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Everything posted by Arrowhead
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Trying something weird.
I've trained a basic AI image generator on 'Runway AI' w/ 500 of my deathmatch level screenshots.
I'm going to use the newly created results as possible creative prompts, and I'll continue to try and refine my 'model'.
Obviously the textures won't be identical, but I can find very similar ones of course.
:D
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Been messing around with an AI image to video generator on a site called Runway.
Made a pretty cool .gif with its tools:
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Working on a new map. Uses Walpurgis Frag 2023 as a resource.
Thanks to @Naarok0fkor for suggesting it. I've just started but already have a nice base layout in mind.
I'll post more updates as I go along, only made 1 room so far. Some really eye-catching stuff in this tex pack.
I'll prob have this done in a day or so.
:)
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You've been spoiling the multiplayer scene rotten, mate. Any single player projects on the horizon?
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Thanks!
Not at this time - although, I have been thinking of doing something similar to Bourgeois DM at some point.
Something that can be played as SP + DM.
I feel I need to brush up on my understanding of SP before I jump into that again.
:)
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A Bourgeois kind of pack would be all kinds of neat.
But this one looks nasty. Not Quake-style, "I'm gonna get tetanus from using the elevator" nasty, but nasty in a way I'm struggling to find a good analogy for. Really digging the use of colours in this one!
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Alrighty, I think I'm on to something now.
Still a ways to go.
This is a smaller pack of textures than I am used to. I made the decision to use textures on flats, and vice versa because of this. This will likely make this level incompatible w/ Zdaemon, and possibly Odamex. Should work perfect in Zandronum and the GZ family, though.
I really like working w/ this texture pack, it is a lot of fun so far.
EDIT: Might have to move that very large tree - it seems to clip in places...
:)
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[DM-MAP203]
Started the DM map using Green Gothic v1.5.
I'm experimenting w/ 'natural' looking curves. Should pair well w/ the natural / medieval aspects of the texture pack, I hope.
Nowhere near done, but I've got something moving at least!
:)
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Hope everyone's been having a nice weekend. It's a long-weekend here in Canada, so I've got more time to map than usual.
I was hoping somebody could help me w/ a small issue!
I don't know what kind of deathmatch level to make for MAP203.
I want to start a new small DM mapping series where other people decide what color-scheme and texture pack I'll be using.
I'll try to make a deathmatch arena, (duel / FFA) using whatever that person picks. I'd like a limit of 2 main colors, and 1 texture pack per suggestion - that way things stay relatively easy to work w/. Also, your chosen texture pack has to be able to accommodate your color selections. It wouldn't make much sense to suggest I make a magenta level using only stock Doom 2 textures, for example.
No limit to suggestions, I'm not taking this too seriously right now. Anybody can recommend something to me, doesn't matter who.
I'll start mapping tomorrow - if anybody's interested, that is.
Spoiler(If anyone wants to make a DM arena using the same theme as I am, (whatever it ends up being) I'd be happy to include it in a compiled WAD. [don't know how to combine texture packs too well right now, but I'll learn] - I plan on making this a small pack of maps eventually.)
:)
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Try my textures & room configurations!!! I thought about making a version without the player & monster mods...
https://www.moddb.com/mods/gzdoom-launcher/downloads/naarok0fkors-walpurgis-frag-2023
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I've always been impressed by how you use appropriate Quake 3 sounds for the weapons in your maps. Maybe using Q3 Arena floors and walls with brown and orange would be a good idea? The usual deathmatch/tournament feeling on a DM/duel Doom map :)
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I'll def take a look at that mod of yours - sounds really cool. I'm sure I can do something neat w/ that. I'll have to check it out later. I'll do it as the second level!
That sounds very fitting, actually, this will be the third map in the series.
Thanks for the suggestions!
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Going for some weird intersections in this one.
There's gonna likely be a blue armor at the end of this huge ramp area. Mostly so that the BFG is cushioned a little bit. (BFG is on a perpetual pillar, btw, I took the screenshot near its lowest point.) Haven't done my lighting yet, so the lava looks a bit dim right now. Still have quite a ways to go.
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From a new DM map I'm working on. Long way to go, but I made this massive lava generator thing so far...