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in Everything Else
Posted February 21, 2005
in Doom General
in Creative Works
Here's your feedback: http://www.doomworld.com/vb/forumdisplay.php?s=&forumid=10
other than that, most of those are good
Anders Johnsen wrote in the AV text file that Map28 "Whispering Shadows" was based on a dream he had... I tend to have a lot of Doomy dreams too but not many of them make it into map form.
in WADs & Mods
Posted February 20, 2005
Oh come on, so now people are supposed to create fountains by having a square water platform floating over more water and adding a waterfall texture instead of just using a blue particle fountain?
Posted February 19, 2005
Even when they're used correctly?
WTF is a bagel bite?
Not that I know of, every port and WAD editor that I know of doesn't allow images greater than 256 colours. You could make a new Doom pallete, but the appearance of the level is much more important than the titlepic so I don't recommend it..
Posted February 18, 2005
Seeing as I don't know how the titlepic turned out for you when loaded into XWE, I don't know if this (the same image, converted into the Doom palette) is any better than what you got when you loaded yours into XWE. Is it any better?
Posted February 17, 2005
Hey, don't complain, it isn't on /idgames. :P
I'd like to help out. Yes, I know I haven't released any maps for anything so far, you don't have to tell me that :P just let me design a map for the project, I'll give you some screens of it when it's done and then you can tell me if I'm good enough for the project or not, OK?
in Doom Editing
impClaw said:how do you cange the pallette to the doom pallette in photoshop
how do you cange the pallette to the doom pallette in photoshop
I think XWE/Deepsea/etc does that for you...
Posted February 16, 2005
I just played it again, it's improving but it also has 2 new problems:
-Scrolling computer screens are :S
-A UV demon is stuck inside one of the opening walls before the big arrow, the opening wall needs to be widened
The doom palette supports highly-saturated blues, greens, reds and bright yellows and has many shades of peach, pink, brown and grey, so yes, brown is a good colour to use in interpics.
My first doom experience was on a PSX, and I was about 9 years old. Insert life story here.
Posted February 14, 2005
No, just adding a lot of detail takes a lot of time. Lots of detail is OK as long as it doesn't look tacky.
You're getting better, just keep practising with detail until your map resembles one of dd's :P
OK, maybe you don't have to go that far.
I'm talking about the wall that opens when you shoot a yellow light that's embedded in a wall - a secret that contains an imp, a box of shells and riot armour, and the moat in the outdoor area past the big arrow. Sorry, no screenshots because I don't know any good hosts.
There are still a few problems, but maybe I'm just picky:
- Nukage moat beyond the giant arrow doesn't hurt you, so if you run into it, you're stuck, and that's BEFORE you hit the switch.
- Most of the large rooms are empty except for a small bit of detail; add some pillars, pools, ammo, monsters, anything to make these areas seem less boring.
- Nonexistant difficulty; enemies are too spaced apart, making the chainsaw about as effective as a plasma rifle.
- The marble/GSTONE wall past the moat that opens into the sky just feels wrong to me.
I can't wait for this to be released, it looks awesome. Great work!