scalliano Posted July 3, 2013 Correct! Except that they aren't anymore ;) 0 Share this post Link to post
Rayziik Posted July 3, 2013 That cyberdemon/hammerfist thing looks sick. Kind of reminds me of the minotaur. 0 Share this post Link to post
Shadow Hog Posted July 3, 2013 I'm pretty sure part of that sprite's from the Maulotaur, so that wouldn't be an entirely misplaced observation... 0 Share this post Link to post
Fletcher` Posted July 3, 2013 Cell said:Looks prettily awesomish gorgeous!!! *.* Does it even have the musictracks of the original ones? Way cool! It does! Midi and mp3 for those who will want :D 0 Share this post Link to post
Rayziik Posted July 3, 2013 MAP04, currently in process. A step back from the outdoor hell theme: Previous: doomworld.com/vb/post/1180804]MAP03 0 Share this post Link to post
The_MártonJános Posted July 3, 2013 Some good-looking Plutonic design we've got here :) Also rf, when will it be released? Just to make sure :) 0 Share this post Link to post
TwinBeast Posted July 3, 2013 Thanks Death Egg and Nomad! I have actually sort of taken a step back in the modeling, back to when I started modeling. Trying to revive that old spirit when modeling was fun. Seems to be working :) Rayzik: Usually I've hated that TILE texture, but it fits pretty nicely in that level. I decided to make the model showroom level into a proper level. These are showing what's on the other side of that room... 0 Share this post Link to post
Rayziik Posted July 3, 2013 Jimi said:Rayzik: Usually I've hated that TILE texture, but it fits pretty nicely in that level. BLASPHEMY. That texture is the greatest from plutonia :( The colors of that water are nice and soft, helps make it seem more "watery" honestly. Is that your custom palette for that project? 0 Share this post Link to post
TwinBeast Posted July 3, 2013 Same palette, but the colors in the textures shifted brighter. I can use the darker original water somewhere too. The wfall textures are somewhere between, so they should work with both. Here's one more... 0 Share this post Link to post
Rayziik Posted July 4, 2013 It's almost like a giant pool of cacodemon blood. Still, it's a pretty awesome result for such a simple color change, and it goes great with the tech-base enviroment. 0 Share this post Link to post
Rayziik Posted July 5, 2013 MAP04, Now finished, decided to swap out the blood for mud and poisonous water: Back to doomworld.com/vb/post/1180804]MAP03. 0 Share this post Link to post
Avoozl Posted July 5, 2013 Holy shit, Rayzik, looks like a masterpiece. Also the 4th shot reminds me of the open sky hallways part from the Dark Citadel map of Doom 64. 0 Share this post Link to post
LigH Posted July 5, 2013 A good decision, IMHO. The buildings look still rather human-made; lakes of blood are more surreal and should possibly belong to clearly hellish environments when used in such "volumes". Furthermore: When all the buildings look so "abandoned", why should blood there still be fresh? 0 Share this post Link to post
Marcaek Posted July 5, 2013 Personally I think either would work well. 0 Share this post Link to post
TwinBeast Posted July 5, 2013 I liked it with the blood. Maybe at least the nukage could be blood instead? I made a blue sky with brown mountains from the E1 sky, thought it would fit better with the brighter water than the brown D2 sky... maybe it could have less noise? 0 Share this post Link to post
Jayextee Posted July 5, 2013 Jimi, I usually love what you do but that clashes all over the place. Too many colours shared between the sky and the scenery. 0 Share this post Link to post
esselfortium Posted July 5, 2013 The sky looks odd, I think. It might work better with something similar to Plutonia's SKY1, where one shade of very light blue is used as a backdrop for some white/gray clouds. Also, it doesn't make sense to have the distant E1 mountains fading into beige fog if the sky isn't a color that could reasonably be on the other end of that brown->beige->something gradient. 0 Share this post Link to post
Cacowad Posted July 5, 2013 between a study session and another, i found a bit of time to do something for blasphemere, and trying to do some lighting. do you have any suggestion for it? 0 Share this post Link to post
Springy Posted July 5, 2013 I think it looks great so far! Should be noted though that the wand has changed. What slot number is that? We also have planned themes. 0 Share this post Link to post
Avoozl Posted July 6, 2013 BloodyAcid said:Pre - brightness level modification. http://i.imgur.com/95dwvzM.png Looks good minus the brightness of course. 0 Share this post Link to post
LigH Posted July 6, 2013 Lo Wang would certainly be envious. Ancient Chinese Secret! 0 Share this post Link to post
Cacowad Posted July 6, 2013 so much good stuff to see here every time... springy: i took inspiration directly from the story, so it is meant to be an episode 1 map. also since it is some kind of cemetery, it could be placed in e1m1, of course a minor change to the starting area and you can place it anywhere in the episode (even e1m9 if you want it to be some kind of easter egg). 0 Share this post Link to post