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everennui

what are you working on? I wanna see your wads.

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5 hours ago, NokturnuS said:

My first Eternity Engine only level is 95% done, so here are some action shots. Left some difficult tuning and texture / flats alignments. Its fully playable , starting with pistol only, but only runs, for now, with non-official EE builds.

This looks bloody awesome. I really like how you've pushed the port features into the layouts. Much better than just using 3d floor abilities for the odd bridge or bit of decoration.  Only caveat on the visuals would be that the lighting appears a bit even and washed out, I don't know if this is an Eternity thing.  Anyway, looking forward to playing this, I especially savour vertical gameplay!

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10 hours ago, holaareola said:

This looks bloody awesome. I really like how you've pushed the port features into the layouts. Much better than just using 3d floor abilities for the odd bridge or bit of decoration.  Only caveat on the visuals would be that the lighting appears a bit even and washed out, I don't know if this is an Eternity thing.  Anyway, looking forward to playing this, I especially savour vertical gameplay!

 

Thanks!. Looks way better ingame (1600 x 1200). Screenshots have some kind of gamma correction in EE i think.

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Oh my god. This looks absolutely awesome! I've seen detailed levels before but this is just... Wow. Keep up the good work man!

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Just been updating my TMoD project. The spoiler below will show a small hint at what each of the 5 difficulties in tale.

 

Spoiler

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First boss and his arena are completed!

 

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Hub 2 is now in progress and here Dynamite is hanging out with one of her friends, Sapphire! (may need to clean up her hitbox and her scale a little though Sapphire IS meant to be the tallest main character in the TMoD lore).

 

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Vanilla Villa! The first map you get to romp through (IF you choose to do this map first) for HUB 2.

 

 

Also, when you play this mod, each HUB will now have a small snippet of the introduction of the map you're about to enter!

 

Here's a couple from world 1:

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(First hub is this dark since it's meant to represent midnight)

 

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Act 1 AKA tutorial map (Frosty Beginnings)

 

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Act 2 - Frozten Woods

 

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Act 4 - Shiver-Freeze Caverns

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image.png.a64cca31d534c71f37f036acd6bdace6.pngA screenshot from my current project "The Toxic Vats" I've been working on it for the past couple weeks a bit each day, How does the glass effect look for the fluid tanks? I want this map to be as good as it can be, including it's visuals.

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As a member of the Church of NokturnuS, I must plug CRFE for anyone who was interested in the above screenshots - it's got to be the craziest unknown/passed over mapset there ever was.

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Old wad I made years ago and never thought much of. Rediscovered it yesterday and was very pleasantly surprised how fun it is!

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I've made some more progress on my map. It's interconnected so much that you can finish it without finding any of the 2 keys now (ofc via secret routes).

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On 3/8/2019 at 5:08 AM, Egg Boy said:

Stock textures are actually pretty versatile. I'm glad I gave myself this limitation!

 

 

 

love the color composition. looking forward to trying this map.

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4 hours ago, zzzornbringer said:

 

love the color composition. looking forward to trying this map.

Thank you I was inspired by the color green! For real though I appreciate the positive feedback I've been getting for these screens, don't expect it to be playable for a while though, I just deleted a pretty large portion of the map because I was unhappy with it (It was the room with the pillars and those surrounding it). And I still have to make the rest of the episode (oh dear).

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@STNpotato id personally try using a translucent SHAWN variant on the outer layer of those green things.. not too sure how it would look but translucent SHAWN is commonly used for "glass window" effects

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Annihilation of r in another forgotten about wad that I never released. I think I need to find some tougher opponents....

 

 

 

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1 hour ago, Marlamir said:

Finaly found out how to make some nice looking floor fog effect in gzdoom.

The torches are bobbing.  How about a translucent non-solid 3D floor with that animated texture on it?  You could make the ceiling of the control sector waggle, and the non-solid 3D floor wouldn't make the torches bob.

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23 minutes ago, Empyre said:

The torches are bobbing.

The entire scene is, I think Marlamir just had flight enabled. I'm pretty sure that he did exactly what you're suggesting in that video.

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A bit of context: first real map, kind of like those congestion 1024 maps (1536x1536 in this case). I restricted myself that way simply to keep it small and not shatter my teeth trying to create a sprawling epic, so in the end I can release something. And so far, it's working.

 

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