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Grazza

Post Your Doom Picture (Part 2)

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For some reason I get really major MAP01 vibes from that, even though it looks nothing like it. Maybe it's just how some parts are positioned?

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I'll never understand how this science behind this secret area works. Running over the affecting linedefs back and forth [x] amount of times will open the wall faster some times, whereas other times it seems to do nothing.

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GoatLord said:

E1M1 remake for Doom 2. I featured a dramatic opening, where you're outside the facility. There are nods to all of the familiar sections, although the corridor leading to the outside armor is now, as you can see, a chamber for growing vegetation.

http://i.imgur.com/260Tkv4.png

http://i.imgur.com/MyColAZ.png

http://i.imgur.com/B6qdDUi.png

http://i.imgur.com/NTnqmqp.png


The 2nd and 4th shots look really good.

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Arctangent said:

For some reason I get really major MAP01 vibes from that, even though it looks nothing like it. Maybe it's just how some parts are positioned?


I personally don't see it. Perhaps if you meant map01 of TNT I'd get it more? :P

That said, the map looks nothing like Map01 when you play it. The mapping aspect of it is finished, but I'm still tinkering with gameplay and thing positioning. Map should be ready in the next couple of days.

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Cyanosis said:

http://i.imgur.com/7SocJIc.png

I'll never understand how this science behind this secret area works. Running over the affecting linedefs back and forth [x] amount of times will open the wall faster some times, whereas other times it seems to do nothing.

The only one affecting linedef for this secret is this one. You also might have skipped it if you ran fast.

Dragonfly said:

I personally don't see it. Perhaps if you meant map01 of TNT I'd get it more? :P

I'm sure he meant MAP01 of Doom 2. I can see a similarity between the layouts too.

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Currently working on a small town for a romero style zombie mod. Heres an in progress shot, no ingame shots yet because I've got way too many dev textures at the moment.

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You're gonna get a lot more than that soon, glen... very soon.

But for now, here's something special from echelon: (I wonder what this means...)

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rileymartin said:

Reminds me of the start in Sunder's Furnace map. 5k+ monsters please.


I think that's where I got the inspiration from actually, watching someone play it on YouTube. Man that Sunder is art. Mine's just a modest quicksnack, no very big levels. Still, its a megawad. Here's some fruit of the loom:





Watch out in Wads & Mods forum over the next couple of days - there will soon be a thread for it, with a downloadable playable.

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@Sverre: Not a fan of the clash between the clean computer textures and the gritty metal. It doesn't looks bad, but it doesn't fits 100%. Architecture is fine tho.

@Pedro: Nice sprites, but oh my god that much bloom feels like I'm playing Oblivion again lol

I've done this and I'm afraid of what I might unleash:


I spent like half an hour doing math so I could align three layers of transparent FIREBLU to a pixel-perfect degree. Gave up when rounding errors in GZDoom broke things, ended up accepting half-a-pixel of error as good enough.

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I'd suggest a marble flat on the baron head cube, instead of more dirt-n-grass.

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What's a nice demonic castle without a nice fancy fountain as the lobby centerpiece?

Nothing, that's what!

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Heh, nice little gif there.

I have a friend on holiday (vacation), who has gone to Florida. Turning out to be a pretty shitty holiday, been told he's not allowed to leave the resort he's at for safety.

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