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Grazza

Post Your Doom Picture (Part 2)

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Is a little better now? i'll try scifista approach next.


On a side note, i'm trying to make "convincing" outdoors again.

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On the first pic you could give each brown step different alignment values to make the repetition less evident. Compare this to this. This is something Eternal taught me a few years ago.

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scifista42: :D

Memfis: seems good, i'll keep that in mind, thank you.

schwerpunk: well, you got some keen eyes there, i didn't noticed until you pointed it out! that pic is strange.

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schwerpunk said:

Are those pink BFGs on the right??

It's the infinite BFG from the slaughterfest series.


E1M2 of my chex project.

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Sorry for my stream of maps, but here's another one. E1M3

Don't bother the flatness of this one, this has horde gameplay.

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Breezeep said:

2 maps already made in a single day?

I make them short and there aren't that many textures and monsters to use, I also can't put much detail in this because there are too few textures. So, uh making maps for chex quest 1 is nothing hard.

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Whoops, I forgot that I posted a screenshot in here. Sorry for not responding, and thanks for the comments. Here have another one, this time more of a w.i.p. view.


Obsidian said:

Not sure how the ZIMMER contributes to the gothic feel. Probably because it isn't dark and depressive enough. :P

Yea, its probably not your standard gothic theme, so maybe that's not the best description :P. The city bits are meant to be human construction that's old/decaying and being taken over by demonic stuff in places. Also I was originally using ZIMMER3/SP_ROCK combo for the mountainous stuff, but I decided to experiment with what you see now.

NiGHTMARE said:

Hellbound MAP24 might provide some ideas - it has a very similar theme (just with REDROCK instead of TANROCK and ZIMMER) and also has a similarly epic vertical scale.

Thanks for the tip, I'll definitely give that map a spin. So far it feels like my city buildings have been really plain, so I'm trying to get some good references on what a Doom cityscape can look like.

By the way, there's been some very nice shots posted in here in the past few pages. Nice job everyone!

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inspired by the startan project, i put up a map for the DW Megawad Project... making a map that is primarly BLAKWAL1 and SP_FACE2.

What am i doing with my life.

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walter confalonieri said:

IMAGES

inspired by the startan project, i put up a map for the DW Megawad Project... making a map that is primarly BLAKWAL1 and SP_FACE2.

What am i doing with my life.


Very good.

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joe-ilya said:

MAPPING LIKE I'M IN THE 90'S! WOOHOO!


D_RUNNIN thru the 90's

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Memfis and darkreaver:

I don't need no prefab. I just make 10 sidedefs and then copy/paste them into a square of about 100-200 sidedefs. Then when the map is 100% finished, I just select the sidedefs and use my super-cool tag-range plugin and set tag i.e. 0-200 and then I tag them with the sky transfer action and set the texture offsets to 0. The picture was mostly just because it looked stupid since I had all the sectors there tagged since it uses another sky than the other areas of the map. :)

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@walter confalonieri: Looks good, the texture combination works well.

@joe-ilya: The Chex textures are ugly, and it seems that you just pasted them over a simplistic rough-shaped architecture. Not good at all, as I see it. At least you could try making more elaborate structures with details using fitting materials. Otherwise I don't think you would "sell" these textures in an appealing-enough way. Your Doom screenshot is OK, although it doesn't show a lot.

@Mechadon: That's an impressive scene, and really impressive usage of stock textures!

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