Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Shanoa

Post your Doom picture! [post in Part 2 instead]

Recommended Posts

40oz said:

Wowzers! I like the usage of the warning stripes for everything other than the base of that crane shaped thing. Also I assume the area looks cramped because the other side of the hallway isn't finished yet? I know when I post screenshots it's usually just one part of a room that is finished and the other parts of it are just flat walls or something that I do everything in my power to hide from view before i take the shot.

Well yes the other side isn't finished yet, there is nothing on the right side of the screen yet. I like using the hazard stripes, maybe a bit too much :p I think I do some extra work on the base of that light post.

@Esselfortium The map is in doom2 format, I honestly wouldn't want to change it. Maybe I just convert it to boom if it turns out to be an problem with playtesting. I haven't used anything else but skulltag yet for playtesting, its still in its development stage, so playtesting isn't playing an huge role just yet. But I will definitely keep your suggestion in mind, I never think about this stuff myself though.

Everyone else thanks for the comments.

Share this post


Link to post

Ok.. here comes a few.. 1680*1050 res, so I just put links.

Description: Testing new textures, testing how many monsters (3D model versions) I can put in Doomsday with it still being playable (or how playable it is when there's a lot).

http://koti.mbnet.fi/jeejeeje/wip/brickhouse_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_06.jpg

Share this post


Link to post

I like how most guns have Doomguy stickers on them.

Also, I'm detecting some conspicuous teleporter SPRITES in the last shot.

Share this post


Link to post

Actually it's the third person view of the player character! And he's using the guns with his telekinesis neck power!

No, seriously it's just the doomguy face in fullscreen hud.

Share this post


Link to post
esselfortium said:

Transfer heights if it's for Boom


How do you use the transfer height feature for Boom? Does it involve making a dummy sector?

Share this post


Link to post
_bruce_ said:

Looks awesome.

Thanks. I was starting to worry they looked like crap when I got no feedback at all, because one tends to be blind to their own works. After all, my previous mapset looked good to me when I made them all those years ago, though I do see the amateurishness now.

Share this post


Link to post
DooMer 4ever said:

Thanks. I was starting to worry they looked like crap when I got no feedback at all, because one tends to be blind to their own works. After all, my previous mapset looked good to me when I made them all those years ago, though I do see the amateurishness now.


Looks good! Although maybe a tiny bit too much micro-detailing for my tastes. But yeah, looks good! :P

Share this post


Link to post

Maybe some of them aren't good matches for the sprites they replace, but they are the best models currently availible.

Some of Risen3D's newer models may look a bit better in static shots, but they animate horribly by comparasion (i.e they don't animate smoothly).

Share this post


Link to post

I've never mapped for Hexen before. I thought I'd give it a whack.

Share this post


Link to post

The blocky overhead structure with upside-down teleport pools reminds me of those heavy techbase lamp things so often seen in modern Doom maps.

Share this post


Link to post
40oz said:

I've never mapped for Hexen before. I thought I'd give it a whack.

w00t it looks just like kristus's demo from the video

Share this post


Link to post
Vermil said:

http://dengine.net/addons

It's the "JDoom Resource Pack".

Bare in mind that all Doomsday addon's are distributed as torrent's. So you'll need a suitable program for downloading them.


Seems I was mistaken, I thought Risen3D was the same as the JDoom Resource Pack. JDRP is what I have been trying already. The monsters look the same but the weapons looks different in the version I'm using. I checked and it seems I'm using the latest version (v1.01) now.

I would like to see the weapon models from the screenshots in action. How do I get those? Is there a separate download for them, or a setting (can't find one though)?

Share this post


Link to post

Lookins nice Kyka. Green is an excellent colour choice!

Super Jamie said:

I'll never understand how people can stand playing with those models. They all look totally ridiculous.


Well, I like them. Also they're the reason I started doing 3d and other art.

omega_supreme said:

I would like to see the weapon models from the screenshots in action. How do I get those? Is there a separate download for them, or a setting (can't find one though)?


The shotgun model is made by Dreadus. I think some other weapons I got from some JDRP 1.1 Alpha download. Don't know where to get all these now. I think I downloaded them some year ago.


Oh and I made some more textures and mapping with them.
http://koti.mbnet.fi/jeejeeje/wip/xgrate_03.jpg
http://koti.mbnet.fi/jeejeeje/wip/xgrate_05.jpg - the ceiling texture alignment is some bug.. currently, nothing I can do about it..
http://koti.mbnet.fi/jeejeeje/wip/xgrate_06.jpg
http://koti.mbnet.fi/jeejeeje/wip/xgrate_07.jpg - need to get the tall panels sharper..

Share this post


Link to post
Kyka said:

More screenies. This map is shaping up awesome.

If you don't mind my saying so.


Looks good! :)

The overall theme gives me a z1m7-ish kind of feel, but generally cleaner.

In the last shot, I'd flatten out the 2px floor bumps on the stairs (or use transfer heights) though :P

Share this post


Link to post

Every screenshot I've seen the last few days looks awesome!

Here's some shots from a map I'm working on, still at the stage where they look raw and dirty, but that's how I like it. Gonna still put a few more details in the outside shot so the marble texture doesn't repeat itself too much.



Share this post


Link to post
Guest
This topic is now closed to further replies.
×