Marcaek Posted January 6, 2018 pretty outrageous gem you got there Dragonfly 3 Share this post Link to post
RjY Posted January 6, 2018 2 minutes ago, Marcaek said: pretty outrageous gem you got there Dragonfly Plot twist: it's actually just a health potion 2 Share this post Link to post
Velvetic Posted January 6, 2018 Spent an entire day creating mega textures to make these caves more interesting to look at. 29 Share this post Link to post
THMG Posted January 7, 2018 (edited) I'm working on an underwater base themed map... and something went horribly wrong that is related to 3d floors, somehow. I think it was the transparent 3d floor having 256 brightness, and the wall it was against also having 256 sidedef brightness. Could be used with silent teleporters for a neat portal effect, I guess. 1st pic has bloom enabled, 2nd doesn't. I can provide the wad that consistently creates the effect if anyone wants to take a crack at seeing what the hell caused this. Edited January 7, 2018 by THMG 4 Share this post Link to post
Lila Feuer Posted January 7, 2018 It looks like the bloom effect went ham. 0 Share this post Link to post
A.Gamma Posted January 7, 2018 5 hours ago, THMG said: I'm working on an underwater base themed map... and something went horribly wrong that is related to 3d floors, somehow. I think it was the transparent 3d floor having 256 brightness, and the wall it was against also having 256 sidedef brightness. Could be used with silent teleporters for a neat portal effect, I guess. 1st pic has bloom enabled, 2nd doesn't. I can provide the wad that consistently creates the effect if anyone wants to take a crack at seeing what the hell caused this. I was having a very similar problem with my very similar map that I showed a couple of pages back; long story short I decided to use Duke 3D style water instead of 3D floors. 0 Share this post Link to post
Mr.Rocket Posted January 7, 2018 Was there a specific port that was happening in? For example did it happen in Zan and not Qz, but always in Gz? 0 Share this post Link to post
K3K Posted January 7, 2018 Does anybody else get a kick from watching two Masterminds fight it out? hehe 3 Share this post Link to post
Gez Posted January 7, 2018 1 hour ago, K3K said: Does anybody else get a kick from watching two Masterminds fight it out? hehe It's IMO the canon ending of PSX Doom. The last level of the Doom II portion features a boss fight against two spiderdemons, and the victory text says you turned the evil of hell upon itself to destroy the power of the demons. 3 Share this post Link to post
Da Werecat Posted January 7, 2018 Wasn't there a wad with an impossible amount of imps slowly spawning into an open location? There was an exit that you could access without much trouble, and a bunker with ammo. I remember there was a contest held at RDC a long time ago, the goal was to kill as many imps as you can and exit the level, then provide a demo. Whoever killed the most imps was the winner. The main difficulty was that with more time spent killing imps more imps were spawning, making it harder and harder to navigate the map and get to useful places (including the exit). 0 Share this post Link to post
jmickle66666666 Posted January 7, 2018 another iso shot of btsxe1 map24 because it has so many cool areas 24 Share this post Link to post
SleepyVelvet Posted January 7, 2018 @jmickle66666666 it'd be interesting to watch demo recordings in that view. maybe even an alt auto-map replacement. (not sure if that's what you're already doing with it.) 1 Share this post Link to post
jmickle66666666 Posted January 7, 2018 I can't support demos unfortunately, since my engine is built from scratch. It is, however, my current automap. It was much easier to implement this than create the entire automap rendering system :P 5 Share this post Link to post
Master O Posted January 7, 2018 36 minutes ago, jmickle66666666 said: another iso shot of btsxe1 map24 because it has so many cool areas That viewpoint makes it look like an M.C. Escher painting. 1 Share this post Link to post
THMG Posted January 7, 2018 6 hours ago, Mr.Rocket said: Was there a specific port that was happening in? For example did it happen in Zan and not Qz, but always in Gz? I've only seen it in GZDoom 3.2.4, and didn't bother to test any other ports. @A.Gamma I wasn't even doing swimmable water there. I was trying to do a 3d floor window so I could easily drop it and provide justification for why the room was flooded. 0 Share this post Link to post
Master O Posted January 7, 2018 21 hours ago, Velvetic said: Spent an entire day creating mega textures to make these caves more interesting to look at. Those lava textures look more like Quake 2 than Doom. 1 Share this post Link to post
Uni Posted January 7, 2018 (edited) @jmickle66666666 Tough Skin River is an amazing looking map so I'm not surprised you find so many good-looking areas :) Edited February 15, 2018 by Uni 0 Share this post Link to post
Denim Destroyer Posted January 7, 2018 (edited) Map03 from Lost Civilization. One of the few level sets I found that manage to look great and play decent. Edited January 7, 2018 by Classicgamer6 14 Share this post Link to post
Byeblothingal 1024 Posted January 8, 2018 On 1/5/2018 at 6:10 PM, Memfis said: Map20 of Doomworld Mega Project 2017. I count only 20 diagonal linedefs in this map! 2 Share this post Link to post
Byeblothingal 1024 Posted January 8, 2018 On 1/1/2018 at 8:34 PM, skillsaw said: The Eternity Engine is neat! VERY NICE! architecture, lighting & texture choices = A materiel. 1 Share this post Link to post
antares031 Posted January 8, 2018 > dmvis -w 1920 -l 1 -nl -s DMP2016_antares031_final.wad MAP25 32 Share this post Link to post
Ichor Posted January 8, 2018 1 hour ago, antares031 said: > dmvis -w 1920 -l 1 -nl -s DMP2016_antares031_final.wad MAP25 How an Apple II loads a map on Doom Builder. 7 Share this post Link to post
Not Jabba Posted January 8, 2018 (edited) 5 hours ago, antares031 said: > dmvis -w 1920 -l 1 -nl -s DMP2016_antares031_final.wad MAP25 This is really cool to watch. I love the part where you're clearly working on the final battle and like 100 monster closets suddenly appear in rapid-fire. 3 Share this post Link to post
Byeblothingal 1024 Posted January 9, 2018 (edited) On 12/16/2017 at 6:59 PM, dobu gabu maru said: Protip: Never let me map past a deadline I love these, that kind a architecture is right down my ally. In fact my ally is right around the corner to the right from that bottom pic... Edited January 9, 2018 by Byeblothingal 1024 3 Share this post Link to post
NaZa Posted January 10, 2018 (edited) Finally escaped from this base... man, that was some serious trouble! Just need to get through the cave behind me now... that one, unfortunately, seems to be most guarded as the front gate's there. At least, after I clear this, no more bas- Oh. 8 Share this post Link to post