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Grazza

Post Your Doom Picture (Part 2)

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10 hours ago, GamingMarine said:

Screenshot_Doom_20190722_091729.png.445874d50b498fe604ed6f5909f42d17.png

 

So it's Pirate Doom, but with Cowboys?  So, Cowboy Doom?

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29 minutes ago, Master O said:

 

So it's Pirate Doom, but with Cowboys?  So, Cowboy Doom?

It's not a project of mine; It's from a PC port of an old iOS game called Bastards.

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Posted (edited)
5 hours ago, tempdecal.wad said:

Screenshot-Doom-20190723-143452.png

 

Why are you posting a screenshot of my old DMP map with no context? It makes it look like it's your work.

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Aw, thanks. In the future do what Elend did above you and apply some context to the screenshots, otherwise people get the wrong idea. ;)

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4 hours ago, Ed said:

Screenshot_Doom_20190724_232940.png.0ebf5b5ac86851021e359c136ddc27fb.png

 

Putrefier remaster WIP. Cleared most of the game-play related things, added some new areas and inter-room connectivity, bug-fixes, and fixed so, so many misaligned textures. Replacing all of the vertex slope thing entities with actual vertex z height definitions. It's a pretty major overhaul. Lots of new textures, demoing whole areas, clearing space for easier movement.

 

Whoah! That's something. Awesome!

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Interesting reflection from the Soulsphere in GZDoom with dynamic lighting and paletted tonemap mode. The pattern also expands in a trippy way as the sphere glows.

59D83156298C81A800B3CFED870AD5A622998B5E

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A quick before and after of the revamped MAP07 of Depths 2:

BEFORE that I made in September 2018: (186 [I think] monsters on UV, 1 secret, par time 7:00)

580873a0c1efb46ef03ff8070bc63696.jpg

AFTER that I made in July 2019: (480 monsters on UV, 8 secrets, par time 15:00)

9e61978a44ea0566cf942569bbee594b.png

Both maps use Dead Simple triggers. The new one uses a few extras too, like some extra actions on Arachnotron death and one triggered by the Cyberdemon's death.

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14 hours ago, ShadowTheDemon said:

Something I've tried to do:

 

Doombuilder.png.c384d0f474fe02292af4687dadb670ae.png


I hope you fixed your misalignments in this place, by giving upper and lower unpegged here. 

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In my opinion how doom does lighting is slightly retarded. Took me 4 hours to get this room done with proper, even lighting. And it still isnt even done:

Dqr41Or.png

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But what do you mean with „even“ lighting? That‘d be as easy as having all sectors the same brightness. Don‘t do that. Mix it up. A bit of dark here, a bit brighter areas here. Finish! Easy lighting in Doom. :p

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1 hour ago, elend said:

But what do you mean with „even“ lighting? That‘d be as easy as having all sectors the same brightness. Don‘t do that. Mix it up. A bit of dark here, a bit brighter areas here. Finish! Easy lighting in Doom. :p

Thats what it is, the problem is (And I dont think I'll explain it right) that you have to have the same value of brightness in the editor, even though it might not look right. I always make it look right in the editor when its not. And I meant Evenlighting as in the MAPIFNO value. Maybe I'm doing things wrong and maybe I didnt explain it right but it was annoying to fix nevertheless.

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