Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About Dreamphaser

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Dreamphaser

    Doom Foretold

    Just finished this one today. It was a lot of fun. I'm into magic these days, although eternal's classic skin still made a good impression, i thought these had to be combined.
  2. Dreamphaser

    How do I open Sample Packs in FL Studio 12?

    U should go to options > file settings and look for browser extra search folders. When u have located where your samples are stored these will always load when u launch Fl studio located in the sidepanel on the left.
  3. Dreamphaser

    Doom redesigns v2

    Hey there Nathan92 That is some solid art man. I love your linework. The Pain Elemental intrigues me the most. I'm really interested to see how u would go from the quick color stab to a full render (that is if u are planning to do so). I think it's kinda cool that some of the monsters look like they're from an alternate less comic-style universe of doom. I wish u a lot of grit if u plan to finish all of the concepts, I can speak from experience that can be challenging. Keep at it.
  4. Dreamphaser

    Newbie need help with mapping

    I would say before trying to build what u have in mind, do some experiments. You can look it all up, but experience beats it all. Make a few rooms and do some testing, Test how tall a figure is, and how it feels ingame when u walk trough a narrow corridor, haw far things should be when running, compare textures, sizes and combinations. do the same for a number of roomsizes and while u are at it test brightnesslevels and perhaps even light effects. Make sure u got to all the limits u know, how low can u go, or any monster so that it would still feel right or look good. Just make all off those different rooms with different tests, make em distinguishable and run through the map ingame. take some notes if u have to about what u like, dislike, and what may bring ideas. U can ofcourse do all of that while making the idea that u already have, but its just a different approach to learning.
  5. Thanks Scifista42 That worked like a charm. I tried replacing the action now with a lower floor, worked as well. I understand the logic of what u are saying how it is functioning, but I have no clue how to create this logic on my own using a blank scriptpage. Guess I'll have to look up every symbol and every word before i can.
  6. Question: Is it possible to have something trigger when a batch of monsters die? For example 4 imps have to die before a revenant spawns. If possible, How? I know nothing of scripting, really nothing at all.
  7. Dreamphaser

    Design principles when mapping

    Usually I start mapping when I have an idea, I rarely just start drawing rooms. So I believe in a good Plan when making a SP experience. - Use a theme. This could be anything really. ex: Pit of imps. (not meaning one would leave out all other monsters) just a way of showing what's the center point of attention. It will show in your leveldesign and the map will be more memorable when u do. ex: Triangle. Again don't exclude other shapes but put a focus on the theme. ex: Brown-Green. (see below) etc. etc. - Always be aware of how many textures should be in one room. When a map starts out totally cluttered with textures I simply end up not playing it. Why would u want to be in a visually displeasing environment for the next half hour or more. So I tend to be selective in my overall use of textures. I'm not setting a limit but it's an interesting way to work to try making your map more memorable. If it's a campaign I'm making, that will definitely help setting different atmospheres. - Good use of contrast in both the looks of your maps as well as the gameplay. Have bright and dark area's and have empty and crowded places. - Try and do your best to put surprises in it.Use linear gameplay and then don't.
  8. Dreamphaser

    How do I make a clean door into a dirty door?

    Found it: https://krita.org/en/features/highlights/ Haven't tried it yet, but saw its features and i think it could rock. "Krita is a FREE and open source painting tool designed for concept artists, illustrators, matte and texture artists, and the VFX industry..." - edit: just read that it now is psd compatible. that's really big. it wasn't a while ago.
  9. That really helped me out alot Thanks guys ! So happy this community is still so vibrant.
  10. Question: Can I ONLY select all sectors that have a certain flat, for example the F_sky, with a single command or a couple of clicks ? I made a huge wad and for a large number of sectors i want the sky to be like 64 higher than it is right now. I'm not going to do it when it's gonna be all manual work, but it would be nice to do if such a feature exists.
  11. Dreamphaser

    How do I make a clean door into a dirty door?

    Really? what part exactly do u mean? I looked for tutorials on gimp because i don't use it that much so i don't have it installed now, but i found tutorials on both importing images in different layers and editing layer masks. So unless we are talking about 2 different things, it should be possible. one tutorial is from 2011 and another from 2015. maybe the page u linked is not up to date ? I can however look for an alternate stronger image editing program than gimp that is also available for free, I just can't come up with the name at this moment.
  12. Dreamphaser

    How do I make a clean door into a dirty door?

    I was just browsing through some posts and i saw that the 'how to' part of your question could be answered in full so i thought it might be useful still so I did a very quick tutorial for dirtying up some textures. This is 5 minute work if u got your application down. You can always spend more time fine tuning. U said u have gimp, so u can do this the same way i did in photoshop. 1 your clean texture. 2 find any photo of sand, dirty metal, rocks or even an existing doom texture just for the pattern to match doom style. 3 put the photo in a separate layer on overlay on top of your clean texture and add a layer mask for non destructive editing. 4 paint with black and white in your layermask to get the desired effect. black means fully transparent, white is 100% visible. everything in between means partially transparent. 5 if u still want more depth u can add a gradient in another layer on top. in the example i put a noise filter for gritty-ness. 6 set the gradient layer to 20% overlay. done. Play with different layerblending modes to get different effects. For me overlay, multiply and linear dodge give most desirable effects. Please mind that the image here is at 200% so it shows not as crisp as it would.
  13. Dreamphaser

    GzDoom display issue

    Thank you so much for the quick reply. That was indeed the case. problem solved.
  14. Dreamphaser

    GzDoom display issue

    Today (all day) I've been trying to get multiplayer to function so i could host my own map and play it over the Lan. No succes yet but that's food for another topic, however while doing so i've managed to screw up my display settings. I never changed anything ingame, I tried zandronum, doomseeker, doom explorer, zdaemon to see what would work best. All of the sudden the color depth seems changed and the weird darkness effect that darkens a room when its further away has appeared, and i can't look up and down as far as i used to. I tried changing settings ingame afterwards, but i haven't found something that fixed this. It's as if the colorpallet is back to indexed color instead of rgb. What am i missing?
  15. Dreamphaser

    ROTT install issue

    Alright thank you guys, I got it working with dosbox. I thought i had the full game somewhere but didn't find it yet so I started with the shareware. Ahaa! it's still fun. :)