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

uber

Members
  • Content count

    107
  • Joined

  • Last visited

Everything posted by uber

  1. uber

    Sandy petersen Haceme un pete

    pero qué desubicado
  2. uber

    Late to the party?

    I'll always stand by the "two cakes" analogy regarding this topic. You don't need to outdo others or yourself every single time, and there's nothing wrong with clearly drawing from your favorite mappers or wads. Unless you're going out of your way to completely plagiarize someone else's work or are putting next to no effort on anything you create, there's bound to be little details or ways of going about stuff that are distinctively yours - and in a field where reasons to like maps can be super arbitrary, you never know whether your very specific "brand" of gameplay/detailing/etc. might just really, really resonate with someone out there.
  3. Whenever that happens I usually open the link in a new window and refresh the page.
  4. uber

    I made a texture

    Making textures is a lot of fun - and it's especially cool to use your own photo sources to do so. Keep at it! You'll need an image editing program (ideally for your PC) like GIMP, Paint.net or Photoshop for that. The latter is paid software but the rest can be downloaded for free. "Power of 2" means that the texture width and height are equal to a power of 2: 2, 4, 8, (...) 128, 256, etc. The picture you posted is 441x448, so you'll need to resize it to work properly. Generally I'd recommend something like 128x128 or 256x128 for general use textures, and do keep in mind that flats (floor/ceiling textures) can only be 64x64 pixels unless you're working on more advanced map formats. Getting stuff to tile seamlessly is a bit trickier, you'll need to edit the edges of the texture so they match up perfectly. If you take a look at the corners in your original image, there's a noticeable seam when the texture repeats. There's no real one-size-fits-all solution for this so you'll have to do some manual work. Generally most editing programs will let you preview the tiled image so you can paint over the edges. For more freeform textures like this I'd recommend using the clone stamp/healing brush tools that let you copy tiny bits of the image to blend them together, but for others you might need to manually paint everything. Here's a very rough example of what it could look like once it's been resized to 128x128 and edited to tile seamlessly. You'll notice the colors are a bit different - I did convert the texture to the doom palette during the process, which is something you'll have to do if you're working on sourceports that don't support truecolor textures (I palettized the image early on so I don't have a copy of it with the original colors, sorry). It's not perfect: aside from there being some blurry bits, generally textures with these shades of blue don't work well in dark areas if you're playing on a software renderer, and I didn't aspect ratio correct the image so it'll look slightly squished ingame - but those are things you shouldn't worry about too much at the moment. Just play around with things and enjoy the process.
  5. uber

    Voidspawn - one map

    Great map, glad we get to finally play it! Big fan of going the full custom palette route rather than only recoloring textures - it makes the non-grayscale details stand out even more and gives the whole thing a striking look. Difficulty and length are just right for me as well, had a lot of fun both on my blind run and on replays.
  6. It's a very recent release so most people might already be aware of it, but I haven't seen AD's Terminal Stages of Nostalgia posted here yet. The fact that it manages to stand on its own as a single map is a testament to how memorable and well executed the main concept is - and I also can't say no to a map with that many barrels.
  7. 7p! props to all logged on sleepyheads Congratulations on getting this out - beautiful map, and massively enjoyable to play through.
  8. uber

    Why do you not use free look?

    I play on software.
  9. uber

    Tetanus | Now on Idgames!

    I did in fact play around with that same idea - in the end, I'd gotten so used to the default green tint that I decided to keep it like that, though there's still a chance I'll give it another go later.
  10. uber

    Tetanus | Now on Idgames!

    Right, 4.5.0 is the earliest version with proper support for widescreen assets. If you absolutely need to stay on your current one, you can add a horizontal offset of 320 to the STBAR lump in SLADE as a workaround. That should align it properly, though you'll still get black borders on the other backgrounds. Even if you're not planning on using the extended graphics, I'd still play on that version or a newer one, since it's the first one with the option to aspect ratio correct the menus - the intermission screen in particular was made with the vanilla proportions in mind!
  11. uber

    Tetanus | Now on Idgames!

    The HUD was tested on dsda-doom, though I'm not sure why it shouldn't work on GZDoom as well. Which version are you using? I'm not at my computer right now, but here's a screenshot of it running on 4.10 under Delta Touch. The offsets do break on older versions as you describe. If it's possible to fix them, then I'd gladly do so.
  12. Though I'd have to attribute most of it to working within vanilla constraints plus a pre-curated texture set, I feel like the way I build and detail maps has improved immensely in the past few months - breaking free from the "make a square and then add a bunch of little stuff on the walls + floors" method and instead trying to make the areas interesting by themselves, in the ways they are shaped and intersect with each other. And while I'm not sure they're directly related, I've both started out in digital art and gotten much better and faster at doing textures and other graphics edits. Ah, plus the whole "finishing maps" thing. Working with deadlines does help out a ton...
  13. uber

    Tetanus | Now on Idgames!

    The majority of the resource's textures come from Makkon's Quake texture sets - though the light and key door textures were made by me. Feel free to use them!
  14. uber

    Tetanus | Now on Idgames!

    fp! props to all logged in procrastinators Extended HUD assets for widescreen: tet_hud_wide.zip
  15. uber

    Hangar

    That would be Pagodia. Very much worth playing!
  16. Thanks for the kind words! Was a lot of fun to work on the titlepic, hope you all like the result :)
  17. maybe next time you should not VIBE so much to GOOD MUSIC
  18. uber

    Doomcute thread

    tragic...
×