Dragonsbrethren Posted June 20, 2018 Cross-posting these, here are screenshots of a slightly altered Well of Souls (Plutonia.wad MAP02) running in the PSXDOOM engine: Start area with the water lowered. The sky and water height in this area changed to avoid stretched textures on the walls. Similar alterations are made in other areas that had large height variations, especially the bridge canyon! One of two "significant" geometry alterations. This wall prevents a point overflow error that occurred when looking down the unaltered version of this hall. Thankfully, the level design here lends itself really well to having the wall--the gameplay is barely altered! The other big change--the invisible bridge doesn't seem possible to recreate with this renderer, so rather than the bridge always being there, the shootable switch raises it along with the bridge posts. 16 Share this post Link to post
Lila Feuer Posted June 20, 2018 Personalized lo-fi aesthetic intensifies, now with extra PSeX. w/ latest Crispy Doom. 7 Share this post Link to post
Empyre Posted June 21, 2018 @Dragonsbrethren The part of the wall where several pixels of the texture repeat ruins the immersion for me. It makes it not look like a real place. On the other hand, if this is my biggest complaint, then you're doing a good job. 0 Share this post Link to post
Tristan Posted June 21, 2018 6 hours ago, Dragonsbrethren said: You posted a screenshot of this area from your original conversion in this thread (or Part 1 of it, rather) way back when LL was just getting started - that screenshot was how I found out the project was a thing and it knocked me sideways, I couldn't believe what I was seeing. This is a new level of awesome though. I also never really gave it much thought, but Doom 2's sky1 fits Plutonia so damn well. 3 Share this post Link to post
Denim Destroyer Posted June 21, 2018 I like this little outdoor area on my the Boom map I'm working on. 7 Share this post Link to post
Bridgeburner56 Posted June 21, 2018 (edited) So map 5 of The Age of Hell is actually a remake of a map I made 6 years ago. I had a quick run through some of my old stuff and I still really like the way this map played so I thought that I'd rebuild it from scratch with the same broad layout. It has ... evolved substantially but the core is there. The original map shots are on the left hand side and the equivalent area in V2.0 are on the right. 23 Share this post Link to post
Master O Posted June 21, 2018 (edited) 27 minutes ago, AtroNx said: More things~~ Doom in the Caribbean: Life's a Beach Now all it needs are the Doom monsters in tourist clothing. 1 Share this post Link to post
Ichor Posted June 21, 2018 11 minutes ago, Master O said: Doom in the Caribbean: Life's a Beach Now all it needs are the Doom monsters in tourist clothing. Also Ricardo Hell Knight and Herve Lost Soul. 1 Share this post Link to post
Pegleg Posted June 21, 2018 44 minutes ago, AtroNx said: More things~~ 2 minutes ago, ukiro said: Why did I do this There he was, hanging out with his family and dozens of his closest demonic friends, relaxing at the Caribbean resort. Baron was ready to go out and take some pictures of the pristine beaches and local wildlife when suddenly Doomguy showed up, shattering the peace and tranquility. 7 Share this post Link to post
cannonball Posted June 21, 2018 Trying something a little different to normal, when I look at some of the releases from the past couple of years I get the feeling I need to try and up the ante a bit. 25 Share this post Link to post
Bridgeburner56 Posted June 21, 2018 (edited) 18 minutes ago, cannonball said: Trying something a little different to normal, when I look at some of the releases from the past couple of years I get the feeling I need to try and up the ante a bit. Looks dark and moody. I like it 1 hour ago, AtroNx said: I was wondering what that area would look like and I admit that it is completely different to what I had pictured in my head. Looks good though. 2 Share this post Link to post
Halfblind Posted June 22, 2018 4 hours ago, AtroNx said: More things~~ Lets quote this picture again shall we. I don't think this place is located in the Caribbean at all. In fact I think that this place isn't even located on earth at all. I imagine this place to be one of the lost gateways to heaven. In the center of the city is a stargate and instead of going to another world it leads one strait to a peaceful afterlife. I would like to see a closeup of the city in the center and I think it could use a little more trees. The mapping of this is amazing you did a great job. I hope to see the map in the future. 3 Share this post Link to post
Revenant100 Posted June 22, 2018 Now that we have the ability to create maps for the PSX port, I thought it was appropriate to start the ball rolling in terms of porting over the series' most iconic and historically momentous level. 17 Share this post Link to post
Revenant100 Posted June 22, 2018 In ePSXe, the framerate actually doesn't drop to horrifically unplayable levels, although ePSXe isn't the most accurate emulator of the hardware's performance. The ISO won't work in other emulators at the moment, however. It's also worth pointing out that the number of monsters had to be dropped significantly due to a Z_MALLOC engine error on map load, which doesn't sound unreasonable considering just how high the enemy count is in NUTS, but the original PC executable could at least load the untouched WAD without error. The biggest roadblock to this map port is the console's limited VRAM cache. As it turns out, even just one demon type is enough to hit the cache limit if every single angle of every single walking frame is being rendered at once. Add in firing frames and pain frames at all angles and the death frames on top of that, and you're guaranteed an overflow crash. I managed to avoid the crash by reducing the demon variety to just one type, but I made sure to pick a good demon type. 0 Share this post Link to post
Gez Posted June 22, 2018 Let me guess: the single type you've kept was first introduced in Doom II MAP06. 0 Share this post Link to post
Aquila Chrysaetos Posted June 22, 2018 3 minutes ago, Gez said: Let me guess: the single type you've kept was first introduced in Doom II MAP06. Masterminds? Or, going by his username, revenants? Doubt souls, because I don't think they appeared at all in MAP06. 0 Share this post Link to post
Gez Posted June 22, 2018 2 minutes ago, Aquila Chrysaetos said: Masterminds? If I meant the Spider Mastermind, I'd have said introduced in Doom E3M8. ;) And Lost Souls are introduced in Doom E2M1 or E2M2 depending on skill level. 2 Share this post Link to post
Aquila Chrysaetos Posted June 22, 2018 47 minutes ago, Gez said: If I meant the Spider Mastermind, I'd have said introduced in Doom E3M8. ;) True, but the Mastermind was introduced to me in MAP06, because I started with Doom II, so that was my train of thought. So we're going with revs, then. 0 Share this post Link to post
DoomedFox Posted June 23, 2018 (edited) Thought Id share a few screenshots of a map Im working on. Still gotta plan out the rest of the level before adding smaller details. Edited June 23, 2018 by DoomedFox 8 Share this post Link to post
Jaska Posted June 23, 2018 A shitty sketch I made. But this is going to be great! 4 Share this post Link to post
whirledtsar Posted June 23, 2018 Potion seller, I need your strongest potions! Took a short break from my Hexen project to experiment with some ideas I had for future projects. Starting with importing some sprites from Ultima 8 into Hexen. They fit pretty well as fantasy-themed civilians IMO. 9 Share this post Link to post
mun Posted June 23, 2018 6 hours ago, DoomedFox said: I like this shot. Nice lighting and nice dead marine placement. (That sector blood is cute.) 1 Share this post Link to post
Gez Posted June 23, 2018 42 minutes ago, whirledtsar said: Starting with importing some sprites from Ultima 8 into Hexen. They fit pretty well as fantasy-themed civilians IMO. No perspective issue? They kind of look like they're meant to be seen from above. I wonder if sprites from Ultima Underworld 1/2 wouldn't work better. 1 Share this post Link to post
Ichor Posted June 23, 2018 If you shoot the head, does the one below it turn into another cacohead? 1 Share this post Link to post