Chris Moyer Posted January 14, 2019 On 1/13/2019 at 12:23 AM, galileo31dos01 said: (NOVA: The Birth, MAP30) Looks so silly when monsters get glued to door tracks. He's being sneaky 19 hours ago, Van Daemon said: Looks great! As usual 1 Share this post Link to post
galileo31dos01 Posted January 14, 2019 (Bloody Steel, MAP06) When you finally find the way to lower those precious ammo boxes, but then... 26 Share this post Link to post
DynamiteKaitorn Posted January 15, 2019 After pretty much a year of failure and a lack of care for the TMoD series, I decided to re-ignite the series but this time if I ever do make TMoD wad files, they'll all be locked in their own wad, rather than being connected to other TMoD WAD files. Trying to connect the WADs kinda killed my creativity. :l 6 Share this post Link to post
Dragonfly Posted January 15, 2019 Since you're clearly working in GZDoom, consider using the PK3 format instead - It makes organising large projects much easier in my honest opinion. 5 Share this post Link to post
Stealth Frag Posted January 15, 2019 More shots from upcoming pbr demo: 15 Share this post Link to post
leodoom85 Posted January 15, 2019 From one of my maps coming to Refracted Reality... 37 Share this post Link to post
Urthar Posted January 16, 2019 I'm not sure if my lighting problems are over or if they're just beginning. This is quite labour intensive. It turns out that while ZDoom can't render sloped 3DFloors, it does render the lighting effects contained within them. 31 Share this post Link to post
TwinBeast Posted January 16, 2019 @leodoom85nicely colored Mommy, why? 17 Share this post Link to post
Gez Posted January 16, 2019 12 hours ago, Urthar said: It turns out that while ZDoom can't render sloped 3DFloors, it does render the lighting effects contained within them. There is an extrafloor_lightonly effect for this kind of things (light effects without actual 3D floor); but I don't think I've ever seen it tested with a sloped control sector. 2 Share this post Link to post
Urthar Posted January 16, 2019 1 hour ago, Gez said: There is an extrafloor_lightonly effect for this kind of things (light effects without actual 3D floor); but I don't think I've ever seen it tested with a sloped control sector. Yeah, it works with sloped control sectors. Thanks, that's actually pretty useful because it hides the 3DFloor in the editor which makes selecting stuff easier. 0 Share this post Link to post
Empyre Posted January 16, 2019 1 minute ago, Urthar said: Yeah, it works with sloped control sectors. Thanks, that's actually pretty useful because it hides the 3DFloor in the editor which makes selecting stuff easier. Press Tab in the Visual Mode to toggle special effects like slopes and 3D floors. It helps you select stuff that is otherwise blocked by 3D floors. 1 Share this post Link to post
Urthar Posted January 16, 2019 1 hour ago, Empyre said: Press Tab in the Visual Mode to toggle special effects like slopes and 3D floors. It helps you select stuff that is otherwise blocked by 3D floors. Of course, but it's more the case that I often wanted to edit the 3D Floors and Slopes, but there was a huge room crossing light volume in the way. 3 Share this post Link to post
KVELLER Posted January 17, 2019 Heretic is so much fun when your weapons don't feel like water pistols. 10 Share this post Link to post
VanaheimRanger Posted January 17, 2019 49 minutes ago, KVELLER said: Heretic is so much fun when your weapons don't feel like water pistols. Is this a mod I can get somewhere? 0 Share this post Link to post
KVELLER Posted January 17, 2019 (edited) 4 hours ago, guitardz said: Is this a mod I can get somewhere? I don't know if someone else has made something like this with Smooth Doom, but it's something I made myself a couple days ago. I could PM you a copy if you want, but keep in mind that I only bothered to implement the things that I cared about, so a lot of stuff might be broken (although I could probably get it working with enough time). 1 Share this post Link to post
dobu gabu maru Posted January 17, 2019 (edited) Who here wants to play a puzzle map where an unkillable cyberdemon stalks you as you're trying to solve puzzles? Anyone? Hello? Is this thing on? Edited January 17, 2019 by dobu gabu maru 36 Share this post Link to post
Not Jabba Posted January 17, 2019 21 minutes ago, dobu gabu maru said: Who here wants to play a puzzle map where an unkillable cyberdemon stalks you as you're trying to solve puzzles? Totally unkillable? I liked the way you handled it in Copper Exuviae, where you eventually could hunt down enough ammo to kill it if you tried really hard. 2 Share this post Link to post
Crunchynut44 Posted January 17, 2019 @dobu gabu maru You can just go to hell! ;) 1 Share this post Link to post
dobu gabu maru Posted January 17, 2019 1 hour ago, Not Jabba said: Totally unkillable? I liked the way you handled it in Copper Exuviae, where you eventually could hunt down enough ammo to kill it if you tried really hard. Welllll unkillable for the duration of the puzzle. Unless you're a dirty, dirty continuous player. Or you like non-berserk punching cybers to death. 2 Share this post Link to post
mappr Posted January 18, 2019 gif of my map for bloody rust 3 (hope that's not cheating?), this is my first proper map so please no bully i like it most in software mode (no truecolour) it makes the colours more grungy, combined with a low res i think it looks cool 14 Share this post Link to post
Poncho1 Posted January 18, 2019 Since this is a thread concerning maps, can someone tell me: what are control sectors for? I enter iddt to see everything in the level, and I look around and see two small squares, both different textures, sitting outside the map. Sometimes these sectors flash, sometimes they don't. I seriously don't get it. Oh yeah, and some look like they have moving floors. 0 Share this post Link to post
Fletcher` Posted January 18, 2019 21 minutes ago, Poncho1 said: Since this is a thread concerning maps, can someone tell me: what are control sectors for? I enter iddt to see everything in the level, and I look around and see two small squares, both different textures, sitting outside the map. Sometimes these sectors flash, sometimes they don't. I seriously don't get it. Oh yeah, and some look like they have moving floors. Control sectors are often used to impart special circumstances for their parent sectors, whether to connect two separated sectors with sound, control where a platform will lower (as it will lower to its lowest adjacent sector, this includes if its attached to a control sector). A sector doesn't have to be a single closed segment, but multiple closed segments that have the same id. In modern ports like zdoom, you can use a control sector to define the height and textures of a 3d floor, and many other uses. The possibilities are not even remotely moderate. :D 6 Share this post Link to post
TollyCastle Posted January 18, 2019 Some grimy and dark otex sewers I guess. Tried to make them feel sort of quake-y 8 Share this post Link to post
antares031 Posted January 18, 2019 We're working on the next release candidate of Eviternity, and here's the leaked screenshot of the upcoming version. Special thanks to @Xyzzy01 for the pixel art. P.S.: Yeah, we're still working on the new sprites for the final boss. 27 Share this post Link to post
TollyCastle Posted January 18, 2019 48 minutes ago, antares031 said: We're working on the next release candidate of Eviternity, and here's the leaked screenshot of the upcoming version. Special thanks to @Xyzzy01 for the pixel art. P.S.: Yeah, we're still working on the new sprites for the final boss. A truly perfect sprite for archangelus, nobody can tell me otherwise. :P 4 Share this post Link to post
Maha Posted January 18, 2019 TITLEPIC for my very old abandoned project. That picture of doomguy is for some reason my all time favorite pic. I edited that weird machine gun for the SSG. These old resources were used in DBP_06.wad by 40oz and co. 21 Share this post Link to post