bioshockfan90 Posted February 17, 2018 WIP collab map with @konamikode under texture restrictions. Really learning to create better-looking and better playing rooms! I'm pretty sure this'll actually release, for once. 7 Share this post Link to post
Angry Saint Posted February 17, 2018 When in doubt, add Hexen 2 monsters... 6 Share this post Link to post
Master O Posted February 17, 2018 1 hour ago, Angry Saint said: When in doubt, add Hexen 2 monsters... Snaaaaaakeeee?????? Snaaaaaaaaaaaaaaaaakkkkkkkkeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!! 1 Share this post Link to post
Arctangent Posted February 17, 2018 2 minutes ago, Fuzzball said: this only reminds me at how much it upsets me that textures that should by all rights have identical parts don't i.e. brown96 vs bronze# 0 Share this post Link to post
Zanieon Posted February 17, 2018 Anyone needs more cyberpunk? I finished this room just right now and i really hope to fucking finish this map this year. 32 Share this post Link to post
Lila Feuer Posted February 18, 2018 @Eris Falling Wow, gives me strong Hexen vibes with the sky. @xvertigox This is from Unloved in case anyone's wondering. 3 Share this post Link to post
dobu gabu maru Posted February 18, 2018 Finally stitched my Vinesauce map together! Now all I gotta do is detail the rooms in... ten days. Yeah, I'm sure that's doable. Here's my really bad Paint doodle that I made on Day 1 for reference: 23 Share this post Link to post
Catpho Posted February 18, 2018 14 minutes ago, gaspe said: Is that a remake of Iron Exuviae? From what i see from the stream,its just a part of a series of Exuviae maps,and its name is Frozen Exuviae. 0 Share this post Link to post
Zanieon Posted February 18, 2018 Dropping a like because that room in the shape of a butt :P 4 Share this post Link to post
Tristan Posted February 18, 2018 I found this in 32in24-5 MAP07. Don't think I've seen this in Doom before, and definitely haven't seen it outside of a ZDoom WAD. Not a clue how this works since the map editor reveals most of the room to be tagged the same as the door and there's a dummy sector joined to part of the room and there's light transfers and jesus christ it's a headache :P 24 Share this post Link to post
Jayextee Posted February 18, 2018 Isn't that an old BOOM linetype or something like that? 0 Share this post Link to post
Scorpinax Posted February 18, 2018 20 minutes ago, Eris Falling said: I found this in 32in24-5 MAP07. Don't think I've seen this in Doom before, and definitely haven't seen it outside of a ZDoom WAD. Not a clue how this works since the map editor reveals most of the room to be tagged the same as the door and there's a dummy sector joined to part of the room and there's light transfers and jesus christ it's a headache :P Woah that's awesome! It's not used in a script? Could have been well timed light changes in a script. 0 Share this post Link to post
yakfak Posted February 18, 2018 (edited) I think boom actually automates that to some degree giving a normally tag-less action 1 linedef a tag has some light levle interpolating effect on teh similarly tagged sectors 3 Share this post Link to post
Catpho Posted February 18, 2018 26 minutes ago, Eris Falling said: I found this in 32in24-5 MAP07. Don't think I've seen this in Doom before, and definitely haven't seen it outside of a ZDoom WAD. Not a clue how this works since the map editor reveals most of the room to be tagged the same as the door and there's a dummy sector joined to part of the room and there's light transfers and jesus christ it's a headache :P Thats frickin amazing :D 0 Share this post Link to post
Tristan Posted February 18, 2018 (edited) 17 minutes ago, yakfak said: I think boom actually automates that to some degree giving a normally tag-less action 1 linedef a tag has some light levle interpolating effect on teh similarly tagged sectors Man this is awesome. It's a shame though, people criticise UDMF maps for only using a small handful of the available features, but sometimes it seems the same thing is going on with Boom - the only difference is a lot of people don't know these features exist :/ oh and demos I guess Edited February 18, 2018 by Eris Falling 6 Share this post Link to post
Zanieon Posted February 18, 2018 That is the so ignored Light Tag field when you use a Door function, it is a nice effect indeed and i'm not sure why people didn't use it more often. 2 Share this post Link to post
Afterglow Posted February 18, 2018 5 hours ago, Eris Falling said: I found this in 32in24-5 MAP07. Don't think I've seen this in Doom before, and definitely haven't seen it outside of a ZDoom WAD. Not a clue how this works since the map editor reveals most of the room to be tagged the same as the door and there's a dummy sector joined to part of the room and there's light transfers and jesus christ it's a headache :P It is a rarely-used Boom-only effect. I think it only appears once in any map I've made - MAP01 of Lamentations: That one is more localized/subtle but I prefer that other scene for its long shadowcasting. A floor-transfer has to be used in the adjacent sector to make floor-only lighting appear. 11 Share this post Link to post
DMPhobos Posted February 18, 2018 @Dragonfly Wow.... that's really impressive 1 Share this post Link to post
riderr3 Posted February 18, 2018 (edited) Some patches/textures which I use in my Boom WIP project. Also need to add more new switch variations for some cases. 7 Share this post Link to post
Szymanski Posted February 18, 2018 (edited) 7 hours ago, Eris Falling said: I found this in 32in24-5 MAP07. Don't think I've seen this in Doom before Qdoom had an effect like this, I think it used 3d sectors so that the light would illuminate the opposing wall in step with the rising door. Nice effect however Edited February 18, 2018 by Szymanski : English MotherF***** 0 Share this post Link to post
Lila Feuer Posted February 18, 2018 @riderr3 That bloody cement texture is pretty delicious. 0 Share this post Link to post
SilverIce Posted February 19, 2018 (edited) From Castle of the Renegades: 11 Share this post Link to post
Scorpinax Posted February 19, 2018 A funny brutal doom glitch where a dead imp started sliding across the floor, leaving a trail of blood... until it hit a wall. then it just vanished. 0 Share this post Link to post
Dragonfly Posted February 19, 2018 Thanks @Zanieon for the custom model for the portal, and thanks @Gutawer for your shader wizardry. Without you two this oortal wouldn't be half as impressive! 46 Share this post Link to post