Cell Posted July 9, 2013 Memfis said:Doom Builder's full-screen 3D EDIT MODE (available by pressing W) now puts the level designer right in the middle of his level just as though he were playing the game in DOOM. Haha, that looks pretty insane :D Like a building's storeys flown into each other or something :D 0 Share this post Link to post
Sokoro Posted July 9, 2013 [picture no longer working] What do you think about the orange texture on the building at left? Is it good as an outdoor texture for a building? 0 Share this post Link to post
LigH Posted July 10, 2013 @ Sokoro: Possible. Appears like massive stackable sandstone blocks to me. You may prefer to use metallic pillars for any corner, though, like sheeting walls. The texture continuity above the orange lights in the corner is broken; I believe you should try to fix it. The indentation around the lights may rather have a discontinuity. 0 Share this post Link to post
Tristan Posted July 10, 2013 Patch93 said:(img) Ooh nice lights! I meant do something like that myself with the light textures. 0 Share this post Link to post
Avoozl Posted July 10, 2013 That's a neat steam effect coming from the barrels. 0 Share this post Link to post
pavera Posted July 10, 2013 Is Doomguy supposed to be holding his pistol with both hands in that screen? 0 Share this post Link to post
Joshua Schäferhund Posted July 10, 2013 Eris Falling said:Ooh nice lights! I meant do something like that myself with the light textures. Yeah. It's a combination of Texture glow effects, brightmaps and OpenGL Bloom effects. It looks really realistic all combined together. Avoozl said:That's a neat steam effect coming from the barrels. That would be from Particle Fire Enhancer, my GZDoom setup consists of a few mods tweaked the crap out of to work together. This is mostly just for personal use though, so don't worry about me distributing people's things without permission. Pavera said:Is Doomguy supposed to be holding his pistol with both hands in that screen? Yes sir. :P Here's a few more screenshots btw: Voxel models are cool yo. I have no idea why the monsters aren't dark in this one. I don't recall them being like that anywhere else... Also, there's ejecting brass and ricochets but I didn't get them in these shots unfortunately. 0 Share this post Link to post
Gez Posted July 10, 2013 Whenever I see glowy nukage I regret that nukage is green. Nuclear light is actually a pretty blue color! 0 Share this post Link to post
Acid Posted July 11, 2013 Happy 1000th post :D Some more images, pre-lighting. 0 Share this post Link to post
Rayziik Posted July 11, 2013 I'm digging that second shot. Brown and green are delicious together. 0 Share this post Link to post
ella guro Posted July 11, 2013 TimeOfDeath said:More from a new Slaughterfest map: just bumping this to let you know that it's awesome. i'd love to see whatever comes out of it. 0 Share this post Link to post
Cell Posted July 11, 2013 Patch93 said:Yes sir. :P Here's a few more screenshots btw: FLOOR7_1 looks extremely smooth in the first pic. 0 Share this post Link to post
Memfis Posted July 11, 2013 Jimi said:I made a blue sky with brown mountains from the E1 sky http://koti.mbnet.fi/jeejeeje/doom/speed_010.png Can you share the texture please? I would love to use it in a map. :) 0 Share this post Link to post
Joshua Schäferhund Posted July 11, 2013 Cell said:FLOOR7_1 looks extremely smooth in the first pic. Ah yes, the joys of the texture resizing mode. :P 0 Share this post Link to post
Cell Posted July 11, 2013 Sharp contrast between bronze and king-blue :) 0 Share this post Link to post
durian Posted July 12, 2013 Fiddling some more with this map. Experimenting with the BFG grab - I want to set it up so that if a player gets a certain way through the process of grabbing the BFG, players in other areas of the map will be alerted to this. So far I've been playing with the 'change light to 255' line, so certain things are revealed/light up, only if a player gets to a certain point in the map, that they can only get to if they've nearly got to grabbing the BFG. Some early results, from the SSG room: 0 Share this post Link to post
schwerpunk Posted July 12, 2013 Oh, jeez. That's brilliant. I love how it ties into the gameplay. 0 Share this post Link to post
iori Posted July 12, 2013 Bloodyacid: Those shots are great, but need more light variation. 0 Share this post Link to post
Nomad Posted July 12, 2013 interesting! So when someone has the bfg, everyone knows and gets alerted. Does it eventually turn off? I.e. is it a timed effect? 0 Share this post Link to post
45th Parrallel Posted July 12, 2013 Some slaughtermap crap i'm working on 0 Share this post Link to post
Acid Posted July 12, 2013 iori said:Bloodyacid: Those shots are great, but need more light variation. Thanks! But like I mentioned in my post, light variations haven't been applied yet :P I usually do those last because the overlapping lines cause a problem for me if I need to make adjustments. 0 Share this post Link to post
obake Posted July 12, 2013 I recently got into creating my own textures. Boy, is it fun! I just want to ask: do any of you find drawing and rendering textures addicting, even so much that you start falling behind on making actual maps? 0 Share this post Link to post
durian Posted July 12, 2013 Thanks schwerpunk! :) Nomad said:interesting! So when someone has the bfg, everyone knows and gets alerted. Does it eventually turn off? I.e. is it a timed effect? Precisely! It's not timed - it's set to switch off once the player has actually grabbed the BFG and has started their return, crossing a certain line. The entire process involves lowering a ledge, then making a mildly tricky platform jump onto it, then teleporting to a very small room elsewhere on the map, where the BFG, and various other goodies, are stashed, then teleporting out. Once alerted, other players can interrupt the process, either by going to a nearby spot from where they can shoot into the little room, which houses the BFG, and which the player has teleported to, or by going to the spot on the map where the player will teleport to on their way out. The red blocks light up if a player makes the jump (which itself isn't easy) and before they teleport to the little room; they turn off if/when the player makes it out. A timed effect would actually be neater for various reasons, but it doesn't seem to be an option, in BOOM anyway. 0 Share this post Link to post
Tristan Posted July 12, 2013 In the interest of adding some ceiling detail to a large area in MAP22 of D2INO, I cause a large drawseg and visplane overflow. In fixing it, I've made the entrance much more imposing. I prefer this by far to what it was. Now with 50% smaller seats! Yes, I am well aware that the window cross is slightly misshapen. 0 Share this post Link to post
Nomad Posted July 12, 2013 durian said:Thanks schwerpunk! :) Precisely! It's not timed - it's set to switch off once the player has actually grabbed the BFG and has started their return, crossing a certain line. [snip, for length] A timed effect would actually be neater for various reasons, but it doesn't seem to be an option, in BOOM anyway. So as is, it'll stay on forever once activated until someone successfully makes it through the little gantlet? Maybe I'm just misinterpreting what you wrote though, with the quality of mapping you're showing in the shots I'm sure you've got it figured out, haha. 0 Share this post Link to post
durian Posted July 12, 2013 Yes, which I'm not entirely happy with - I think it's at least unlikely that a player will get so far as turning them on, but fail to cross the line which turns them off - though it could happen if other players are already spamming rockets at the teleport destination. Thinking about it, a neater solution might actually be to have the well-lit red blocks behind very very dark sectors that raise when the player crosses the relevant line, and then lower again after a set period of time - perhaps a generalised door action would do the trick. 0 Share this post Link to post