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Grazza

Post Your Doom Picture (Part 2)

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DoomLover234 said:

True! Thanks, I spent hours retexturing the map. I kida went with the "What if the level took place in the Doom era? How would it look there?" And, it's not a simple retexture. I've made some layout changes and put all three keys in the map.


Fun fact: I actually have in mind to do a switcheroom maps of E1M1 from doom and heretic, and do the same thing with Doom 2 and Hexen MAP01!

Your map looks pretty cool btw, you made a good job!

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That map looks awesome! But I can't look at it without thinking of Cube 2. Cube 2 was an awesome quake 2 ripoff, but even so, it had great maps, and the textures in this shot really capture the same grungy/industrial aesthetic.

DMPhobos said:

Here's some progress for a construction zone map, quite unfinished, but im getting there...

http://i.imgur.com/ZaQ8rx9.png

http://i.imgur.com/NL0gbJz.png

http://i.imgur.com/HkZQJLU.png

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roadworx said:

here's some pics from my new wad i'm making
i know it's not the greatest, but it's my second map

http://i.imgur.com/XNTTWIV.png

http://i.imgur.com/mX23KW5.png

http://i.imgur.com/xAF9int.png


not bad,not bad but I think we're all thinkin the same thing when seeing these 3 pictures here......what do you have boxed up in those 5 crates in the 3rd picture & in the 2 crates in the 2nd picture?.....WHAT!?

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Byeblothingal 1024 said:

not bad,not bad but I think we're all thinkin the same thing when seeing these 3 pictures here......what do you have boxed up in those 5 crates in the 3rd picture & in the 2 crates in the 2nd picture?.....WHAT!?


sand
just piles and piles of sand

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Byeblothingal 1024 said:

oh ok thanks for telling me, the suspense of not knowing was getting unbearable. So the place is an in-port/export sandery?


well, it also sells WMDs to 3rd world countries, but yeah mostly just sand

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Guest Unregistered account

Thanks to Memfis and Scifista replying to one of my threads, I've learned how to make custom textures for Doom! And this eyeball irritation was my first result:









Inspired by the Hall of Tortured Souls from Excel95~

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Kapanyo said:

Thanks to Memfis and Scifista replying to one of my threads, I've learned how to make custom textures for Doom! And this eyeball irritation was my first result:

http://i.imgur.com/HYxgTWG.png
http://i.imgur.com/90KURAu.png
http://i.imgur.com/XmcFBKf.png
http://i.imgur.com/MEMcvSf.png
http://i.imgur.com/NbsLYzj.png
http://i.imgur.com/fd6lN8s.png
http://i.imgur.com/EKuN3G3.png

Inspired by the Hall of Tortured Souls from Excel95~


Reminds me of the old NES games. Makes me wonder what the monsters look like?

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Oh man, I haven't even thought about that! I was originally just going to make it an empty, exploration based level ~ y'know, you experience it, then you just kinda leave it to collect virtual dust -- but I guess there is a lot of gameplay potential with a style like this!

(P.S. editing this level in 3D view mode is a nightmare if there are multiple walls of the same colour in one area =P )

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I suppose you could use a custom palette with such a thing, so for the monster I suggest a cyan circle, a yellow triangle, and a magenta square. The CMY are intruders in this RGB land! :p

Everything else should be white silhouettes.

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I was actually thinking of remaking all the textures to fit the cyan-and-pink palette of older DOS programs and was thinking of using texture trickery to create ambiguous white figures... because why not.
(Are you a mind-reader or somethin'? :D)

I'm really not sure what I'll do with this idea, but I know that I can potentially do a lot with it. Thanks for the ideas!

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I'm working on a method of making custom textures to imitate 3D models!
Here's what I've done so far:


The trunk is simply a raised sector, but the leaves are midtextures. It looks pretty convincing from any angle with no obvious sticking-out bits (although I'm testing in Chocolate Doom, so higher resolutions may reveal the edges =P )

The bad news is that this wouldn't work with textures of more than one colour... ;_;

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The old screenshot looks much better to me. The new screenshots might possibly work better with a fuller color palette, but as-is it just looks like they've been overlaid with lots of distracting visual noise. The scenes buried underneath all the fuzz look cool from what I can see of them, though!

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Yea I gotta agree with essel here. I think there's too much grit in the new screenshots. The older, cleaner one looks great because, I think, it's easier to see structures and details. Maybe if you did something inbetween the two it would work better? I do really like the artstyle and colors though!

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3 Screens from a map I'm making for "Cereal Killer" (and if not, well for myself xD):

Spoiler








Should be done (very) soon.

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Byeblothingal 1024 said:

That looks like an awesome cross hair for a sniper rifle! lol but did you do what it looks like you did? (which was made a sector out of sector -1? if so; you got a hell of a lotta overlapping linedefs!)

Just moved a vertex and the whole thing became a black hole.
I am probably salvaging the central thing that turned out fine and restarting the map.

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