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Lutz

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About Lutz

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  1. Lutz

    Doomcute thread

    My first thought was "I think your profile picture is objectively the cutest thing in this thread"
  2. Lutz

    Cursed Doom Images

    I vaguely remember Phocus Island II doing something like this...
  3. Lutz

    Cursed Doom Images

    Is there anything FIREBLU can't do?
  4. Lutz

    Doom Pictures Thread 2023

    Very WIP:
  5. Lutz

    Doom Pictures Thread 2023

    What!? -- No skulls? Weak.
  6. @spineapple tea / @iddq_tea -- I had the same issue with ASHWALL2 while testing my level; I changed all those textures to ASHWALL and went from there. I don't know if that's related to the fact that I was also loading d1tod2gfx.wad (or the order in which I was loading the various extra .WAD files), but this looks like a similar issue
  7. Release candidate #1 for level 17 ("Tenements") is ready, but it's a little too big to attach here -- can I e-mail it to someone? It's definitely more detailed than Doom II, but I don't think I went overboard; also, it may be a bit harder than it should be, and potentially a little bit too dark in spots. On the plus side, I think I did do a pretty good job sticking to the AI description (even if that means the last secret is pretty worthless). Finally, note that d1gfxd2.wad is required.
  8. My chat log for level 17 (Tenements) keeps mentioning "apartments" -- so, is this too much Doomcute?
  9. I have to go with my standard answer: Eternal Doom III, Map 12 ("Darkdome") @Soundblock
  10. Lutz

    Doomcute thread

    I'm getting serious "Deus Ex" vibes from those shots
  11. I'm about to start (having finally spoken with our AI overlord directly), but have a question for the group. The AI is telling me that the level takes place in and around apartment buildings -- which is fine -- but I am struggling with how much "DoomCute" stuff to put in the level. The IWADs aren't famous for a lot of sector furniture (the throne in "The Spirit World" comes to mind, but that's about it), so do I make a truly abstract 'apartment building' in the style of the IWADs or a more realistic (for Doom) set of rooms with rugs and tables?
  12. I think I know the answers, but just to clarify: 1) Level-of-Detail: we are trying to (roughly) emulate the original IWAD, correct? 2) To the point that it is mentioned, texturing should be governed by the AI overlord -- however, if It is unclear, should we default to the texturing scheme of the original level? 3) Ditto for level-of-difficulty...? Thanks.
  13. Completely unrelated answer: it's my remake of "The Chasm" from Doom II: Hellscape
  14. I've not had any luck making an account; if someone could ask Skynet for some map 17 data, that would be awesome...
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