Aquila Chrysaetos Posted June 10, 2018 Little extra height and flat variation goes a long way, but I agree with gameplay. 0 Share this post Link to post
The_SloVinator Posted June 10, 2018 On 6/8/2018 at 9:50 PM, Perro Seco said: Looks like shit compared with other screenshots from here, but this is a map I made for a still in progress community wad: It was made to look like the urban levels of Doom II. It also was tested with the original game under DOSBox. So great to see some OG Doom 2 aesthetically made maps & a screenshot in the most vanilla way possible. :) 3 Share this post Link to post
Aquila Chrysaetos Posted June 10, 2018 (edited) Some shots from HURedux E1M4. More in the spoiler. Spoiler 0/10 one of those lights is brighter than the others. It's not finished yet, obviously, since I haven't placed the monsters yet. Actually, I still have to construct more of the map, this being part one of two. I just wanted to share what I've gotten done so far on this one, since I've really been procrastinating on it. I'll share a builder image when the map's complete, but right now, this thing is about the size of E1M1, which was fairly large, and is running at almost 1,000 sectors, so it might be a while before it's finished. Minor edit: I know some of the scaled textures are vertically misaligned, but I'm absolutely certain that's GZDoom's fault, not mine, because I'm stuck with 1.8.2 at the moment, and it doesn't seem to register the separate offsets on the same sidedefs the later versions can. It also doesn't recognize multi-tag sectors, among many other things. Edited June 10, 2018 by Aquila Chrysaetos 7 Share this post Link to post
Denim Destroyer Posted June 11, 2018 So the newest Doom has a few returning enemies. 14 Share this post Link to post
Crunchynut44 Posted June 11, 2018 Can anybody guess which mappers i'm trying to mimic here? 9 Share this post Link to post
Bridgeburner56 Posted June 11, 2018 @Classicgamer6 very nice screengrab 0 Share this post Link to post
seed Posted June 11, 2018 3 hours ago, Classicgamer6 said: So the newest Doom has a few returning enemies. They seem to have done a brilliant job with the Arch-Vile, he looks amazing. 1 Share this post Link to post
Steve D Posted June 11, 2018 1 hour ago, Crunchynut44 said: Can anybody guess which mappers i'm trying to mimic here? Hall and Romero. 1 Share this post Link to post
Crunchynut44 Posted June 11, 2018 59 minutes ago, NaZa said: I can very clearly see Romero in there. 2 minutes ago, Steve D said: Hall and Romero. Ding! Hall, romero and actually Sandy too but you can only tell that if you could see the wall textures! 3 Share this post Link to post
Afterglow Posted June 11, 2018 Texture testing, eventual map will be less blocky: 24 Share this post Link to post
Dragonfly Posted June 11, 2018 I spy with my little eye a texturepack named OTEX. @Afterglow would you like to join a discord server with people who're using that somewhat exclusive texturepack? :) 3 Share this post Link to post
Jon Posted June 11, 2018 (edited) 10 hours ago, Classicgamer6 said: So the newest Doom has a few returning enemies. Wrong forum buddy, try Newfangled Doom / Doom 2016. 6 hours ago, Crunchynut44 said: Ding! Hall, romero and actually Sandy too but you can only tell that if you could see the wall textures! So in other words... all of them? For Doom 1 at least... 0 Share this post Link to post
Aquila Chrysaetos Posted June 11, 2018 (edited) I've put HURedux on hold. Not indefinitely, just for the next two weeks or so while I build this colossus of a map. What is this map? A secret. This time I'm using all vanilla resources, though it's still designed for GZDoom. When it's finished, I'd like some playtesters, but I want to keep the number small (five), so if you're interested, shoot me a PM. Only after a certain date will I publicly release this. I'll keep you posted on its progress, though. Also, a tweet for those interested in the spoiler below. Spoiler 7 Share this post Link to post
Marlamir Posted June 11, 2018 13 hours ago, Classicgamer6 said: So the newest Doom has a few returning enemies. I was really pleased when saw arachnotron and arch-vile back in action. I hope they will stay in game until relleased. 2 Share this post Link to post
anotak Posted June 11, 2018 (edited) (level geometry is an_mutt's port glacia) 24 Share this post Link to post
Aquila Chrysaetos Posted June 11, 2018 Damn it, @anotak, we told you to stay away from the black hole closet, and now look at what you've done. Joking aside, that's really cool. 0 Share this post Link to post
Denim Destroyer Posted June 12, 2018 Playing through Knee Deep In ZDoom for the first time. Really like the 3D models on the intermission screen. 14 Share this post Link to post
mun Posted June 12, 2018 (edited) ... I'm just as confused as you are. (From here) To quote from the wad's text file: Quote An infernal map with some futurist decoration... I tried to make it with "own personality", working hard with the scenery (light effects, detail, textures...) It's good for me, but the amount of worshiping found in a wad is unprecedented. (Unless @Eye del Cul explains it.) Edited June 13, 2018 by mun 4 Share this post Link to post
Aquila Chrysaetos Posted June 12, 2018 (edited) More shots from my colossal map. Obviously, it's not just vanilla resources anymore, but I haven't added very much, arguably. I've got its extremely basic form built, so I know about how large it's going to ultimately be, but I'm probably going to add several things beyond these rooms, so the map will only inflate as it goes. Zooming all the way out shows the map already takes up a visible chunk of the grid, but I won't be supplying any builder shots because that would be spoiling my special secret. Also, tweet: Spoiler That moon sky courtesy of Damien from the Blockland Forums. Minor edit: Oh, a little statistics for those who like numbers and sector counts: this map currently has 1,035 sectors. 17 Share this post Link to post
Bauul Posted June 12, 2018 On 6/11/2018 at 7:27 AM, Jon said: Wrong forum buddy, try Newfangled Doom / Doom 2016. I dunno, I genuinely LOLed at the pic. Sneaky Chaingunner! 0 Share this post Link to post
Misty Posted June 12, 2018 @Aquila Chrysaetos I didn't expect that you will use that moon sky :""""") 2 Share this post Link to post
Memfis Posted June 12, 2018 On 6/11/2018 at 11:35 AM, Afterglow said: At first I thought I'm looking at the Doom Builder 1 "missing texture" placeholder. 1 Share this post Link to post
Aquila Chrysaetos Posted June 12, 2018 36 minutes ago, Myst.Haruko said: @Aquila Chrysaetos I didn't expect that you will use that moon sky :""""") It's so pretty, I love it! Thank you for leading me to it. I'm hoping those Hell areas look okay. I'm good at detailing tech and urban areas and I'm okay with outdoor areas, but these are my first Hell areas in a really long time. 0 Share this post Link to post
Misty Posted June 12, 2018 7 minutes ago, Aquila Chrysaetos said: It's so pretty, I love it! Thank you for leading me to it. I'm hoping those Hell areas look okay. I'm good at detailing tech and urban areas and I'm okay with outdoor areas, but these are my first Hell areas in a really long time. No problem. I guess there will be two different projects with same moon skybox, unless I'll change my mind and return to purple(blue) sky from mechadon skybox pack. Fill it monsters, ammo, health and it will look better. 0 Share this post Link to post
Aquila Chrysaetos Posted June 12, 2018 It's not really intended to be a major project (though, I guess it kind of will be, depending on how it goes over) like HURedux is, so I don't think it would be much of a problem for us to be sharing a sky, especially one that cool. I'll post some images after I've got the things placed, but that will be a while, since I do that after I finish actually constructing the map. Hopefully it won't be too long, though, because I'm on a bit of a time crunch here. My aim is to get it ready to be tested by the 24th at the latest and ready and polished by the 28th and no later. 1 Share this post Link to post