pavera Posted June 8, 2013 ComicMischief said:Ain't that the truth. Thing is, I like them -- although, I may just make only the one set of skylights there, just larger. Maybe. :) That's a solution that I would propose. As primarily a vanilla mapper myself, my soul goes out to you. I feel that pain! Even simple light gradients can absolutely murder the visplane count in a scene. After a while, though, you get the hang of knowing what you can and can't include in a scene with such strict limits. I find it best to build new areas by laying them out in really broad strokes. Shapes, heights, pathways, catwalks, midtex, pits, light contrast, and very simple (if not any at all) texturing. Stuff that only directly serves the playable part of the map. Often times I'll find that those elements alone will add up to a visually appealing scene. Once that's done, I can go back and find ways to make areas more believable by adding all the tinier details. Of course I've never been very detail oriented because I can't do a convincing detail job for my life! But that's my philosophy either way. Anyways, please continue working! I applaud your vanilla mapping efforts, and I'm confident you'll come up with some really cool stuff! 0 Share this post Link to post
TwinBeast Posted June 8, 2013 ComicMischief: It could also be the opening at the far wall. But if it stays under the limit, then there's not much point removing the details? Unless you plan to add some more/other detail? Simple light gradients are the worst... better to change the light level together with ceiling and/or floor height. And if it's also big enough change it'll probably add something to the gameplay. -- I've made my level pretty rocket happy level... and now the level is complete. Maybe the next level should give player the minigun, so he can get rid of his bullets faster. Also it looks like it's going to be brown. 0 Share this post Link to post
Dutch Doomer Posted June 8, 2013 About 90% done with this map, all areas are finished. I'm working on gameplay right now. Ab 0 Share this post Link to post
Rayziik Posted June 8, 2013 Some images from a new map by myself. Taking a step back from slaughtermaps for a little while :) 0 Share this post Link to post
ComicMischief Posted June 9, 2013 More vanilla-compatible action, this time in green. Doom 2 has some lovely green textures, I've always thought. The brown stuff gets all the hate mail, and there's the unsung heroes that are the green ones. Token Dead Simple homage. I made this a little too evil, then scaled it back loads. Ammo balance is tight, though totally possible. 0 Share this post Link to post
C30N9 Posted June 9, 2013 ZDoom project. These textures are from the CC4 texture pack. (The 2nd shot is a light sequence) 0 Share this post Link to post
DeathevokatioN Posted June 9, 2013 I'm loving those latest shots to pieces ComicMischief, Its always cool to see someone using different angles other than 90 degrees. 0 Share this post Link to post
gemini09 Posted June 9, 2013 C30N9 said:http://imageshack.us/a/img208/7650/screenshotdoom201306092.th.png http://imageshack.us/a/img441/7650/screenshotdoom201306092.th.png http://imageshack.us/a/img542/7650/screenshotdoom201306092.th.png http://imageshack.us/a/img809/7650/screenshotdoom201306092.th.png I like the dimensions on the first courtyard :) But I don't think any of the textures or sky match, honestly :y You could try another floor texture on screenshot 3 (The 2nd shot is a light sequence) [/B] that earns ya a slap on the head! >:) 0 Share this post Link to post
Marcaek Posted June 9, 2013 I like that the gray sky contrasts so heavily with the green, and i think the TEK floor in shot 3 works. The other shots don't really have anything interesting going on honestly. 0 Share this post Link to post
ComicMischief Posted June 9, 2013 DeathevokatioN said:I'm loving those latest shots to pieces ComicMischief, Its always cool to see someone using different angles other than 90 degrees. Thanks! To be honest, I caught myself 'at it' with the 90-degree walls during my last project. It's kind of an 'autopilot' default when mapping, to make box after box after box -- square rooms with rectangular doors (I've some nice non-rectangular ones going on already) decorated with square ceiling lights and rectangular computer panels... so I'm trying to deviate from that a bit, whilst still keeping some kind of uniformity. End results 'feel' better to play, too. edit I just watched a single Revenant punch out a Cyberdemon. Cornered him, and proceeded to lay haymaker after haymaker on the chump until he 'sploded. Good show, old bean. 0 Share this post Link to post
The_MártonJános Posted June 9, 2013 ^ That reminds me that in Hadephobia MAP15's playthrough by Larzuk, a single imp managed to push a Spider Mastermind against a wall/corner and scratch it until it was dead. Too bad Larzuk had to do 100% kills and thus slain this heroic poor little thing, too. 0 Share this post Link to post
Obsidian Posted June 9, 2013 *Proposes to mouldy* Those are some freaking beautiful shots. I might download D2INO just for that map. 8-D 0 Share this post Link to post
Memfis Posted June 9, 2013 The last shot reminded me of Obsidian's attempt at that map. :p 0 Share this post Link to post
Obsidian Posted June 10, 2013 Memfis said:The last shot reminded me of Obsidian's attempt at that map. :p I was thinking that too. It's even got the bumpy floors. :P 0 Share this post Link to post
TwinBeast Posted June 10, 2013 mouldy: nice, eerie contrasts with the red and darkness. ComicMischief: Reminds me of this when I was playing AV some week ago... a Cyberdemon got surrounded by his fanclub or a gang of stalkers who all wanted to have a part of him. And later some imps decided to tear apart a Spiderdemon.. not that they ever even appeared to hit it. They were just so mad for revenge, they didn't even have anything funny to say about it. 0 Share this post Link to post
lupinx-Kassman Posted June 10, 2013 Since I started my summer internship, I won't be able to finish "Infernal Carrier" for tnt 2 (map 20). However, that doesn't mean it won't show up, as alterworldruler has bravely taken on the task of finishing my no doubt bug-filled level. So as a little farewell to my map *dramatic tear drop*, I decided to take my last batch of screenshots in its state before I sent it off: 0 Share this post Link to post
lupinx-Kassman Posted June 10, 2013 Some of these may be familiar, since I took screenshots of some of the same areas before, only this time the areas are more up to date. Also, I bet you're tired of scrolling down and/or squinting =P. 0 Share this post Link to post
Coraline Posted June 10, 2013 @mouldy - nice ahots! Love the red/black color scheme. I'm a sucker for those two :3 @Jimi - DOOM comics FTW! and funny at that ;) Can't keep those rabid dogs down in QDOOM 2: https://lh4.googleusercontent.com/-a2hq4uMHkhA/UbVMylBkZ0I/AAAAAAAAC8Q/iHwq8CWsWXA/s800/shot02.png 0 Share this post Link to post
Antroid Posted June 10, 2013 mouldy said:Work in progress: "spirit world" for d2ino ~screenshots~ You know what, you can have that map slot :D My version of map28 was turning out worse than that. I'll concentrate on map24: (still heavily WIP, I suppose) Obsidian said:*Proposes to mouldy* Those are some freaking beautiful shots. I might download D2INO just for that map. 8-D Hey, D2INO has other cool maps too, like map04 or map29 B-) 0 Share this post Link to post
mouldy Posted June 10, 2013 Obsidian said:*Proposes to mouldy* Those are some freaking beautiful shots. I might download D2INO just for that map. 8-D Thanks, hopefully I wont spoil it by pouring in too many monsters Antroid said:You know what, you can have that map slot :D My version of map28 was turning out worse than that. I'll concentrate on map24 heh, glad you said that, although we'll have to wait and see joe's version if it happens.. Liking your take on 'the chasm'. 0 Share this post Link to post
Katamori Posted June 10, 2013 Antroid: this is exactly what I'd expect for "The Chasm". Maybe it should be a bit wider. I mean, things never can be big enough in Doom! :D also, I love those watchtower-like things in the first pic. Fill it with supplies! ;) kassman: you are a crazy b*tch I swear! Chu: I'm not sure that this "small city" style matches to Quake, but nice anyway. 0 Share this post Link to post
Da Werecat Posted June 10, 2013 Katamori said:Chu: I'm not sure that this "small city" style matches to Quake, but nice anyway. It matches Chasm. :) 0 Share this post Link to post
Antroid Posted June 10, 2013 Katamori said:Antroid: this is exactly what I'd expect for "The Chasm". Maybe it should be a bit wider. I mean, things never can be big enough in Doom! :D also, I love those watchtower-like things in the first pic. Fill it with supplies! ;) I think that if I made it wider, it'd seem less deep. I think sometimes it's actually much better to keep things just big enough. The towers mark a big-ish drop and they're much taller when you look at them from the other side. Inspired by the countless scenes in movies and games where there's a river in a chasm like that and like two statues or two towers making some sort of gate (I think one such scene was in one of the LotR movies?). There's actually a bit more architecture adorning the landscape but it didn't get in the shots. I quite like how the little holes with torches turned out: it's supposed to be some sort of sacred river OF SOULS or somesuch, and in this section of the chasm crazy/religious people supposedly dug out little dwellings for themselves and lived there to constantly be near it cuz it's a sacred place. There's no wood otherwise on the map, everything else is very vaguely egyptian-styled brick stuff. And I almost haven't placed items or monsters yet, I'm just doing the layout. Although on the first pic you can almost make out a megasphere and a shell box, each of them in a separate secret :) Da Werecat said:It matches Chasm. :) I think he wasn't talking about my screenshots at that point :D 0 Share this post Link to post
Da Werecat Posted June 10, 2013 Antroid said:I think he wasn't talking about my screenshots at that point :D And I wasn't talking about The Chasm. :) 0 Share this post Link to post
Antroid Posted June 10, 2013 Da Werecat said:And I wasn't talking about The Chasm. :) Well, everyone else was so you should've been too :p 0 Share this post Link to post
Katamori Posted June 10, 2013 Wow, it was confusing. :D Anyway, Antroid, if it's not deep enough in wider case, then make it deeper! :D 0 Share this post Link to post
Antroid Posted June 10, 2013 But then the cliff faces would look absolutely disgusting. I can't really afford to make those surfaces much larger. Plus I want the player to bump into at least some dudes, if it was wider it'd be absolutely trivial to speed past everything in the open sections. Also, fun fact: there isn't a single lift or teleporter in this map and I plan to keep it that way. I'm starting to get really sick of making shittons of stairs, but it's worth it in my mind, somehow... 0 Share this post Link to post
schwerpunk Posted June 10, 2013 Antroid said:Also, fun fact: there isn't a single lift or teleporter in this map and I plan to keep it that way. I'm starting to get really sick of making shittons of stairs, but it's worth it in my mind, somehow... Sometimes I really wish we could make 'real' ladders or rocky, climbable cliff faces or vines in vanilla Doom... I get tired of having to find 'tricks' like lots of narrow steps. And platforms and teleporters don't always work (thematically) with the levels I'm making. *Sigh...* Modern vanilla Doomer problems, I guess. Anyway, too many good screenshots on the last two pages to comment individually on, so I'll just say that y'all rock some serious Cyberdemon ass and leave it at that. 0 Share this post Link to post