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⇛Marnetmar⇛

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Status Updates posted by ⇛Marnetmar⇛

  1. When Doom Builder decides to have a stroke

     

    5912c3e7cab2f_TFABV2(editarea)at2017_05.1001-39-25.166R2973.jpg.b3ec34dab4a5aaa8508db3f9ad651d82.jpg

    1. Albertoni

      Albertoni

      I had like 30 of those making this topic:

       

    2. ⇛Marnetmar⇛

      ⇛Marnetmar⇛

      Hey, that's the most useful thread I've seen in a long time!

    3. Albertoni

      Albertoni

      Hah, thanks a lot. :)

    4. Show next comments  24 more
  2. Populating hallways is hard, so I just lazily throw in a wall of low-tier enemies to mow down and call it good.

     

    8k60icW.png

    1. Marcaek

      Marcaek

      The solution is always imps and shotgunners

    2. Alfonzo

      Alfonzo

      The solution is a flammable liquid that's neatly contained within splayed arrangements of grayish-green, corrugated drums.

    3. Deadwing

      Deadwing

      I like to hide some of them behind corners, some with deaf flag and others without, so things gets a bit more spicey haha

  3. This area's only a third done, but I like the way it's turning out so much I wanted to share it: 

     

    hOmyOnN.png

    1. Fonze

      Fonze

      Like I said on the IRC last night, looks great! I agree 100% with NiH on the green/red/dark grey.

    2. ⇛Marnetmar⇛

      ⇛Marnetmar⇛

      Thanks guys! This room's been a real pain in the ass to get right -- the only reason it exists is to allow the player to get to that lift over there, and it can't really be connected with other areas of the level due to how the surrounding areas are structured. Functionally it's just a box.

    3. Nine Inch Heels

      Nine Inch Heels

      "Just a box", lol... Pretty much one of the most beautiful boxes I've seen so far. ;-)

    4. Show next comments  24 more
  4. I love System Shock 2's music.

     

     

    1. Reisal

      Reisal

      I like the deck you start off on at the beginning's music.

    2. Deleted_Account

      Deleted_Account

      I adore the System Shock 2 ost, it's the right balance of fast paced and moody music. This is my favorite of the bunch.

       

       

  5. When I reach the detail/texturing stage of mapping, I've decided to work on one small area at a time by cutting that area out of the map, pasting it somewhere else, and then moving it back to its original location once everything is done. That way I don't get lost in a giant sea of lines and vertices and try to spread out a limited amount of time and effort over everything at once.

    1. 40oz

      40oz

      This is actually very smart, I can get really distracted with this type of stuff too and that's a very useful approach.

  6. This exists.

     

    1. ⇛Marnetmar⇛

      ⇛Marnetmar⇛

      Interestingly, the tall building effect only works one way.

  7. Screenshot_Doom_20170501_235215.png

    Screenshot_Doom_20170501_235437.png

    Screenshot_Doom_20170501_235231.png

    Screenshot_Doom_20170501_235250.png

    1. Alfonzo

      Alfonzo

      Don't make me finish it for you, Staples.

  8. Hey, look what I found laying around!

     

     

  9. You say loaf of bread, I say giant hot dog with osteoporosis.

  10. Had a dissociative episode at work today and had to be sent home. Still foggy.

  11. This is awesome.

     

     

  12. I think the main reason people are so drawn to E1 when there are so many objectively better maps has less to do with nostalgia and more to do with the fact that E1 maps are just so damn comfy.

     

    What exactly makes a map/game comfy anyway, assuming it's not subjective? One pattern I've noticed is lots of warm colors with little splotches of bright colors here and there. Roller Coaster Tycoon and Ultima Underworld also do this.

    Screenshot_Doom_20170421_103609.png

    Screenshot_Doom_20170421_103800.png

    Screenshot_Doom_20170421_103135.png

    1. Doomkid

      Doomkid

      There's no such thing as an "objectively better" map, but that aside I have to agree, an excellent design technique

  13. QUICK! DON'T THINK ABOUT REVENANTS!

    1. Tracer

      Tracer

      LEONARDO DECAPRIO, GET OUT OF MY MIND.

    2. R1ck

      R1ck

      Too late..... AAAAAAAAAAAAAA

    3. Jaxxoon R

      Jaxxoon R

      you cant tell me what to do lisa

  14. Got another little project started. Let's play spot CEIL1_1!

    Screenshot_Doom_20170420_114538.png

    Screenshot_Doom_20170420_114548.png

    Screenshot_Doom_20170420_114558.png

    1. Ichor

      Ichor

      Third screenshot, the ceiling on the far left.

  15. Hey, twidland needs some rain. Where've you been?

    1. esselfortium

      esselfortium

      I'm around in some other, smaller Doom channels like #noteternityenginerelated.

  16. I'm ultimately an ideas guy who knows just enough about mapping to use Doom Builder as a doodle pad.

    1. Marcaek

      Marcaek

      Most people with this problem don't realize how little work they have to do to finish their maps. That thing you had for Freud 1 wasn't far off from completion, just stick it out and ffs get back in the twid channel sometime.

    2. ⇛Marnetmar⇛

      ⇛Marnetmar⇛

      Oh hey Marc! I've been popping in and out of twidland pretty regularly recently. You'll be seeing more of me once the semester is over.

      I should see if Alter still has a copy of that map so I can finish it for shits and giggles, maybe as a standalone release.

  17. I've heard legends that Vela Pax's maps measure well over 10,000 sectors in size and that every start-to-exit session lasts 2-3 hours. This makes me incredibly self-conscious about my map size and I've heard that, rather than attempting to artificially enlarge my maps, I should invest in a map ring to improve map flow, thus making my maps -feel- bigger.

    Does anybody else have any experience using map rings, and do you have any advice or warnings? How many units in diameter should my map ring be?

    EDIT:

    Edited for clarification

    1. Fonze

      Fonze

      It's an obvious attempt at peni-- I mean bait.

    2. AD_79

      AD_79

      I think Stapler is talking about this:



      Building a map within a large circle. Valiant MAP26 used as an example (the circle is about 7500 units in diameter; it's not a very big map).

      Don't feel bad about making small/smaller maps, by the way! They have their place :)

    3. baja blast rd.

      baja blast rd.

      Yeah it's not the size of the bounding circle, but the motion of the liquid surrounding the playspace!

    4. Show next comments  24 more
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