Ledillman Posted March 26, 2014 [IMO]Lightning solution looks OK but it doesn't feel that realistic, also, the ceiling looks bad, but there is a easy (and obvious) solution to it [/IMO] Other pics looks nice! Hmmm I also have sketches in some papers, i think should post some. 0 Share this post Link to post
Obsidian Posted March 26, 2014 The parking area looks very well done, especially for vanilla. Jolly good show! :) 0 Share this post Link to post
NuMetalManiak Posted March 27, 2014 map02 automap layout for a long vanilla project I decided to work on, inspired by '97 stuffs. 0 Share this post Link to post
Tango Posted March 27, 2014 I was inspired by all the retro futurism stuff on the last page so now I want to make a project with those funky colors and lots of lasers and glowy things and cybernetic monsters. I started making a palette for this purpose, based on I think Sigvatr's Palplus. whatever it was, it was in Slade. http://imgur.com/sP9BKqP I think some of the colors are too dark though, so I might go back and edit it so it just has the changes to the reds, blues and greens. 0 Share this post Link to post
TwinBeast Posted March 27, 2014 Looks cool Tango. Some grey or brown details at the bottom could fit. The purple armor is a bit weird though. 0 Share this post Link to post
Shadow Hog Posted March 28, 2014 mrthejoshmon said:http://i.imgur.com/xufxJJB.png It looks like a tunnel. So is it a HOM, or a rapid-fire BFG in an engine that's getting the sprite rendering order completely backwards? 0 Share this post Link to post
mrthejoshmon Posted March 28, 2014 Shadow Hog said:So is it a HOM, or a rapid-fire BFG in an engine that's getting the sprite rendering order completely backwards? HOM, you can create all sorts of patterns using plasma and rocket weapons wixed with view bobbing. I have too much time on my hands... 0 Share this post Link to post
NuMetalManiak Posted March 28, 2014 how do you do thumbnails again? never mind, don't need it now map02 screenies, supposedly inspired by Talosian Incident but has plenty of color. 0 Share this post Link to post
LigH Posted March 28, 2014 How to link images with thumbnails (omit spaces):[ url=http://imghoster.com/original.png ][ img ]http://imghoster.com/thumbnail.jpg[ /img ][ /url ] 0 Share this post Link to post
Snakes Posted March 29, 2014 Hurricyclone said:how do you do thumbnails again? never mind, don't need it now map02 screenies, supposedly inspired by Talosian Incident but has plenty of color. http://i.imgur.com/0gsbh1r.png As someone experienced in the matters of color saturation, I must say that these pics really help me acknowledge just how over-the-top my early stuff was. You may want to narrow it down a bit. 0 Share this post Link to post
Demon of the Well Posted March 29, 2014 Yeah, I hate to say it, but I've got to agree, dude. Some of those shots hurt my eyes, especially that third one with the Christmas Barons. The stuff in Talosian Incident looked as good as it did mostly as a function of mood lighting and firm theming; a lot of its actual structures and layouts are extremely bland/boxy/overly symmetrical. What you've got here is that same kind of architecture laid bare, without any of that dulcet concealing darkness to soften its rough edges. Perhaps that was the intention, though...? If it's some kind of comedy map, or has a very surreal mood (which is something that can be hard to really portray in screenshots), maybe you could make it work. Hell, certain parts of the two Happy Time Circus WADs are full-blown ridiculous Technicolor Eye-Rape, and damned if they don't manage to come off as appropriately menacing. 0 Share this post Link to post
SFoZ911 Posted March 29, 2014 Cool shot memfis, a map you've been working on? 0 Share this post Link to post
NuMetalManiak Posted March 29, 2014 my actual motif for this project was to make an extremely colorful, yet vanilla compatible, mapset that feels like a color trip. to the point where I actually avoid using any grayscale textures altogether EXCEPT for DOORTRAK and a few light textures like in those screenshots. it's a very ambitious and secularist type of mapping that I am hoping to get through. I'm even thinking about adding custom palettes and custom sprites to this. btw map02 is named "peculiar" here's a map03 screenie. trippy, and again showing color and avoiding grayscale. I had pretty much reached my DRAWSEGS limit with the majority of the map, so it seems Fragport-empty in a few ways. 0 Share this post Link to post
Demon of the Well Posted March 29, 2014 Hmm, kind of like the theme you've got there, Purist, sort of 'Plutonia + Inferno.' Actually, though, what has most been catching my eye about the WAD is the map titles, and the apparent overarching theme they suggest. 0 Share this post Link to post
gemini09 Posted March 30, 2014 Reworking some areas in my map http://imgur.com/rQ5cZz9 0 Share this post Link to post
purist Posted March 30, 2014 Demon of the Well said:Hmm, kind of like the theme you've got there, Purist, sort of 'Plutonia + Inferno.' Actually, though, what has most been catching my eye about the WAD is the map titles, and the apparent overarching theme they suggest. Thanks DOTW, the overarching theme is all Hell all the time. Hopefully, it won't be too samey though - I'm using different realms in Hell as sub-themes to keep some variety. The sub-theme in this episode is death and suppression for example. It's funny you mention inferno because I wanted to draw from E3 in this episode but I never felt that I did. 0 Share this post Link to post
Tango Posted March 30, 2014 there are some really neat screenshots on this page :D 0 Share this post Link to post
Doominator2 Posted March 30, 2014 Was playing Scythe last week and a Archnotron and a Spiderdemon where attempting to infight, but ended up just firing there weapons on to the edge of the ledge. 0 Share this post Link to post
mrthejoshmon Posted March 31, 2014 purist said:Visions of Hell #04 : Toil Yards Loving those shots, they look like very ancient and overgrown (Which I think looks nice). gemini09 said:Reworking some areas in my map http://imgur.com/rQ5cZz9 Looking sweet man! Also I think I remember those red barrels from R667, are they the ones that cause fires when they are destroyed or are they just sprite replacements? - After going on a playing spree of good 90's wads, I now have an idea with what MAP15 is going to be like, here is some shots of different things and angles in the (WIP) starting area: What can I say, I like organized square structures. (Also, the final shot does not have a texture alignment issue, it is an outer wall with the same texture) 0 Share this post Link to post
dg93 Posted March 31, 2014 I edited a friend's map @mrthejoshmon, check my DMR thread. I made an update to the PWAD (New map rotation). I want some input on it please. 0 Share this post Link to post
NuMetalManiak Posted March 31, 2014 unfinished map04 at the moment. the "P" on the platform is actually the solution letter to a puzzle later on in the map. I made this one slightly puzzle-centric and reached my visplane limit in most of the map excepting the fountain. 0 Share this post Link to post
cannonball Posted March 31, 2014 ^I see a Hurricyclone rebranded "Pestov platform" there ;P Meanwhile I've literally gone mental and made something very garish for the finale of my E4 episode wad. 0 Share this post Link to post
dobu gabu maru Posted March 31, 2014 I like the look of a lot of your shots mrthejoshmon, you've come a long way from where you've started. The green brick + pipes shot is especially pleasing. 0 Share this post Link to post