ukiro Posted March 21, 2018 (edited) 41 minutes ago, Dragonfly said: provide more backstory as to why these specific sigils Shit looks cool, yo. But more seriously: I do take inspiration and symbols from real world references a lot of the time, but Doom has always been super loose with this and just broadly flirts with the aesthetic. This is consistently true all the way from 1993 to 2016, and I continue in that spirit. So I might turn something upside down or add something or juxtapose things, and it's kind of fun to seek out the more obscure stuff, like in this shot from Dragonfly's post. 5 Share this post Link to post
snapshot Posted March 21, 2018 Testing Mushroom Hill textures for something *BOWOK* 6 Share this post Link to post
-Votterbin- Posted March 21, 2018 Total Doom development is going smoothly. 14 Share this post Link to post
Angry Saint Posted March 21, 2018 Let's see if anyone recognise this place... 6 Share this post Link to post
Lila Feuer Posted March 21, 2018 @Dragonfly Those blue night sky shots are fucking pretty. 3 Share this post Link to post
Walter confetti Posted March 21, 2018 5 hours ago, Catpho said: Bloodstain This is really amazing, didn't see this doom art yet. 0 Share this post Link to post
dobu gabu maru Posted March 21, 2018 Been working with yakfak's set since it tickled my fancy This perfectly sums up my experience on the new textures and thing replacements thus far: 28 Share this post Link to post
Lila Feuer Posted March 21, 2018 2 minutes ago, dobu gabu maru said: Stealin' that. 0 Share this post Link to post
SaladBadger Posted March 21, 2018 doing theme testing for a followup to Starlight Sanctuary. This one is the Legendary Sea of Stars, based on yet another dungeon in a dumb gacha game. The bosses of the dungeon are aquatic themed so I'm trying to incorporate that. 30 Share this post Link to post
Master O Posted March 21, 2018 1 hour ago, InsanityBringer said: doing theme testing for a followup to Starlight Sanctuary. This one is the Legendary Sea of Stars, based on yet another dungeon in a dumb gacha game. The bosses of the dungeon are aquatic themed so I'm trying to incorporate that. https://www.youtube.com/watch?v=tRcPA7Fzebw 0 Share this post Link to post
skillsaw Posted March 21, 2018 9 hours ago, Catpho said: Reveal hidden contents -Valiant(take a look @skillsaw): Yeah, great artwork by Kurashiki. I was thrilled when I saw it. I actually have a framed print of it hanging on the wall. 12 Share this post Link to post
galileo31dos01 Posted March 21, 2018 18 hours ago, VanillaExtract said: Still catching up on the must-play WADs in Doom's history. This moment in Epic2 had me chuckling for a minute. This scenario is also in Epic 2? Really?... not again :S 0 Share this post Link to post
VanillaExtract Posted March 22, 2018 6 hours ago, galileo31dos01 said: This scenario is also in Epic 2? Really?... not again :S It wasn't the gameplay scenario so much as how it was revealed. For the most part the WAD had been composed of tombs and jungles up to this point. This hellish, evil room occurs near the end of a tomb-themed map (which, in turn, is near the end of the WAD) with a predominantly grey and brown color scheme: only Egyptian murals and fountains decorate the walls and floor. However, when you find the final key, you open a door which uncovers a room composed entirely of flesh. Upon getting to its far wall, you are dropped down a pit and end up staring this bleeding pharaoh zombie in the face with all the revenants dancing around it. The drop also only lasts about a frame, so it functions as a very muted jump scare. Other WADs and games have climaxed with fire and flesh, of course, but it was especially impactful here. 0 Share this post Link to post
galileo31dos01 Posted March 22, 2018 26 minutes ago, VanillaExtract said: you are dropped down a pit and end up staring this bleeding pharaoh zombie in the face with all the revenants dancing around it. This is the scenario I was talking about, I've seen it originally in Alien Vendetta, then in Deus Vult II and Jenesis too, differently decorated of course, and in the first two cases you enter to the area from tunnels instead. Perhaps in Epic 2 it's a little bit different, I have yet to see that. 0 Share this post Link to post
PeterMoro Posted March 22, 2018 My current work in progress. I work really slowly so hopefully my second map (this) will be finished before Xmas. Going for ultra detail without getting too silly. The gameplay will be a mostly linear fast - action based romp through a space base. Lots of enemies but not going for a crazy difficult map, just a fast, fun ride. Enemy placement / lighting / detailing not finished in the photos below. 18 Share this post Link to post
Catpho Posted March 22, 2018 15 hours ago, dobu gabu maru said: "pics" lol the motivation from this :P 0 Share this post Link to post
Empyre Posted March 22, 2018 3 hours ago, Ke-Sula said: I saw some slopes in some of the other pictures, so it looks like you're using UDMF. If so, you can rotate the floor texture so the lights along the wall can be going sideways along the wall all the way around, and not sticking out from the wall in some places. 3 Share this post Link to post
Dragonfly Posted March 22, 2018 (edited) ^ Could be "ZDoom (Doom In Hexen) format, etc, but I doubt it heh. Regardless, good advice. If it's not UDMF but is still ZDoom based, you could use the following ACS feature: Sector_SetRotation() 3 Share this post Link to post
seed Posted March 22, 2018 19 hours ago, InsanityBringer said: This one is the Legendary Sea of Stars Very fitting name, it looks amazing, magic in fact. 0 Share this post Link to post
PeterMoro Posted March 22, 2018 7 hours ago, Empyre said: I saw some slopes in some of the other pictures, so it looks like you're using UDMF. If so, you can rotate the floor texture so the lights along the wall can be going sideways along the wall all the way around, and not sticking out from the wall in some places. Thanks for the great tip. I'm using UDMF, how exactly do i rotate floor textures? 1 Share this post Link to post
Honey16 Posted March 23, 2018 (edited) Edited March 23, 2018 by Honey16 5 Share this post Link to post
Scorpinax Posted March 23, 2018 Progress on my first city map is coming along nicely.... 13 Share this post Link to post
Empyre Posted March 23, 2018 17 hours ago, Ke-Sula said: Thanks for the great tip. I'm using UDMF, how exactly do i rotate floor textures? In GZDoom Builder, you set the Rotation in the Surfaces tab of the Edit Sector window. 2 Share this post Link to post
Bauul Posted March 24, 2018 Bauul's mapping tip #32: If in doubt, put in a creepy Alice in Wonderland-esque cog corridor when the player is least expecting it. 26 Share this post Link to post
dobu gabu maru Posted March 24, 2018 (edited) Some more pics from my weird map. Really trying to straddle the line between "experimental" and "downright obnoxious" 20 Share this post Link to post
Zanieon Posted March 24, 2018 These are from my last 2 mapping streams: 37 Share this post Link to post
Scorpinax Posted March 24, 2018 Those are so cool Zanieon! Not sure if I could effectively play the maps, i'd constantly be stopping to look at all the details.. 1 Share this post Link to post
Angry Saint Posted March 24, 2018 when you really like Star Trek and the Klingons... (teleporter room on a Klingon k't'inga vessel) 28 Share this post Link to post