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HQDefault

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About HQDefault

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    Doggo Ex Machina

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  1. HQDefault

    Doomworld Members' Sketchbook

    I did a sketch of my Doomguy redesign in the classic box art pose. I'm still trying to get a feel for how exactly he should look beyond just "Doomguy but with a khaki space suit under his armor", but I actually really like how this came out. So much so that I kinda regret just drawing it on notebook paper instead of actual drawing paper.
  2. HQDefault

    Doom Pictures Thread 2024

    Just some heat lamps. To keep ur sandwiches warm.
  3. This is a thread for posting various screenshots or photographs that can provide inspiration for level themes or specific detailing ideas. For instance, here's a few mood boards I cobbled together from different games while looking for visual inspiration for my maps: Black Mesa: Black Ops 2: That one oil rig map in the Modern Warfare Reboot: Doom 3: Quake 2 Call of the Machine: Unreal Tournament 2004:
  4. HQDefault

    Doom Pictures Thread 2024

    Pay no mind to the gigantic pile of viscera stashed in this cave.
  5. I mean the wolfenstein SS guys already fill kind of an interesting niche in the roster, being more dangerous than shotgunners but less dangerous than chaingunners at closer ranges, but also being pathetic wimps at mid to long range. I feel like you could easily replace them with a SMG or Auto Shotgun zombie and it'd work fine.
  6. This is definitely on the right track, but the issue is that the way it cuts from "atmospheric" to "intense" makes it impossible for me to separate the two cleanly. For reference, the track that I'm probably going to pull the "action" half from is this cover by Matias Lehtoranta (who also did the Dark Halls remix): Like, this is probably the only instance of a remix that allows for a really clean separation between the two halves. And I would have used it for both, but for as much as I love this piece the atmospheric portions in this just wouldn't really fit the vibe of Spectacle Creep (or at least not for Phobos Anomaly).
  7. Wanted to share some of my plans for E1M8 and how they relate to my ongoing search for cool remixes. Without spoiling too much, I can say Phobos Anomaly is easily going to be the most diverged from the source material, and is going to have quite a bit more going on before you can activate the portal to Deimos. So what I wanted to do was split the track "Sign of Evil" into two parts, an "Atmospheric Half" and an "Action Half", where a more aggressive and guitar-heavy version kicks up when you start activating things (and not just when you fight the barons because realistically you'd only hear it for, like... 20 seconds). But I really need the community's help for this because trying to do this only with existing remixes/covers on the internet is pretty rough. Despite the sheer abundance of E1M8 remixes, there's not really a track that is a good fit for both halves, nor are there many tracks that can only serve as one or the other, especially not on the action side. So right now what I'm having to do is pick something that's "good enough" on the atmospheric side, and try my best to cut up a different remix to fit in the action side. Anyway, if you're into this idea and have the spare time to help make some music for the mod, I'd be super appreciative.
  8. Build 9C is ready: https://www.dropbox.com/scl/fi/bqqadwprhz9fatfwz4loj/spectacle-creep-build9C.zip?rlkey=1ohqf7ur3gg3szfrthieh7vsf&st=u3pw4y3g&dl=0 For starters, I fixed the elevators now. Previously none of the sectors on them were linked and also had an awkward set of booleans to determine if you could press the buttons or not, and they could easily be broken if someone stood on them wrong. Well not anymore, I have a much better set of checks in place that also makes for a much neater bit of code. Secondly, I finally went and made a 3D model for the rocket launcher, so it now has a pre-rendered set of animations to fit with the rest of the arsenal.
  9. So I have a toggle-based elevator setup so that multiple sectors rise and fall together at the same time. I've since realized that if the player or a monster is standing on the edge, it can block, one, but not all, of the sectors from moving. Is there a way of setting up the ACS so that if one sector is blocked, ALL of the sectors are blocked? Thank you. EDIT: Once again, I find myself consulting the forum because I think to myself "there's no way I'll find the solution on my own" before immediately finding the solution on my own. It's the linked sectors: https://zdoom.org/wiki/Sector_SetLink
  10. UUUGGGHHHH I HAVE TO GO AND FIX THAT NOW. I have no idea what's going on there but I'm going to try and replicate it and see what the hell is going on.
  11. New update: https://www.dropbox.com/scl/fi/w2mi55bvtyb681b3fy16f/Spectacle-Creep-Build-9B.zip?rlkey=u31uozi9zo80kcktu54jjvmst&st=6dzfkhv0&dl=0 Added in that snazzy new conversation sequence at the start of E1M3, complete with subtitles and the ability to skip the whole thing by leaving early. Also fixed an issue with the floor damaging you where it shouldn't in E1M7, and further improved some of the detailing in E1M3 to get it back up to par with the other maps.
  12. I wanted to briefly showcase the scene I did for the start of E1M3: Currently both of the guys are voiced by me. If you have any experience voice acting and wouldn't mind reading these lines yourself, I'd really appreciate that. Because I'd prefer not to be stuck with my own crummy voice acting.
  13. Smaller update: https://www.dropbox.com/scl/fi/yc4szo44g1lj7r7npqgq7/spectacle-creep-build9A.zip?rlkey=cknmk8ow5ep6a9azw8567g9z7&st=x923gfa0&dl=0 I hadn't updated the splash screen for E1M9 and it wound up contradicting the re-write I did for the other intermission screens, so I had to go in and fix that. Also fixed a small error with the timing on the elevator in E1M3, and did some minor detail improvements on E1M7.
  14. UPDAAAATE! Download link: https://www.dropbox.com/scl/fi/e9ckxl6u8v8aeya81aky2/spectacle-creep-build9.zip?rlkey=w0gvhs2twplou24yfappqovas&st=dtztb9u7&dl=0 E1M7 Computer Station is done and ready. I feel like I was a little rusty when it came to the smaller details, but in terms of level theming this is probably my most creative remake so far. I also went in and re-made and re-wrote each of the intermission screens, to be more focused on Doomguy's journey rather than just a bunch of lore tidbits. Sadly I haven't gotten the scripted sequence thing done, but I also have a lot of stuff planned for the final Episode 1 release so honestly it can wait. The current plan is to have Episode 1 finished by the end of the year. I need to make a list of all the stuff I want to have done for the final release, because like I said, I have quite a few things planned that I think will really tie the whole package together.
  15. I've come with some good news. E1M7 is getting pretty close to being done. The main layout is just about finished, I just want to polish up a few more things and add some more details here & there, and then it'll be time to add in the monsters and items and such. This one feels like it's taken quite a bit longer for me to finish compared to the previous maps, I guess partially because I'm still getting back into the swing of things after that long hiatus, and also because of how big and interconnected this map is in general. As is tradition, here's a layout comparison between the two maps- This map will also be getting the "introductory area" treatment once I've wrapped up the main layout and enemy placement. I also want to experiment with that Half-Life style scripted sequence idea I had before releasing the next update. I wrote a script for a short scene at the beginning of E1M3, we'll see if I can get it to work.
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