ukiro Posted June 3, 2018 5 hours ago, anotak said: a little hint at a new DoomBuilder plugin i'm working on Fractals? Oh god the nodes, they hurt 4 Share this post Link to post
Marlamir Posted June 4, 2018 (edited) Layout is done and hardest part incoming. i wasnt 100% sure at beginning but im happy how the map is starting to look. 17 Share this post Link to post
Bridgeburner56 Posted June 4, 2018 What goes down, must go back up Seriously, where do the doom lifts get their power from? Some sort of infinite energy generator? Puppies? Small children? 28 Share this post Link to post
Misty Posted June 4, 2018 I did some silly texture recolours for my personal project. I did gif, because why not. 16 Share this post Link to post
leodoom85 Posted June 4, 2018 3 hours ago, Bridgeburner56 said: Seriously, where do the doom lifts get their power from? Some sort of infinite energy generator? Puppies? Small children? Find out in the next episode of Doom: Hell's Adventures!!! 1 Share this post Link to post
NeedHealth Posted June 4, 2018 (edited) 4 hours ago, Bridgeburner56 said: What goes down, must go back up Seriously, where do the doom lifts get their power from? Some sort of infinite energy generator? Puppies? Small children? I always thought it was bound souls, you know : like sysofus 1 Share this post Link to post
Gez Posted June 4, 2018 4 hours ago, Bridgeburner56 said: Seriously, where do the doom lifts get their power from? Some sort of infinite energy generator? Puppies? Small children? Your computer. Here's an experiment to prove it: while an elevator is down, yank your PC's power cable out. (If it's a laptop, also remove the battery.) You'll notice the elevator isn't moving back up. 8 Share this post Link to post
Aquila Chrysaetos Posted June 4, 2018 14 minutes ago, Gez said: Your computer. Here's an experiment to prove it: while an elevator is down, yank your PC's power cable out. (If it's a laptop, also remove the battery.) You'll notice the elevator isn't moving back up. That's also the same source of power for doors, teleporters, your weapons, and even you and the monsters. 1 Share this post Link to post
KVELLER Posted June 4, 2018 10 hours ago, Bridgeburner56 said: Seriously, where do the doom lifts get their power from? Some sort of infinite energy generator? Puppies? Small children? They have generators powered by waterwheels, obviously. Gotta use those rivers of blood for something. 3 Share this post Link to post
Bridgeburner56 Posted June 4, 2018 7 hours ago, Gez said: Your computer. Here's an experiment to prove it: while an elevator is down, yank your PC's power cable out. (If it's a laptop, also remove the battery.) You'll notice the elevator isn't moving back up. Damn it Hell is stealing my power! That's not cheap. I thought my power bill was going up because the kids were leaving the lights on but it's because I'm powering Hell's infernal machinery! ... I should probably take the kids out of "the hole" 1 Share this post Link to post
Scotty Posted June 4, 2018 (edited) The never ending build of UDiNO E2M8 continues... but at least i have now gotten the thing into screenshot fodder condition :D 35 Share this post Link to post
Lüt Posted June 4, 2018 The thing I find most impressive is how well that map looks like it would suit the original music. To me that says you truly captured its atmosphere. 1 Share this post Link to post
Scotty Posted June 4, 2018 27 minutes ago, Lüt said: The thing I find most impressive is how well that map looks like it would suit the original music. To me that says you truly captured its atmosphere. Thanks for the kind words! For me, music is an absolutely integral part of mapping. 2 Share this post Link to post
valkiriforce Posted June 5, 2018 Felt like making some Final Doom gifs (namely for TNT). TNT: Evilution, MAP08 TNT: Evilution, MAP13 TNT: Evilution, MAP18 TNT: Evilution, MAP27 TNT: Evilution, MAP31 23 Share this post Link to post
Lila Feuer Posted June 5, 2018 @valkiriforce Lol the infamous yellow key. 4 Share this post Link to post
Ichor Posted June 5, 2018 See that door? It's a vanilla texture, but something seems off. What's different about it? 7 Share this post Link to post
Avoozl Posted June 5, 2018 On 6/4/2018 at 4:28 AM, Bauul said: @Gutawer, Team Elementalism's scripting guru, has been doing amazing work developing a new lightning based weapon for one of the mapset's upcoming episodes. It's about finished, so we ran an experiment to see how conductive Imps are: Turns out the answer is very! Force lightning? 0 Share this post Link to post
Steve D Posted June 5, 2018 7 hours ago, Scotty said: The never ending build of UDiNO E2M8 continues... but at least i have now gotten the thing into screenshot fodder condition :D Sweet pic. So glad we went limit-removing in this project. Nice work with the sky heights. 1 Share this post Link to post
Teder Posted June 5, 2018 6 hours ago, Avoozl said: Force lightning? Feel the power of the dark side! 0 Share this post Link to post
Aquila Chrysaetos Posted June 5, 2018 An image from HURedux E1M4. Not even close to complete yet, but I wanted to share this. Olive green water and falls courtesy of @Teder. The falls came out beautifully. We're going to see this very often in E1 and maybe some in later episodes. 3 Share this post Link to post
Dragonfly Posted June 5, 2018 Can I make a small suggestion? Add a vertex in the middle of the center line of that waterfall and make it indent slightly; this will stop it having the 'fake contrast' apply to that one line in the middle. :) 2 Share this post Link to post
Jon Posted June 5, 2018 17 hours ago, Lüt said: The thing I find most impressive is how well that map looks like it would suit the original music. To me that says you truly captured its atmosphere. I'm guessing you are commenting on the post that came immediately before yours, but I'm not 100% sure since you didn't quote it. 1 Share this post Link to post
Lüt Posted June 5, 2018 That's generally how it works. Guess it's a good idea to do in a topic with so many random posts though. 1 Share this post Link to post
cannonball Posted June 5, 2018 (edited) Back to UDoom mapping, and back to return to hadron, this will become map06. 14 Share this post Link to post
Aquila Chrysaetos Posted June 5, 2018 5 hours ago, Dragonfly said: Can I make a small suggestion? Add a vertex in the middle of the center line of that waterfall and make it indent slightly; this will stop it having the 'fake contrast' apply to that one line in the middle. :) Unless I'm mistaken, the "evenlighting" keyword in ZMAPINFO prevents this from happening in-game, which is enough for me, since I don't care too much how it looks in the editor. That said, I'm glad you made the suggestion, and I'm always open to more. The map's coming along semi-quickly (I am a little distracted by Asura's Wrath at the moment), and it seems its first part of three is taking very much after my MAYhem Orange map, which I think is really good. 1 Share this post Link to post
Dragonfly Posted June 5, 2018 Ah, if you're targetting ZDoom based ports then yeah, no issue there. :) 1 Share this post Link to post
NaZa Posted June 5, 2018 (edited) After a longer break, continued work on MAP04 of Misjudged Massacre: Earth. Excuse the reddish tint in the first screenshot; I've gone a bit berserk. (vanilla stuff makes it more difficult for visplanes) 21 Share this post Link to post
DMPhobos Posted June 6, 2018 GZDoom builder has been acting weird lately... but i can't put my finger on exactly what... 21 Share this post Link to post