wheresthebeef Posted September 29, 2018 Trying some comic book style text effects. Yay or nay? 25 Share this post Link to post
elend Posted September 30, 2018 2 hours ago, wheresthebeef said: Trying some comic book style text effects. Yay or nay? Yay, I'd say. Maybe the resolution could be a bit lower, but it definitely looks cool. 1 Share this post Link to post
KVELLER Posted September 30, 2018 3 hours ago, wheresthebeef said: Trying some comic book style text effects. Yay or nay? I really like the idea, it reminds me a bit of the game XIII. That said, I think the explosions would look better without that yellow/orange sprite on the back. Just the word "BOOM!". 1 Share this post Link to post
Gaia74 Posted September 30, 2018 1 hour ago, Dragonfly said: i feel humillated jajaja 0 Share this post Link to post
wheresthebeef Posted September 30, 2018 54 minutes ago, KVELLER said: I really like the idea, it reminds me a bit of the game XIII. That said, I think the explosions would look better without that yellow/orange sprite on the back. Just the word "BOOM!". You might be right I'll probably use the one with the background for certain explosion effects but the text only version will be for explosions caused by weapons. 8 Share this post Link to post
Avoozl Posted September 30, 2018 (edited) 4 hours ago, wheresthebeef said: Trying some comic book style text effects. Yay or nay? Reminds me of the FPS game XIII which also had comic captions for weapons. 1 Share this post Link to post
Tango Posted September 30, 2018 (edited) that looks awesome @wheresthebeef, I love it. I think I agree a slightly lower resolution for the words would help too! 0 Share this post Link to post
seed Posted September 30, 2018 8 hours ago, Dragonfly said: "Beyond the candles burning... " Pretty nice area. 1 Share this post Link to post
Angry Saint Posted September 30, 2018 I don't map as much as I used to do some years ago... but sometime I still like to work on some rooms... 21 Share this post Link to post
Hitscanning_scumbag Posted September 30, 2018 From a mod im working on called "surrender the dead". this is a very simple version of a map im making, with about 1/4 of the layout complete. most of these are temp textures. 4 Share this post Link to post
NeptunesTyrant Posted September 30, 2018 First time experimenting with Fog and Transparency. 11 Share this post Link to post
Gaia74 Posted September 30, 2018 (edited) making a boss map, yep is a recolor of a original doom map, but I assure you it is not the same Edited September 30, 2018 by Gaia74 2 Share this post Link to post
leodoom85 Posted September 30, 2018 16 minutes ago, Gaia74 said: but I assure you it is not the same guess that it'll be a grosse boss....and I bet that it'll also have a bfg and an invul sphere.... 2 Share this post Link to post
Aquila Chrysaetos Posted September 30, 2018 (edited) 2 minutes ago, leodoom85 said: guess that it'll be a grosse boss....and I bet that it'll also have a bfg and an invul sphere.... Don't forget the secret megasphere and SSG. 1 Share this post Link to post
Gaia74 Posted September 30, 2018 34 minutes ago, Aquila Chrysaetos said: Don't forget the secret megasphere and SSG. 36 minutes ago, leodoom85 said: guess that it'll be a grosse boss....and I bet that it'll also have a bfg and an invul sphere.... there are no secrets, and there are like 4 mega spheres, believe me you will occupy them 0 Share this post Link to post
Master O Posted September 30, 2018 (edited) 2 hours ago, leodoom85 said: guess that it'll be a grosse boss....and I bet that it'll also have a bfg and an invul sphere.... and its name will be "Terry"... 1 Share this post Link to post
Gaia74 Posted September 30, 2018 2 minutes ago, Master O said: and its name will be "Terry"... HAHAHAHHAHAHHAHAHHAHAHAHHAHAHHAHAHHAHAHAHHAHAHHAHAHAHHAHA 0 Share this post Link to post
Bauul Posted October 1, 2018 I've been slowly working on my complementarily spooky Dark episode map against Bridgeburner's more surreal episode finisher for Elementalism. Still working out the details, but I think I got the overall vibe down. 38 Share this post Link to post
AL-97 Posted October 1, 2018 2 hours ago, Bauul said: Seems like there's a lot of slopes in that room. Say, with Elementalism being the GZDoom project, do maps in it require jumping and crouching? 0 Share this post Link to post
Marlamir Posted October 1, 2018 5 hours ago, Aquila Chrysaetos said: I have no idea that mancubus farts can be so dangerous... 3 Share this post Link to post
Bauul Posted October 2, 2018 1 hour ago, AL-97 said: Seems like there's a lot of slopes in that room. Say, with Elementalism being the GZDoom project, do maps in it require jumping and crouching? Yep, there's a lot of slopes in there! Thank goodness for vertrex dragging. Jumping yes. Crouching won't be required, but we won't disable it either. 1 Share this post Link to post
Gaia74 Posted October 2, 2018 Remember the mod of sargent mark of vanilla marines with the ia of the marines of brutal doom? well, i am making a addon, with more allys, i have now 3, the cyberbaron, the mech demon, and the heaven guard 3 Share this post Link to post
elend Posted October 2, 2018 5 hours ago, Bauul said: I've been slowly working on my complementarily spooky Dark episode map against Bridgeburner's more surreal episode finisher for Elementalism. Still working out the details, but I think I got the overall vibe down. Wow! That looks really amazing. How do you even do this lighting?! 1 Share this post Link to post
yakfak Posted October 2, 2018 embracing teh scattershot patchwork Zekhmet aesthetic the other mappers have been demonstrating <3 please use my pack giggle 10 Share this post Link to post
snapshot Posted October 2, 2018 (edited) 17 hours ago, Bauul said: .... for Elementalism. Lies, that's gotta be UE4 :P, jk awesome shots you guys really know how to take the visuals to the next level. 0 Share this post Link to post
Bauul Posted October 2, 2018 15 hours ago, elend said: Wow! That looks really amazing. How do you even do this lighting?! It's a combination of a few GZDoom features. Dynamic Point Lights, Spotlights, and Attenuated Point Lights for the light sources, mostly in pairs (one smaller bright one for the immediate surrounding, and one larger dimmer one to light the room). Shadowmaps (a menu option) uses one-sided linedefs to block light, and can be used to make sharp shadows. Finally, the whole map has a subtle Fade (aka fog) effect too. The geometry itself is actually pretty simple. Given it's so dark, I don't want to complicate navigating with excessive detailing. 6 Share this post Link to post
valkiriforce Posted October 2, 2018 Hell Revealed II, MAP01 Hell Revealed II, MAP14 TNT: Evilution, MAP20 TNT: Evilution, MAP30 16 Share this post Link to post