who needs all that ports nonsense? ;)

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Marnetmar that looks awesome! I love that clean E1 look. The colors in those textures just work so well together imo.

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Windowpain said:

Marnetmar that looks awesome! I love that clean E1 look. The colors in those textures just work so well together imo. What project is this for?


Thanks! The project is DTWID, which can be found here.

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Yeah I literally just saw that you had posted the same image over in the DTWID thread, sorry for being lazy -

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