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About Zylinderkatze
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"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
Next stop: More guts Taking the environmental "why is there ammo in hell?" storytelling to a slightly more believable place. He gibbed so you could shoot. This section of E2M8 is now.. done? I think. I still have to balance the ammo. And write the other 4 sections. -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
It's coming along! Have I mentioned that I spend too much time on details? I spend too much time on details. -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
And while I am at it.. ..this is from a different part of E2M8, kind of a bonus area. Obviously a WIP still.. there's not enough blood! I think I am having a little too much fun with the curved walls. They might still change. Also, needs more blood! Blood. -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
Stuff about Other stuff. A "few" days ago I said this: Today I took care of that area and changed some stuff around so now it looks like this: Ominous..? Basically all of the stuff that looks like dried blood along with the slightly indented cobble stone floor will be flooded in blood. The old implementation had some blood (seemingly) welling up from "inside" the skull switch. Which looked cool once the transition was done but not while it was happening. Because it's a "raise floor to next highest floor (change texture)" action and so I could only use a "raise" action so the blood came "up"to raise to the spot where it would gush from the edge of the skull switch. Now instead it streams out of the indentations / outcrops at the bottom on either side of the switch. I am covering the part of the wall that looks like dried up blood with a fresgh stream of blood. Like so: Before: Crusty and dried (SP_HOT1, REDWALL, MARBLOD1) During (with lower unpegged): Fresh and bubbly (almost exclusively GSTFON1) It's still a "raise" action, though, so if you look at it while it is raising, it looks weird. I already have an idea for an alternative but that will have to wait until tomorrow :D I wanted to share this while it still exists! Goodnight. -
Accelerated Arenas 2: Another Community Project for People New to Deathmatch Mapping! DEADLINE: OCTOBER 10TH!
Zylinderkatze replied to Arrowhead's topic in Community Projects
Somebody told me.. ..that my map was too small for multiplayer! Singleplayer dimensions, I guess! So I made it bigger :D Double X, Double Y but not Double Z ^^ I hope it's big enough now! :D -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
And then you turn around and.. ..see this! Ah, fake shadows in DOOM1 software render <3 I changed the floor to the "tiled marble" (DEM1_6). It helps with a slight sense of different floors. I tried more stark contrasts, like wooden floor or the DOOM1 tan cobble floor.. but this feels better to me. But it's midnight so I am off to bed! Goodnight :) -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
Stop crossing your fingers! I worked on E2M8 some more :3 Why always so dark, ZK! D: Actually there isn't even any enemy in this dark area. In fact there might never be one! But it feels like there might be :> Oh.. also, the foreground is a little too uniformly "FLOOR7_2" so that will likely still change. You can barely see that the step lined with those little skulls is elevated ..or that it ends before the wall with the GSTSATYR embedded in it. I usually try to make my maps look good at 255 light level (before I plunge them into darkness) so this still needs some work. -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
Another "text only" update? Come on! So once thing I noticed as a good thing from working on a multiplayer map (see previous posts) is, that I was much more focused on.. no wait.. not more focused but in a different way.. on encounters, tension building and ebb and flow of space. I basically said the same thing in the different ways there. That makes the map sound better than it is- and just because I focused on it doesn't meant that it bore fruit- but as I already said, it opened up my mind a little. Also it helped to do something else for a change ^^ I hope I can transport some of that over to URE:E2. Fingers crossed. -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
And? I think I learned a lot during those 4 days of working on my "Accelerated Arenas 2" submission. It was a really nice distraction.. from work, mostly, but in a way also from "URE2" ^^; Making spaces traversable for several players, planning the map with more escape routes and all.. pushed some different buttons in my mapping brain for sure. I'm currently cat sitting, so I'm not able to map but I'll get back to it soon- and then, to you guys here! -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
Wait.. where'd ZK go? Over here! >> https://www.doomworld.com/forum/post/2845129 But now I am back here :3 -
Accelerated Arenas 2: Another Community Project for People New to Deathmatch Mapping! DEADLINE: OCTOBER 10TH!
Zylinderkatze replied to Arrowhead's topic in Community Projects
Well this is awkward.. I did create a map and in my common tradition, it's crammed. @Arrowhead has the file and I believe it will be in rotation / on the list for playtesting this weekend (basically today) but that's only my deduction and not fact. There are some open spaces, though. And I am pretty proud of how it turned out (which will be my downfall). At the same time I am very curious what some feedback will be. I know I can do much better (with some help). Also, I am not sure exactly how well I adhered to the rules because even though I only spent about 3 - 4 hours laying out the whole map, detailing it and ajusting all the light levels and aligning textures probably took me at least that long on top of it. If you're still curious, here are some screenshots from in-editor: That's what happens when you give me a whole WAD's worth of new textures but make the mistake to also include some that look like DOOM1. I'm curious just how much play-testers and looker-ons will tear this one apart, seeing how it has maybe a few too many sinlgeplayer sensibilities.. but this is the best I could do. Looking forward to making it better with your creative input! -
"New year, new URE" - URE:E2 - E2M2 up!
Zylinderkatze replied to Zylinderkatze's topic in Map Releases & Development
I wanted to post this yesterday already.. ..but ImgBB was down :0 Here's a "who wore it better?" It's very simple but I like it! Kind of like my humor. However, with the added ring of detail, the area got too hot. And that, after only replacing one of the two pillars! So I reverted to a single-walled version, which still looks pretty neat! Almost a little too good, if you ask me. Oh.. wait- what's that in the background? That, my dear.. uh.. imaginative listener.. is the thing you came to this area for! More details later :> -
Accelerated Arenas 2: Another Community Project for People New to Deathmatch Mapping! DEADLINE: OCTOBER 10TH!
Zylinderkatze replied to Arrowhead's topic in Community Projects
I am the same way.. I often find myself going at it with detailing / texturing, as soon as I put up a new area, even when it's not fully fleshed out yet. Oftentimes the detailing even brings me new ideas on what "makes sense" in a space with other parts of the map. For example I might end up with some pipes during detailing one part and before I know it some other part of the map "logically" turns into a refinery :D I'll see where this journey takes me. Right now everything is very beige. -
Accelerated Arenas 2: Another Community Project for People New to Deathmatch Mapping! DEADLINE: OCTOBER 10TH!
Zylinderkatze replied to Arrowhead's topic in Community Projects
I can port it to a different format if you want ^^; Also, I'm having trouble (minor) with the vastly extended texture selection. I have found that I thrive when I'm limited by things (how niche). So I'll just do the "layout first, then texture details" thing. In a way, the lack of limitations will be my challenge xD -
Accelerated Arenas 2: Another Community Project for People New to Deathmatch Mapping! DEADLINE: OCTOBER 10TH!
Zylinderkatze replied to Arrowhead's topic in Community Projects
If you want to know just how slow I am: I only just now downloaded the source files :D I'll make it "limit-removing D2" because I'm a purist. That's all for now!