Z86 Posted June 18, 2012 ducon said:The sky is a texture from Doom³ (hellsky). Yep, that is correct. It needed a littl bit of work to look good though. 0 Share this post Link to post
LigH Posted June 19, 2012 @ exl: In the second shot with the red sky, the floor seems too uniform for me. Giving it a little variance, like making lower sectors slightly darker (let's say they are wetter), may enhance the spatial sense. 0 Share this post Link to post
MSPaintR0cks Posted June 19, 2012 @lupinx-Kassman The totally awesome last shot reminds me a lot of these cool looking towers in that old Indiana Jones game: http://geekadelphia.com/wp-content/uploads/2009/03/indiana_jones_fate_atlantis.jpg 0 Share this post Link to post
exl Posted June 19, 2012 LigH said:@ exl: In the second shot with the red sky, the floor seems too uniform for me. Giving it a little variance, like making lower sectors slightly darker (let's say they are wetter), may enhance the spatial sense. That works brilliantly, thanks! Might try to break up the flat middle area some more still. Maybe with a path, or some rubble. http://www.dvdflick.net/storage/solo5.jpg 0 Share this post Link to post
LigH Posted June 19, 2012 Certainly yes. Something that catches the eye just even enough. 0 Share this post Link to post
Dutch Doomer Posted June 20, 2012 My rocks are improving slowly :p Not sure of keeping those crates, I just added those in a hurry. I never know what to do with all that outside space, crates always come up first. http://i49.tinypic.com/23ksw82.png 0 Share this post Link to post
esselfortium Posted June 20, 2012 That looks great, though I'd say you probably don't need nearly that many crates. IMO it's usually better to have just a few for the player to duck around, if there isn't much else in the area to take cover behind. Trying to fill too much of the empty space and you're just squandering a perfectly good open area to run around in ;) 0 Share this post Link to post
ellmo Posted June 21, 2012 esselfortium said:That looks great, though I'd say you probably don't need nearly that many crates. Nonsense and heresy! One can never have too many crates. 0 Share this post Link to post
Dutch Doomer Posted June 21, 2012 esselfortium said:That looks great, though I'd say you probably don't need nearly that many crates. IMO it's usually better to have just a few for the player to duck around, if there isn't much else in the area to take cover behind. Trying to fill too much of the empty space and you're just squandering a perfectly good open area to run around in ;) Thanks for the good suggestion, less crates will probably add towards better gameplay. I removed most of them, and I keep a few for cover. Its allready looking better now. 0 Share this post Link to post
darkreaver Posted June 21, 2012 "One crate is one too many." Can`t see the screenshot though, since most image hosting sites are blocked here (at work) 0 Share this post Link to post
Gez Posted June 21, 2012 Some silly screenshots obtained by testing a COLORMAP generated from HSL colormatching instead of RGB colormatching. (Factors used: 5 for hue, 2 for saturation, 3 for luminosity.) Overall, it looks like crap; but it was funny; and sometimes, though rarely, there was a portion of the image that actually looked maybe a bit better. 0 Share this post Link to post
tempun Posted June 21, 2012 Gez said:Some silly screenshots obtained by testing a COLORMAP generated from HSL colormatching instead of RGB colormatching. (Factors used: 5 for hue, 2 for saturation, 3 for luminosity.) Overall, it looks like crap; but it was funny; and sometimes, though rarely, there was a portion of the image that actually looked maybe a bit better.[/URL] Maybe if you reduce factor for hue it'd look better 0 Share this post Link to post
DuckReconMajor Posted June 21, 2012 valhallaist said:http://fc09.deviantart.net/fs71/i/2012/173/0/2/doom__the_yawning_wall_by_starmansurfer-d4z87yn.jpg What is this from? It looks familiar. 0 Share this post Link to post
gemini09 Posted June 21, 2012 valhallaist said:http://fc09.deviantart.net/fs71/i/2012/173/0/2/doom__the_yawning_wall_by_starmansurfer-d4z87yn.jpg Hehe, man... right now I just got an urge to play a co-op game with a bunch of WELL-TRAINED AND HIGHLY PROFESSIONAL Doom marines 0 Share this post Link to post
valhallaist Posted June 22, 2012 DuckReconMajor said:What is this from? It looks familiar. It's from my wad "Kokytus". It's a single player map of course, but I added some voodoo dolls temporarily just to get that shot. 0 Share this post Link to post
LigH Posted June 23, 2012 @ Jimi: The pink ones are especially ... "frightening"! 0 Share this post Link to post
Katamori Posted June 23, 2012 It's not Doom anymore. At least for me. But it seems it wasn't easy to do so...respect Jimi! 0 Share this post Link to post
schwerpunk Posted June 23, 2012 If I ever got into a higher-res, 3D-modelled Doom, it would have to look something like that. Amazing work on the models' textures, too. 0 Share this post Link to post
NiuHaka Posted June 23, 2012 Good to see this is still coming along. If these are the models that were inspired by Abuse then they are much improved from when I last saw them. Katamori said:It's not Doom anymore. At least for me. But it seems it wasn't easy to do so...respect Jimi! It isn't supposed to be Doom. It is a TC with emphasis on the "Total". 0 Share this post Link to post
gemini09 Posted June 23, 2012 the models really look great, and the world looks pretty fine, too. Great job.. :) 0 Share this post Link to post
TwinBeast Posted June 23, 2012 Thanks! I think it's still somewhat Abuse inspired, but it got mixed with some Mortal Kombat ninja characters. The weapons gameplay modifications are also somewhat Abuse like. Though I'm still using all the usual Doom Actions. I've not been sure yet when and if I should make my own game plugin for this. I think this level will become some deathmatch level, or be an inspiration for such. I think there could be a bit more height variation in it, and maybe less colorful light as those intense color areas make it difficult to distinguish the different team colors. 0 Share this post Link to post
Gez Posted June 23, 2012 A Doom picture doesn't have to be a Doom screenshot, right? Just for fun, here's Doom's TRUECOLORMAP. The COLORMAP ramps, as generated by the dcolor.c algorithm, but in truecolor instead of being forced back into the palette; compared to the IWAD's paletted version. Gives a good outlook of which colors stay reasonably safe, and which suffered a lot. (In the unlikely case anybody is curious enough, a whole bunch of game palettes included in SLADE have been subjected to the same treatment and can be found here if you want to see Heretic's true colormap or whatever.) 0 Share this post Link to post
Encryptic Posted June 23, 2012 NitroactiveStudios said: It's an interesting element, and I wonder why it's crying? http://i.imgur.com/EdXStl.jpg "Weeping lava comes merely from a derangement of the tear duct, my dear General. Nothing sinister." 0 Share this post Link to post
Reisal Posted June 26, 2012 Expansion of E1M8, and this is just one side of it. Part of Brutalized Doom & Doom 2 map edit PWAD. As of this screen, the above edit is not available to the public yet. 0 Share this post Link to post
The Pursuer Posted June 26, 2012 Reminds me of MAP12 in Doom 2 where the imps come out Chris. 0 Share this post Link to post
LigH Posted June 26, 2012 Sounds like "more fun with the Rail BFG"... >:D 0 Share this post Link to post
Phobus Posted June 26, 2012 Hell's Vendetta said:Reminds me of MAP12 in Doom 2 where the imps come out Chris. Think you're missing the more obvious E1M8 homage :P EDIT: And I missed the even more obvious text he'd written under the screenshot... 0 Share this post Link to post