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Afterglow

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About Afterglow

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    TROLL; IGNORE

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  1. Afterglow

    Post Your Doom Picture (Part 2)

    And every time I come across a post of yours I think, "this person is an asshole."
  2. Afterglow

    Post Your Doom Picture (Part 2)

    Texture testing, eventual map will be less blocky:
  3. Afterglow

    Post Your Doom Picture (Part 2)

    I decided to breakup the horizontal lines in this scene: ^^ Screenshot from 2016, holy shit I need to release something already. From tonight: I'll need to replace the now-repeating wall on the right. And also wait for Ola to redo every texture before it can be published...
  4. Afterglow

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

    In the latest edition of Ola texture makeover: 1999. 2018.
  5. Afterglow

    Post Your Doom Picture (Part 2)

    GothicShawn2DM99 MAP01
  6. Afterglow

    Post Your Doom Picture (Part 2)

    It is a rarely-used Boom-only effect. I think it only appears once in any map I've made - MAP01 of Lamentations: That one is more localized/subtle but I prefer that other scene for its long shadowcasting. A floor-transfer has to be used in the adjacent sector to make floor-only lighting appear.
  7. Afterglow

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

    Level design steps: recover a (deservedly) unreleased Ninja Doom map last modified November 18, 1999. throw new Ola textures at it. 1999 2018 It's a start.
  8. Afterglow

    Post Your Doom Picture (Part 2)

    Elrond of Rivendell finally got into Reign in Blood?
  9. I (darken2) met up with @traversd (darken) when I lived in Melbourne a few years back. Kind of awkward to talk Doom with his father and brother alongside us at the footy, haha. Darkening E2 was almost finished when I joined the team. I played a similar role as Surge 2, SlaughterDM, or (in the extreme many-year example) Crucified Dreams where I made the final polishing push to get a release out the door. I believe my first contribution was detailing deathmatch-only MAP23, adding these banners and this window that I still quite like. The exit room is a homage to Darken1's MAP08 by John Bye. For MAP02, I only added a minor part of the layout: I edited other parts like adding the dark-to-light smooth lighting in the start room that somewhat clashes with Jan's minimalist style. The first sectors of mine you enter, in those walls it's apparently I'm trying to get away from 45 degree-angled polygons. But the 64-blockiness of that ceiling gives me away. Again I was obsessed with amplified shadowcasting from Warren Marshall (see 99 Ways to Die) via Ola/John. My internal thought process would have been old school there as that texture is a re-themed SUPPORT3. That traditionally was a platform texture so I assumed the player would know it to be an action surface. Unfortunately addictiv.wad, gothicdm.wad, etc. re-purposed it to be a trim-only texture so now it's gone to the other extreme as ornamentation. Of note: these exit windows are triggering to me now. There's supposed to be architecture in behind where that sky is. Otherwise I worked mostly on the deathmatch maps, some of which was reverted no thanks to doom2.exe. Odd design decisions like this MAP14 angled overhang are 100% due to hitting 2s-line HOM and VPO limits. I added more lighting in MAP20 that had to be remove due to most of the map being visible at all times. That may have been a reason for me going tangential and releasing my own Boom-only Lamentations set that uses the darken2 texture set. Bonus Round Screenshots from the same era of an unreleased Richard Wiles map, anyone? At least one room shown here has been recycled into another franken-monster collaboration map.
  10. Afterglow

    Post Your Doom Picture (Part 2)

    I'm on 19 years. Don't worry about it.
  11. Afterglow

    Post Your Doom Picture (Part 2)

    One of the reasons I still use DoomBuilder 1 is the arbitrary degree rotate geometry feature before it was neutered. App name idea for your editor: Slimetrail.
  12. Afterglow

    Post your Doom textures!

    I think this was intended for Crudreams? The last two are for a 256-high circular column/pillar. These are more CEIL5_2 variants that were made around the theme of SacrificeDM MAP02. Those .bmp files are dated August 2000. Cartoonish keypad I made in 1998 for a level that never came out. (Although it's done now.) And the magnum opus after I discovered transform functions of Paint Shop Pro back in the day: http://i.imgur.com/VENEx10.gifv
  13. Afterglow

    Opinons: What are good texture sets.

    What should I add?
  14. Afterglow

    Post Your Doom Picture (Part 2)

    I dig how those arches break up traditional views on orthogonal design in Doom. I think this scene would be even more awesome if the X/Y planes expressed the same. Jan Van Der Veken (via John Romero) championed these sort of abstract constructs that were a tangent of real world traditional design but have been seen as an advantage of the Doom engine. I built a similar room back in 2004 but haven't released it as I had the same thought process. But at the same time - don't be a dick? Everyone in this forum is just creating stuff in our free time. We're all part of an obscure interest group with no reason to create superficial divisions. Jägermörder 3 will come out in 2017:
  15. Afterglow

    new megawad: ECHELON

    Pixel-perfect flat/bloodfall alignments. You took my 3D waffle grate to heart, didn't you?
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