CorSair Posted May 19, 2013 If I wasn't already impressed, now I really am. :) 0 Share this post Link to post
schwerpunk Posted May 19, 2013 dutch devil, I circled all the things I liked in your second screenshot. I especially enjoyed everything done with LITE3 (or is it 5...), anyway the LITEs; they're great. EDIT: May as well share some of my work, too. From a WiP entry for the Mad megawad project. The main weapon is a rocket launcher, so I tried to set up as many maddening engagements as possible, where fighting with such a weapon is difficult (dark areas, tight mazes, etc.). basic hallway look glowing bloodpool in secret area *shrug* close-quarters maze 0 Share this post Link to post
The_MártonJános Posted May 19, 2013 dutch devil said:More stuff added, its going to be pretty big. Already braced myself for the initial masterpiece release. 0 Share this post Link to post
mrthejoshmon Posted May 19, 2013 looks interesting schwerpunk, I like the look of the bloodpool and how it just stands out from everything else. in relation to making things stand out, how would I make coloured lighting? (I'm looking to make PSX styled versions of my recent maps) 0 Share this post Link to post
Dutch Doomer Posted May 19, 2013 schwerpunk said:dutch devil, I circled all the things I liked in your second screenshot. I especially enjoyed everything done with LITE3 (or is it 5...), anyway the LITEs; they're great. Thanks the bottom shot is made from a drawing, had some rough idea how I would want it to look. So I made a drawing first, turned out pretty cool. I wanted to stick those ceiling lights on an unusual position. CorSair said:If I wasn't already impressed, now I really am. :) Thanks its around 70% done so far, it grows by the day. So many ideas to put in still. This map turns out very different than my usual stuff, kinda weird with texture combinations and layout. 0 Share this post Link to post
Katamori Posted May 19, 2013 Dead parachute trooper. My question is that can you approve it or is it rather ugly? https://www.dropbox.com/sh/p5tcg8l4xwrngg7/y8_QIgf3j5#f:SiT%20MAP13.JPG 0 Share this post Link to post
durian Posted May 19, 2013 Heh. My first thought was: 'Jellyfish', which is not to say, 'ugly'. I really like that second shot dutch - nice and gloomy, and I like the light on the nukage :) Not been able to attend to DOOM much this week, but was able to steal some time this afternoon - been playing with this room (not done yet). 0 Share this post Link to post
schwerpunk Posted May 19, 2013 Katamori said:Dead parachute trooper. My question is that can you approve it or is it rather ugly? https://www.dropbox.com/s/7lg1dmkq2hxb763/SiT%20MAP13.JPG It's definitely Doom-y... Not exactly great looking, but if it's integral to you level, it could be justified. We already have to suspend our disbelief when playing Doom wads, so it's not really a huge deal... EDIT: @ Durian - nice room! Inspired by Doom 2's MAP01 in any way? Great lighting. Also, while I don't usually approve of flat changes without height variation, the transition from blue to grey looks really good as it is. 0 Share this post Link to post
Dutch Doomer Posted May 19, 2013 Impressive shot durian, I like what you did that BLAKWAL texture. Never been able find a good use for it. Seems inspired by Doom 2 Map01 like Schwerpunk mentioned, which is awsome of course. 0 Share this post Link to post
durian Posted May 19, 2013 Thanks guys :) Yeah, a not-too-subtle descendent of Map01. If you're interested, here's a hi-res shot of the starting room (larger version of an image I posted a few pages back - is quite big). @schwerpunk Yes I used to have similar feelings about flat changes without height variation, and sort of discovered by accident that in certain circumstances I prefer to keep things even. 0 Share this post Link to post
The_MártonJános Posted May 20, 2013 Nah, I see, that was the level for which the argument over circular light spreading went on some pages earlier. Way cool! 0 Share this post Link to post
ComicMischief Posted May 20, 2013 Too keep my style from getting stale, I'm using the FreeDoom textures as I map. The final maps are just stock Doom 2, and the results often surprise me in a pleasant way. Vanilla-compatible mapset. 0 Share this post Link to post
Walter confetti Posted May 20, 2013 making a boss speedmap for the forgotten mayhem.... too dark? 0 Share this post Link to post
durian Posted May 20, 2013 Hard to say from this angle, but I wouldn't say so. I like the caco in the booth, for some reason I feel like he/she is on the telephone. 0 Share this post Link to post
Shadow Hog Posted May 20, 2013 I can only imagine it's speakerphone, given the Cacodemon's lack of hands. Dialing must've been a pain, though. 0 Share this post Link to post
The_MártonJános Posted May 20, 2013 walter confalonieri said:making a boss speedmap for the forgotten mayhem.... too dark? Kinda reminds me of Black Cruelty. 0 Share this post Link to post
DeathevokatioN Posted May 20, 2013 Ribbiks said:Purple screenshotWow, dude that is so awesome! A nice abstract surreal cloud of fresh air from standard level design! 0 Share this post Link to post
Sergeant_Mark_IV Posted May 21, 2013 I got back working on the map that I was going to submit to DTWID. Now it has Doom 2 stuff, and much more rooms. This is going to be my first boom-compatible map to be released. 0 Share this post Link to post
Avoozl Posted May 21, 2013 durian said:Not been able to attend to DOOM much this week, but was able to steal some time this afternoon - been playing with this room (not done yet). https://dl.dropboxusercontent.com/u/28198906/DW/Screenshot_Doom_20130519_222529.jpg Looks great. 0 Share this post Link to post
Katamori Posted May 21, 2013 Sergeant_Mark_IV said:I got back working on the map that I was going to submit to DTWID. Now it has Doom 2 stuff, and much more rooms. This is going to be my first boom-compatible map to be released. Nice you see you working on non-ZDoom maps. Quite good anyway. 0 Share this post Link to post
ArmouredBlood Posted May 21, 2013 Switches ... http://i.imgur.com/jIdTbpe.jpg Not even once http://i.imgur.com/RzhEDA4.jpg From my new map in sf2013. 0 Share this post Link to post
Walter confetti Posted May 21, 2013 Hey cell, what is Black cruelty? I never heard of it... Anyway, more stuff: 0 Share this post Link to post
The_MártonJános Posted May 21, 2013 walter confalonieri said:Hey cell, what is Black cruelty? I never heard of it... You will. Perhaps in 2017. 0 Share this post Link to post
A.Gamma Posted May 22, 2013 And my lighting practice map ended up combining with my UDMF practice map, now I have a Build-esque city map! Still don't know where I'm going whit this though D: 0 Share this post Link to post
Koko Ricky Posted May 22, 2013 Looks very cool, but in real life the light in those last two shots would be covering a much wider area. 0 Share this post Link to post
40oz Posted May 22, 2013 ArmouredBlood said:From my new map in sf2013. *girly scream* Also nice shots WC! 0 Share this post Link to post
dobu gabu maru Posted May 22, 2013 Really like your screens durian, they have a nice grasp of curves. Almost done with my two maps for MAYhem. Plenty of testing to go. 0 Share this post Link to post
lupinx-Kassman Posted May 22, 2013 Wow that is awesome. I especially like that second shot, it looks like the kind of technology demons would make ;). 0 Share this post Link to post
Marcaek Posted May 22, 2013 dobugabumaru, that first shot is fantastic. Whatever surreal dimension that exists in, I want to kill demons there. The second shot is cool as well, but I think It'd be more impressive from another angle or ingame or something. 0 Share this post Link to post