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Shanoa

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

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@dutch devil: Looks beautiful! Is that for CC4, or something else? One suggestion is to maybe try putting the short torches into some sort of circular or square "holder" structure that holds the bottom part of it.

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esselfortium said:

@dutch devil: Looks beautiful! Is that for CC4, or something else? One suggestion is to maybe try putting the short torches into some sort of circular or square "holder" structure that holds the bottom part of it.

Nope its not my CC4 map this map is called Hell Awaits, its on wip as well.I had lost this map from my hd, I was lucky that the person who I send the map to still had it on his hd.

I'll see what I can do with the torches, but not now cause flu is bugging me too much.

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_bruce_ said:

Looks cool

Thanks. I've finished MAP05, but it won't work with vanilla Doom because i've broke a limit because it just crashes! That means i'm making it for Boom compatible sourceports. I can't do anything about that.

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@TomoAlien.

How many levels are you planning to make for this mapset? Looks good by the way.

@bruce.

Try not to quote images. It tends to be frowned upon. :)

@Dutch Devil.

No surprise that those pics look awesome. No surprise at all.

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Kyka said:

@TomoAlien.

How many levels are you planning to make for this mapset? Looks good by the way.


I thought of making 32 maps, but i'm not sure.

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I recognized the outfit without the second pic. That is awesome.

Is that really a Doom-engine-based screenie? If so, I haven't heard of this project and wish to know more.

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Creaphis said:

I recognized the outfit without the second pic. That is awesome.

Is that really a Doom-engine-based screenie? If so, I haven't heard of this project and wish to know more.

I just made a post in Wads and Mods. I don't really know what progress has been made if any, or whether that is a Doom-engine-based screenie. I am also pretty ... keen on this.

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This level is from my New megawad for Doom 2 I'm working on
Level 9: Urban Keep




http://i163.photobucket.com/albums/t315/mutantmeatpuppys/DoomIV.png
Marine Shopkeeper Blows away Demon with SSG

http://i163.photobucket.com/albums/t315/mutantmeatpuppys/DoomVII.png
Basement Of Second UAC Building

http://i163.photobucket.com/albums/t315/mutantmeatpuppys/DoomV.png
Another Pic Of Basement

http://i163.photobucket.com/albums/t315/mutantmeatpuppys/DoomII.png
Welcome Center

http://i163.photobucket.com/albums/t315/mutantmeatpuppys/DoomIII.png
Going up an Escalator while overviewing the Water Fountain

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Hellbent. That is Definitely the coolest Commander Keen Outfit I've ever seen. Well, to tell the truth, its the only Commander Keen outfit I've ever seen. But it is very cool anyhow. You will be the star attraction at KeenCon '09*.


Anyway, on topic, here are a few screenies from map 03 of my little project.

http://img115.imageshack.us/my.php?image=map04dgj2.png

http://img115.imageshack.us/my.php?image=map04ccm2.png

http://img115.imageshack.us/my.php?image=map04bdr4.png

http://img115.imageshack.us/my.php?image=map04aek8.png


*May not actually exist**.

**But probably should.

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I was looking for the DOS abandonware game Tank Wars 2.0 (runs with bomb.exe) and I kept coming across lord of the rings stuff. Then one tank wars game I downloaded (not very good/seems like it was unfinished) had a .wad file in it. Thought that was odd. I haven't loaded it up to see if it's a doom .wad file--probably not. Then I stumbled on a web page (very specific search too '"tank wars 2.0" bomb.exe' that not only referenced my favorite game but my favorite book/movie/story! Lord of the rings!

http://aklemai.com/albums/march_mordor/doom_boromir.jpg

I'm now gonna see if I can find the wad where this pic comes from! If you have it, please let me know! [strikethru]And if you have or know where I can get tank wars 2.0 I would really appreciate it--one of the best games of all time.[/strikethru] found it! but some of the text is scrambled for some reason

@Vermil: thanks for the link!

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In the last few weeks, I have managed to finish two levels of my little project... Which is hardly blistering, but it is getting there.


Anyway. These screenies are from map04. This particular map includes such special vanilla features as...

"Realistic" light sourcing.

"Flowing" liquids.

"Rotating"(not really) ceilings.

"Blue" wall textures.

"Computer" pillars.

A "Chaingun"

"Monsters"

"Other" areas.

...And so on.

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Kyka said:

screenshots

The screenshots don't look bad by any means, but personally I think a lot of the details you've used are... extraneous, and a lot of them just make the whole scene look overly busy. I honestly have no clue what is going on with the ceiling in this screenshot; all I see are unnecessary amounts of sectors jutting out from the ceiling at odd intervals. Same goes for this shot, except now there's tons of extra sectors popping out of the floor as well. It looks like the player would be too busy bumping up and down on the floor in this room to actually maneuver properly. As a rule of thumb, try to keep floor detail down to a minimum; effective use of flats is always a better choice than adding lots of extra sectors.

Just a little bit of constructive criticism.

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Well I think an important quality of mapping is when you can't really tell what something is at a first glance and you kinda have to figure out what it is. The first shot AgentSpork linked to actually looks pretty neat to me. I can see what he's talking about in the second one he linked to though, that one looks like a mess.

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JohnnyRancid said:

Well I think an important quality of mapping is when you can't really tell what something is at a first glance and you kinda have to figure out what it is.

Maybe, if you're aiming for a certain level of abstractness. I don't think abstract level design works very well for a level with this kind of theme, though. When I think of tech bases, I think of relatively consistent design and concrete architecture. It's when you start getting into more hellish themes that abstractness becomes a more viable option.

But that's probably just me. :P

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His maps are certainly overdetailed, judging by what I've seen so far, but the extreme length to which he takes detailing gives his maps a unique style which is growing on me. Besides, even if this mapping style is "bad" (and I don't think it is) I generally prefer playing a map that's "bad" in an unconventional way than a map that's "good" in extremely conventional ways.

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I wouldn't really consider it "overdetail", but just...misguided detail, maybe. In some of Kyka's screenshots I've seen lots of tiny sectors used to make very small structures, placed in rooms that are otherwise very plain. That kind of detail isn't necessarily bad, but just by itself it doesn't do a lot for the appearance of a map. Layering materials, breaking rooms up into visual "compartments" by splitting them into simple geometric shapes to be separated by supports or given different ceiling heights or whatever, using trim around edges, and other techniques tend to do a lot more for an area visually. Also just using textures and color combinations that contrast with each other just enough to make things interesting.

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Well, right. That's how you make visually appealing maps. But that's boring! And maybe when we start building real tech bases they'll have poor visual composition and be full of crazy shit.

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