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Grazza

Post Your Doom Picture (Part 2)

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18 hours ago, riderr3 said:

I extended MAP14 by adding new optional outside area, so the map will receive more interconnections.

 

It that the PSX firesky by the way? The recoloring in red makes the whole scene look really good when used correctly.

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6 hours ago, seed said:

 

It that the PSX firesky by the way? The recoloring in red makes the whole scene look really good when used correctly.


Yeah, because this maps in Boom format. Though real PSX Doom fire skies not just a set of animated images, they are generated by engine.

Edit: @Gez that's right, the second one, though initially I made it shorter because I forgot fact that Boom support taller skies.

Edited by riderr3

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On Realm667 texture stock there are animated frames versions of the texture in different colors; the original orange as well as red, yellow, green, and blue.

ToAOg2l.png

Is that what you used?

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Doom's red colormap is hideous, that map would look great with a custom colormap which fades better. I think the BTSX colormap accounts for this for example.

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This isn't anything special as i was just messing around with GZDoom's settings (whilst capturing a few screenshots) to try to get more of an "old-school/software" based look while using OpenGL (which is why i have no armor + low health) and i just so happened to capture a picture mid-hit.

 

Now i know this would probably be more impressive in '94 (or never tbh) but i rarely if ever take screen shots so...yeah haha! I should of just used god mode but oh well. This was on UV difficulty. The only thing i did to the picture was resize it.

 

Also...speaking of red ;)

rsz_1screenshot_doom_20190205_073808GZDoom1.png

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The sky could benefit from touchups to better fit the palette, the transitions from orange to pink to gray are quite harsh. The architecture looks nice and clean.

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On 2/5/2019 at 4:58 AM, Tango said:

some old Darkening 2-themed maps that I'm about to clean up and convert to OTEX:

 

ydEh2SC.png

 

hIhlj24.png

 

WC9DAj2.png

 

first one is from an unfinished set of maps I originally made specifically for Complex Doom, second and third are from some Zandronum invasion maps from 6 years ago D: going to take some effort converting the small invasion maps into something fun and playable though

beautiful

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If it's sucking, it should rotate in the other direction I think. Here it looks like it's pushing.

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g0b6p0s.png

 

Modified E1M1 (Novemeber 1993 recreation) with a bit of flavoring of D5M1 (DWANGO5.WAD) and for DOOM2.WAD.

For the Chocolate Doomslayers Discord Group :)

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41 minutes ago, Gez said:

If it's sucking, it should rotate in the other direction I think. Here it looks like it's pushing.

Sorry but fireblu is powerful enough to attract you...

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39 minutes ago, dobu gabu maru said:

My goal was to make a room to house the red key in, and I may have gone a little overboard.

 

TQjk100.jpg

 

What's the mortgage for that house?

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Hey, at least with a house like that, you'd never forget where you left your keys.

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On 12/12/2018 at 5:14 PM, TollyCastle said:

Here's the starting room from my tower of babel remake. I'm unusually proud of the recursive arches for some reason.image.png.668c75d3906ad681717b5506c6b46e12.png

Will it be like a climb to the top type of map?  Cause then I would really like it.

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4 hours ago, DoomKid423 said:

Will it be like a climb to the top type of map?  Cause then I would really like it.

Nah, it'll just be like the regular tower of babel. I may extend e2m7 to have it have a bridge leading into the tower tho.

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2/9/2019 - Me and my brother dueling in a local Odamex server in DMC2.WAD (Immortal Thoughts) and qdoom12.wad

 

YMlL7J1.png

yEPqEEL.png

 

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