Mechadon Posted November 26, 2014 I gotta echo the above comments, that's a beautiful shot. Very nice lighting work! 0 Share this post Link to post
Quasar Posted November 27, 2014 The id Software NeXT machines have resurfaced. This isn't the only thing that's been found recently, but I don't know if I am allowed to talk about any of it publicly :V I'd wait and see, because there's a chance some of it (maybe even including DoomEd) will get released officially. 0 Share this post Link to post
Gez Posted November 27, 2014 Here's the source of the picture: https://twitter.com/DonMacAskill/status/536977980094820352 0 Share this post Link to post
Dragonsbrethren Posted November 27, 2014 So awesome. I hope it can be released. 0 Share this post Link to post
Blastfrog Posted November 27, 2014 That is amazing. I really hope that those "lost" 8 angle sprites resurface with this. 0 Share this post Link to post
mrthejoshmon Posted November 27, 2014 Sodaholic said:I really hope that those "lost" 8 angle sprites resurface with this. What? Please fill me in about those. 0 Share this post Link to post
BaronOfStuff Posted November 28, 2014 mrthejoshmon said:What? Please fill me in about those. The Doomguy and Zombies only have 5 angles used for 8 rotations. Three of the rotations are mirrored, resulting in funky side-effects such as the way they hold the rifle/shotgun flipping from left-handed to right-handed. The full rotations were being implemented at some point, but in order to save space and/or time during development they were cut down. 0 Share this post Link to post
mrthejoshmon Posted November 28, 2014 BaronOfStuff said:The Doomguy and Zombies only have 5 angles used for 8 rotations. Three of the rotations are mirrored, resulting in funky side-effects such as the way they hold the rifle/shotgun flipping from left-handed to right-handed. The full rotations were being implemented at some point, but in order to save space and/or time during development they were cut down. Alright, I get it now. I never really noticed that before because I'm always too busy running around killing things but now I can't help but notice it, id got a little lazy there I see. 0 Share this post Link to post
BaronOfStuff Posted November 28, 2014 Eventually you do manage to 'un-notice' it again when playing. I wouldn't say they were necessarily lazy, just saving time on details that hardly anyone would have noticed (as it doesn't hinder gameplay). You said yourself that you didn't even realise until now ;) 0 Share this post Link to post
Yuki Senmatsu Posted November 28, 2014 Xmas wad I'll probably release soon. Better not end up like SomeMap. I know it doesn't have much detail, but I just got started. Oh! Now it's below 200 KB. Picky Picky! 0 Share this post Link to post
FireFish Posted November 28, 2014 Interesting picture from the next workstation. It makes me wonder how passionate they had to be to make their dream game while using such horrible looking user interfaces.... (°_°)' omegalore; that building looks mighty fine, very convincing for the old 2.5d engine. 0 Share this post Link to post
ducon Posted November 28, 2014 The NeXT screenshot really looks like a WindowMaker screenshot. 0 Share this post Link to post
joe-ilya Posted November 29, 2014 A map for Rayzik's B-day : http://i.imgur.com/3SQTVQr.png 0 Share this post Link to post
Obsidian Posted November 29, 2014 Looks alright, although I'd have a bit more variation in those background walls: they look kind of boring as they are. 0 Share this post Link to post
Gez Posted November 29, 2014 ducon said:The NeXT screenshot really looks like a WindowMaker screenshot. It's more like a WindowMaker screenshot really looks like a NeXT screenshot. :p WindowMaker site said:In every way possible, it reproduces the elegant look and feel of the NEXTSTEP user interface. Case in point! 0 Share this post Link to post
purist Posted November 29, 2014 Quite like the first shot Joe, the simple but interesting pillar makes it. Some of the repeating textures and the transition to zimmer need work though. The second shot looks too square, especially the unnatural looking river. 0 Share this post Link to post
dobu gabu maru Posted November 29, 2014 An oppressively palpable ambiance in the shot—nice work. 0 Share this post Link to post
Cell Posted November 30, 2014 joe-ilya said:http://i.imgur.com/vDgliX8.png If it was a game to entitle the picture, I'd name it "Aaaand, you're f*cked." :D 0 Share this post Link to post
Yuki Senmatsu Posted November 30, 2014 Six said:Still a work in progress. [img] Better compared to mine. I need to learn how to detail better for urban maps. Even though mine will be for classic DOOM. 0 Share this post Link to post
scifista42 Posted November 30, 2014 Six said:Still a work in progress. http://i.imgur.com/vOTyzhD.jpg Looks great. 0 Share this post Link to post
Superluigieth1 Posted November 30, 2014 This screenie is an excerpt from Tei Tenga II: Attack on Tenga. And I changed my avatar to the Tei Tenga graphic from the PLANET1 texture from Doom 1. 0 Share this post Link to post
Stupid Bunny Posted November 30, 2014 Isn't there a better screenshot from the map you could show? Apart from the fact that it's a size of a postage stamp, there's not much to show in that shot and everything is obscured by that red pain fog. (The gun is cool-looking at least.) 0 Share this post Link to post
Katamori Posted December 1, 2014 18th map of my upcoming Vanilla Doom megaWAD. Didn't get any proper replies to it in the previous thread, so I'm asking for them again. I call this map "Ode to November" btw and was inspired by the E2M1 music of 2002: A Doom Odyessy. 1 Share this post Link to post