Lüt Posted April 20, 2015 gaspe said:This is going to be a very big one http://i.imgur.com/yfvOEmV.jpgThat reminds me of Eternal Doom's map12. Great level with utterly horrendous and insufferable monster placement and gameplay. Just don't load those little red alcoves with chaingunners and you'll be off to a good start. 0 Share this post Link to post
Archi Posted April 20, 2015 Cool as always. I like the helmet variant more. 0 Share this post Link to post
DeathevokatioN Posted April 20, 2015 It'd be pretty cool if you could use a variation of her as an enemy. As in single player you'd never get to see her. 0 Share this post Link to post
NiGHTMARE Posted April 20, 2015 With all the various female Doom player sprites popping up, it'd be interesting to get some for Heretic and Hexen as well. For Heretic, we just need a female elf. For Hexen, maybe a rogue and a warlock (EDIT: or indeed a witch, as scifista42 suggested - too much DnD on the brain!) as counterparts to Hexen 2's assassin and its expansion's demoness (as Hexen's fighter, mage, and cleric were essentially represented by Hexen 2's paladin, necromancer and crusader). Of course then we'd new weapon sets for those as well. 0 Share this post Link to post
scifista42 Posted April 20, 2015 ^Witches. Sounds good. Once I've tried to find a 3D-game spriteset of a witch and couldn't find any. We need some. 0 Share this post Link to post
raymoohawk Posted April 21, 2015 cant remember if i put this ones here, they wehre done before the femplayre fem enemie, done from scratch, except for face wich was stolen from scalliano sprite edits of yura's succu 0 Share this post Link to post
LigH Posted April 21, 2015 @ Dave the Daring: Pretty textures and details; but I hope it won't stay "fullbright". 0 Share this post Link to post
Dave The Daring Posted April 21, 2015 LigH said:@ Dave the Daring: Pretty textures and details; but I hope it won't stay "fullbright". Thanks. Don't worry though, there will be light variation. I tend to leave the lighting until I have the details pretty much locked in. I'll also try to leave some space in case I want to add very specific lighting effects. This'll probably be my last for a while.. 0 Share this post Link to post
durian Posted April 21, 2015 Having just caught up on the past few pages, your shots look very nice Dave - uncluttered/clean design, with good attention to texture selection and alignment, and some interesting looking structures. Looking forward to seeing more! 0 Share this post Link to post
SyntherAugustus Posted April 21, 2015 http://imgur.com/F4Y4bfK Starting a new map I think. Cave base perhaps. Edit: Ended up merging it with another layout so now there's an outside scene that the map might begin in. 0 Share this post Link to post
Guest Unregistered account Posted April 21, 2015 raymoohawk said:fem player maybe Great, much better than those slightly sexist and stereotypical sprites where they compress them to make them super-thin then haphazardly dot red lipstick on (over their helmet). 0 Share this post Link to post
raymoohawk Posted April 21, 2015 Joe667 said:(over their helmet). over their helmet lol! havent seen that, any case glad you guys are liking them, i plan to develop them to full sprite sheets once im done with the freedoom stuff anyway got permission from vader to use his flesh spawn for the libre monster pack, so here is mock up of what it might become a pinky like monster i call the gluton, the body was done from scratch, the head was edited from the flesh spawn 0 Share this post Link to post
scifista42 Posted April 22, 2015 I like him both with eyes and without them. Nice. 0 Share this post Link to post
raymoohawk Posted April 22, 2015 thanks, hopefully it will be easely to continue thanks to vader suplying the flesh spawn. do you think the legs are too thin? 0 Share this post Link to post
scifista42 Posted April 22, 2015 Slightly so, on the other hand they look very muscular (better for running than bold ones would be), I'm OK with them as they are. 0 Share this post Link to post
SyntherAugustus Posted April 22, 2015 http://imgur.com/NEOfOCG I think I'm getting somewhere with the layout. So far the player starts on the right side and makes their way towards the left, eventually going up north with the road. 0 Share this post Link to post
scifista42 Posted April 22, 2015 Looking at the layout, I'm worried about playability. The path looks suited for a (tedious) sight-seeing stroll, instead of combat. 0 Share this post Link to post
SyntherAugustus Posted April 22, 2015 If the left water bridge section was less zig zaggy and instead simply an arena (it could be a park), would that help? The section on the far right is going to be another path (not to far though), and the north road will lead the player to some kind of facility that will be a decent size. edit: http://imgur.com/4pwYujA I was hoping for the right bit to be an act one (mostly outdoor area), the left bit to be some sort of act two (mostly cave roads), and the facility to be act three. Not sure what would be in the facility though. 0 Share this post Link to post
RNGPSY Posted April 22, 2015 shouldve finished this weapon mod https://dl.dropboxusercontent.com/u/58329250/doomstuf/hand.gif 0 Share this post Link to post
scifista42 Posted April 22, 2015 BlackFish said:If the left water bridge section was less zig zaggy and instead simply an arena (it could be a park), would that help?What would actually help is to give the player more freedom, and not restrict him to a linear and relatively tight path (with arenas or not) over a large unreachable scenery. 0 Share this post Link to post
SyntherAugustus Posted April 22, 2015 The middle bit is merely a bridge between two sections of the map. I'm hoping to have the player have some freedom within each section. Everything still needs to be expanded. What I have right now is two basic ideas for sections that are connected some sort of transition. I understand what you're saying and I'll keep it in mind as I progress with the mapping. The last map I did suffered from the player going linear with extra doors to check out. @RNGPSY: That's the shit of nightmares! 0 Share this post Link to post
glenzinho Posted April 22, 2015 http://i.imgur.com/1R1m2nn.png?1 Dafuq? Arachnatrons AND an Archvile in Map03, and now with less brown! 0 Share this post Link to post
roadworx Posted April 22, 2015 glenzinho said: Dafuq? Arachnatrons AND an Archvile in Map03, and now with less brown! [/B] I just got a shiver down my spine...that is truly the scariest thing I have ever seen in Doom 2 :O 0 Share this post Link to post
Fuzzball Posted April 22, 2015 It all looks so different with the textures too! 0 Share this post Link to post
The_MártonJános Posted April 23, 2015 glenzinho said:http://i.imgur.com/1R1m2nn.png?1 Dafuq? Arachnatrons AND an Archvile in Map03, and now with less brown! Switcheroom 2? 0 Share this post Link to post
purist Posted April 23, 2015 Early version provided by Romero, I think 0 Share this post Link to post
The_MártonJános Posted April 23, 2015 Looks rather like MAP25 or something. 0 Share this post Link to post
glenzinho Posted April 23, 2015 Purist is correct. It's been fascinating playing through this early version of Doom 2. Map 04 is Catacombs, Map 06 is roughly half complete with some newbie/94 areas, Map07 is a different map in arena style with no exit. I enjoyed this version of Underhalls and The Pit has a shitload more enemies than I remember. Interesting is how complete most of the maps I've played are (up until Map14), other than some texture adjustments and thing refinement. I wonder what's at Map22... I'll find out tomorrow so no spoilers in this thread yet please! 0 Share this post Link to post