raymoohawk Posted July 11, 2015 lupinx-Kassman said:I started work for this back in 2011, but it kinda fell by the wayside (though the squiggly pueblo map was released on the archive inside of rccol02.wad). http://i.imgur.com/knRvHmv.gif http://i.imgur.com/P3pkAgR.gif Though the theme has a long ways to go, I regained interest recently and will attempt to go for theme that appears as if the maps are constantly being redrawin in crayon. At the moment this theme requires quite a bit of hackery :P that is freakin beautiful! 0 Share this post Link to post
SuperCupcakeTactics Posted July 11, 2015 Old/to be deleted areas of Chaos Theory Will probably make something like the mountain area again and also add some of the old areas (some not shown here) in a secret area. 0 Share this post Link to post
Protester Posted July 11, 2015 keep that stuff as a bonus, something, it looks too good to toss! 0 Share this post Link to post
Chris Hansen Posted July 11, 2015 Looks good, Super! It must take forever to align all those textures on all those side/linedefs! :) 0 Share this post Link to post
scifista42 Posted July 11, 2015 One press or several presses of "Autoalign" button in DB2/GZDB, I suppose. And I see misalignments anyway. 0 Share this post Link to post
Avoozl Posted July 11, 2015 SuperCupcakeTactics said:http://puu.sh/iUOPS/e2e47ead07.jpg Old/to be deleted areas of Chaos Theory Will probably make something like the mountain area again and also add some of the old areas (some not shown here) in a secret area.Assuming that "Hi!" on the unreachable part of the map is an easter egg of some sort you have blown it already by showing it here. 0 Share this post Link to post
Chris Hansen Posted July 11, 2015 scifista42 said:One press or several presses of "Autoalign" button in DB2/GZDB, I suppose. And I see misalignments anyway. Ahhh, it's not quite that simple judging by the look of those screenshots. Sure you can autoalign to a degree, but in this case, there's obviously a lot of hard, manual work behind all those painstakingly precise alignments on that myriad of textures. Especially on the two bottom screenshots. 0 Share this post Link to post
Angry Saint Posted July 11, 2015 Chris Hansen said:Ahhh, it's not quite that simple judging by the look of those screenshots. Sure you can autoalign to a degree, but in this case, there's obviously a lot of hard, manual work behind all those painstakingly precise alignments on that myriad of textures. Especially on the two bottom screenshots. I'm not so sure. Apart the support3 texture (or is it a custom one?) I think you can do everything with the autoalign... 0 Share this post Link to post
Protester Posted July 12, 2015 Jaxxoon R said:http://i.imgur.com/WoS9nT4l.png Huh. the experiments continue! 0 Share this post Link to post
molten_ Posted July 12, 2015 trying to go for a snes look, I may or may not keep going with this. 0 Share this post Link to post
scifista42 Posted July 12, 2015 @molten_: Unfortunately, I would say that it's downright eye-unpleasant this way. Both "sharp color changes" and "random outstanding pixels" add to that. 0 Share this post Link to post
Cupboard Posted July 12, 2015 I think it looks good. I'm not sure how great it would look as the play interacted with each part of the coast. But you have a great color scheme, no need to think twice about that. 0 Share this post Link to post
molten_ Posted July 12, 2015 well that pic is from chocolate doom, so some garbage pixelation from the distance is unavoidable. It would probably look much better on something like zdoom but I personally love the pixelated style :P it reminds me of starfox and the superfx chip @TheCupboard: it's funny you say that because it uses the same palette as doom 2 haha 0 Share this post Link to post
Cupboard Posted July 12, 2015 I'm not talking about your palette, although I suppose I am, indirectly. I think the textures you chose are working together quite usefully. Get some sprites in there to do the heavy lifting for you. ;) 0 Share this post Link to post
jmickle66666666 Posted July 12, 2015 haha i love it! looks really nostalgic :) 0 Share this post Link to post
scifista42 Posted July 12, 2015 molten_ said:some garbage pixelation from the distance is unavoidable. It would probably look much better on something like zdoom This is not what I was talking about. Pixelated style is all good with me, but random single pixels on a different background are distracting, as well as color transitions between 2 different colors on a single surface forth and back and forth and back. You get the idea. The sky itself looks OK with your art style in mind. The grey rock wall is also somewhat acceptable. But the waterfall, sea, soil and grass are a little harder on my eyes. I'm usually able to accustomize to it while playing, it's a noticeable burden to overcome, though - so that's what I wanted to point out. 0 Share this post Link to post
SuperCupcakeTactics Posted July 12, 2015 I really like the pretty blue sky you have there. 0 Share this post Link to post
Gez Posted July 12, 2015 molten_ said:http://i57.tinypic.com/vyw9bt.jpg trying to go for a snes look, I may or may not keep going with this. The water looks bad, IMO, but the rest is nice. 0 Share this post Link to post
Avoozl Posted July 12, 2015 Maybe it looks bad because of the games distance fog? 0 Share this post Link to post
BaronOfStuff Posted July 12, 2015 uuuuuuuuuuuuu More time-wasting bullshit. 0 Share this post Link to post
scifista42 Posted July 12, 2015 You're doing good, BaronOfStuff, your visuals look nice and reasonably complex, and I like it. However, I hope the gameplay will provide justification for the rooms being so large (long and wide), otherwise I would recommend downscaling them even more, or alternatively, straying away from your model maps and changing structure in the middle of the open spaces, preferably assymetrically. I vaguely remember that I've told you a similar thing some time ago (the downscaling part). 0 Share this post Link to post
Tracer Posted July 12, 2015 Tattoo idea. A shopped version of my avatar. The white area is where no ink will be used. 0 Share this post Link to post
Jaxxoon R Posted July 13, 2015 Modern art is strange. Magic in the air...! 0 Share this post Link to post
BaronOfStuff Posted July 13, 2015 scifista42 said:You're doing good, BaronOfStuff, your visuals look nice and reasonably complex, and I like it. However, I hope the gameplay will provide justification for the rooms being so large (long and wide). Eh, for the most part the size does serve enough of a purpose (to avoid fireballs more than anything else). I've already cut down the size of some areas which were nothing but a waste (such as the start room). All my screenshots are taken with -nomonsters testing, which probably makes everything look more spacious than it actually is during regular play (when a load of hostile shit is trying to kill you). 0 Share this post Link to post
Cupboard Posted July 13, 2015 Jaxxoon that's amazeballs. Love the magician's gloves. Now introducing : Jazz Hands Doom 0 Share this post Link to post
skillsaw Posted July 13, 2015 My print of Kurashiki's awesome Valiant art showed up today. Soooooo cool! Sorry about the potato quality. 0 Share this post Link to post