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Grazza

Post Your Doom Picture (Part 2)

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11 hours ago, obake said:

Working on a remake of another map of mine.

 

This feels... somewhat conflicted and messy to me. Looks like you're using a mixture of Doom 2 and OTEX resources which don't really fit together stylistically, and I think you'd benefit from simply picking one or the other.

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2 hours ago, Jaws In Space said:

I've got to ask because that's a lot of sector detail, is that room vanilla compatible?

 

¯\_(ツ)_/¯

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5 hours ago, Jaws In Space said:

I've got to ask because that's a lot of sector detail, is that room vanilla compatible?

Thanks for the heads up. Didnt even think about it. And yes I do get HoM effect when in ZDooM or Chocolate doom so I will just scrap that part and use it in another level sometime.

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6 hours ago, magicsofa said:

No way... just one of those blue lights seems to be made of around 25 segs.

RiWVce1.png

Around that

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On 12/28/2019 at 10:31 PM, AD_79 said:

 

This feels... somewhat conflicted and messy to me. Looks like you're using a mixture of Doom 2 and OTEX resources which don't really fit together stylistically, and I think you'd benefit from simply picking one or the other.

I was doing this recently on my current map I'm making, until I noticed that in testing, the Doom II textures weren't even rendering in PRBoom+, even though it tested fine in Crispy Doom and GZDoom.  Instead of figuring out the issue, I just decided to change the 2 vanilla textures I was using to OTEX ones. (But honestly, I thought the green brick for the sewers from Doom II fit better than the OTEX green brick, but whatev)

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Retried that starting hall that does render properly under vanilla engines:

IuIyEZd.png

QCyUyRo.png

Happy about how that Lower Level sign turned out. Was a pain to do cause it was all with sectors. Still happy with how it transpired.

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13 hours ago, DynamiteKaitorn said:

Little screenshot for the second map.

it is so... 8-bit. absolutely love the style! ;-)

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Happy new year in advance. Another new palette is coming to town and this time for Hexen (See spoiler for the screenshots taken in GZdoom softpoly renderer):

 

Spoiler

Screenshot_Hexen_20191231_210957.png.67f729b79065a22602370f922134a0be.png

 

Screenshot_Hexen_20191231_211012.png.4cfc09815b13197ad3f3818e42de7c75.png

 

Screenshot_Hexen_20191231_211155.png.a21aa6079d897b65df44c655e087c52c.png

 

Screenshot_Hexen_20191231_211435.png.b420e1b71bea6678769fc953d4d1f576.png

 


 Some hardware renderer screenshots:

 

Spoiler

Screenshot_Hexen_20191231_211117.png.2e5a44132f34f9a9421dabd05e1c56e7.png

 

Screenshot_Hexen_20191231_212057.png.b2424689d60da995808aaab3128071b0.png

 

Screenshot_Hexen_20191231_213055.png.6f9af758f67a8e1140a07665004ce7b1.png

 

 

 

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18 minutes ago, seed said:

^ That's groovy AF.

 

Eh, at least someone's having fun.

 

To be honest, I don't even know why I am making a palette for Hexen as I rarely ever play this game. I feel like I was compelled to make one for it as I have already made palettes for Doom and Heretic. Who knows I might even make one for Strife as well despite only playing it once in my life.

 

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