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About NokturnuS

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  1. I only use UDMF now, and there's no return from it. I think i ever forget how to map in Boom format.
  2. NokturnuS

    The modding idea thread

    Always want to make a Chinatown like map (having a nice chinatownn on my own city) with lots of neon textures, exotic food and weird creatures , something like the Carpenter's film "Big trouble in Little China". And finally add some random arcade-ish traps/stuff like the ones in games like "Kung Fu Master" or "Tiger Road". Hope someday find some time to create a mappack like that.
  3. NokturnuS

    What should be DOOMified next?

  4. NokturnuS

    Is Doom Pixel Art?

    These plants look very nice! I tried Pixelator with some Palm Trees and Cactus photographs with mixed results. As for Pixel Art, it seems to follow some rules, but nothing set on stone i think, like pixelate over gradients, not jagged outlines, cool colors for shadows and warm ones for lighting, limited palette colors, etc. Some applies to Doom and some don't, especially the ones about colors, considering the light levels and light fade on distance of the doom engine render.
  5. NokturnuS

    Is Doom Pixel Art?

    I've been interested in Pixel Art for a few months now as it seems to classic arcade games from 80s and 90s (which a really love and play a lot) gain a lot of attention nowadays and lots of indie games developers use Pixel Art in their titles. I wonder if DOOM falls in this category. Some resources seems totally pixel art (some torches, medikits, even imps) but some others look like digitized real life resources, like Spiderdemon, wood and skin textures, skies, etc (and the fact that these were created from real clay models). So, if I want to add some own custom resources (and not borrow nice work from very talented Doom artists), which technique may I approach: - Pixel Art - Digitized from photos - Some kind of hybrid The matter is, some resources looks nice and cool in your graphic editor, but ingame don't look that great, and I don't talk only about the palette. Of course this only applies to software 2d render engines (Vanilla, PRBoom, Eternity, MBF, etc.), because sprites looks horrible on 3d ports (IMHO).
  6. NokturnuS

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

    More shots of my Eternity Engine only maps, now 4 completed and fully playable. Start now to map some techbases. Hope you enjoy!
  7. NokturnuS

    What level editors are people still using?

    Doom Builder X, because is the only one that currently supports UDMF Eternity, but its a nice tool. Hope for portal support in visual mode soon :)
  8. NokturnuS

    Cave wads

    Caverns Of Darkness :) https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/cc-cod There is a zdoom patch if you want to run it with that port, but don't remember the location.
  9. ASCII al rescate: Alt + 164 = "ñ" Alt + 165 = "Ñ" Alt + 130 = "é" Alt + 160 = "á" Alt + 161 = "í" Alt + 162 = "ó" Alt + 163 = "ú" Alt + 154 = "Ü" Alt + 129 = "ü"
  10. NokturnuS

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

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

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

    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.
  12. NokturnuS

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

    Some shots from map pack i work on, for Eternity Engine. Use last build to test (359). Lots of portals, slopes and some cool stuff from EE. Align floors/ceilings still pain in the ass. UDMF format. Edit for EE is really fun, have great time crating the map (learning, trial and error, etc.) Map pack will contain 6-7 maps, but i hope i could release for test first map on a week or two.