Breezeep Posted April 11, 2015 joe-ilya said:Am I cool now? [Chex Quest map and MLP Hud] 0 Share this post Link to post
Memfis Posted April 11, 2015 I pressed the "random file" button on /idgames and got a wad where you fight some creepy flying heads that shoot missiles saying "you're fired". 0 Share this post Link to post
Tristan Posted April 11, 2015 I misread that WAD title as "Stunning Cunts" :/ 0 Share this post Link to post
Gez Posted April 11, 2015 Eris Falling said:I misread that WAD title as "Stunning Cunts" :/ That's how you're supposed to read it. 0 Share this post Link to post
AD_79 Posted April 12, 2015 Small speedmap I made about a week ago, which I decided to convert to MAP21 of my mapset. Why yes I am making progress on that :o 0 Share this post Link to post
234233424 Posted April 12, 2015 Are those buildings in your first chex quest picture joe using some sort of fried chicken wallpaper? 0 Share this post Link to post
joe-ilya Posted April 12, 2015 SlashBane said:Are those buildings in your first chex quest picture joe using some sort of fried chicken wallpaper? Ask digital cafe. :P 0 Share this post Link to post
scifista42 Posted April 12, 2015 @AD_79: Looks nice! The ceiling lava actually works well, I think, as a convincing light source. Alignment of green marble is iffy at times, but I guess the area is incomplete. 0 Share this post Link to post
Guest Unregistered account Posted April 12, 2015 I may be a little late, but I think everyone should stop bashing Joe for the HUD he uses. He cleared up the building in the second shot, but didn't use the Chex Quest HUD and now everyone is erupting. Besides, most of the Chex Quest textures don't tile well and we could do with more CQ maps. 0 Share this post Link to post
Fuzzball Posted April 12, 2015 Perhaps looking into using the CQ3 textures might be a better option? 0 Share this post Link to post
VGA Posted April 12, 2015 Delicious brightmaps in Doom Retro. And delicious blood. And widescreen. Map 15 from Doom 2 Reloaded. 0 Share this post Link to post
AD_79 Posted April 12, 2015 dobu gabu maru said:Hey you guys like CRACKLE? Why yes I do. 0 Share this post Link to post
scifista42 Posted April 12, 2015 The crannies everywhere make the scene look busy, but nevertheless, I like it! Nice. 0 Share this post Link to post
VGA Posted April 12, 2015 It may look better with low lighting + lighting variation. 0 Share this post Link to post
Obsidian Posted April 12, 2015 I dig the dark variant flat myself, it's good for making caves and the like. 0 Share this post Link to post
gaspe Posted April 12, 2015 Well... This is the map I was working on before starting my current project 0 Share this post Link to post
Dragonsbrethren Posted April 13, 2015 dobu gabu maru said:Hey you guys like CRACKLE? Sandy, is that you? 0 Share this post Link to post
scifista42 Posted April 13, 2015 @gaspe: Impressive! Looks good, polychromatic, and each of the areas has something interesting in it, that's generally good for level design. 0 Share this post Link to post
printz Posted April 13, 2015 dobu gabu maru said:Hey you guys like CRACKLE?That looks pretty amazing. I expect to be ambushed by chaingunners, revenants and lots of arch-viles. That place looks painful. 0 Share this post Link to post
AD_79 Posted April 14, 2015 Same theme, different (WIP) map, bigger shots because "detail" (which I should stop with, I'm at 115 visplanes in spots and how many segs). EDIT: Looking at it now, those wood bars near the YK need to be lowered. 0 Share this post Link to post
234233424 Posted April 14, 2015 I think all my future playthroughs will use your hud joe 0 Share this post Link to post
scifista42 Posted April 14, 2015 AD_79 said:Same theme, different (WIP) map, bigger shots because "detail" (which I should stop with, I'm at 115 visplanes in spots and how many segs).Uniform ceiling height looks kind of underwhelming in outdoor areas, and it's well noticeable it your screenshots, but I understand DRAWSEG limits. The theme looks pretty great at first sight - admittedly, at second sight, I've noticed it has a strange-looking mess of textures from multiple unrelated themes. Still, good sights. 0 Share this post Link to post
purist Posted April 14, 2015 I agree with scifista about the heights and also the lines with natural rock textures are flat, but you've got decent mileage out of your VPO count so I wouldn't be worried. Maybe some of the wooden pillars could be traded out for some more planes to play with but it's looking pretty good regardless. 0 Share this post Link to post
Guest Posted April 14, 2015 AD_79 said:Same theme, different (WIP) map, bigger shots because "detail" (which I should stop with, I'm at 115 visplanes in spots and how many segs). The only critique I would offer is that in both there is a strip of green lights, and to my eye that green adds one too many colors into the scene. There are already blue lights and red lights, as well as yellows from the key and the lava, and the usual assortment of browns, so green strikes me as one too many colors.. Otherwise, looks awesome, ceiling heights notwithstanding. :) 0 Share this post Link to post
The_MártonJános Posted April 14, 2015 VGA said:http://i.imgur.com/Nv5xJdB.jpg Delicious brightmaps in Doom Retro. This. I've never knew what was the exact problem behind "lighting" switch textures for 10 years until now. 0 Share this post Link to post
Avoozl Posted April 14, 2015 KiiiYiiiKiiiA said:The only critique I would offer is that in both there is a strip of green lights, and to my eye that green adds one too many colors into the scene. There are already blue lights and red lights, as well as yellows from the key and the lava, and the usual assortment of browns, so green strikes me as one too many colors.. Otherwise, looks awesome, ceiling heights notwithstanding. :) But the marble is green too so I don't see much of a problem with it really. 0 Share this post Link to post