Dragonfly Posted November 15, 2022 Those reflections are insane, nicely done @esselfortium!! 2 Share this post Link to post
Proxmin-O Posted November 16, 2022 10 hours ago, Lutz said: Two questions: - Are you using some sort of shader or new palette? - I swear I recognize that sky background -- is it from Castlevania or something? 1. I used Pal-Plus by Sigvatr which is a palette mod. 2. I dunno, wad is "D64D2.wad" in Map 12. And other things that i've loaded are Hellbar (comes with D64D2), PSXDoom.wad (without loading it's .deh), and my old weapon mod. 0 Share this post Link to post
bunnytummy Posted November 16, 2022 I beat a record in a random jumpmaze server in zdaemon lmao 4 Share this post Link to post
Devalaous Posted November 16, 2022 I swore I'd never have a need for the original PS1 Doom again after playing PsyDoom. Then I found out Duckstation has achievements for Doom and Final Doom... 5 Share this post Link to post
Gothic Posted November 16, 2022 17 hours ago, esselfortium said: Reflective lava, huh? 2 Share this post Link to post
esselfortium Posted November 16, 2022 1 minute ago, Gothic said: Reflective lava, huh? Not reflective, but translucent. It’s tropical fruit beverage! 5 Share this post Link to post
Omniarch Posted November 16, 2022 Been doing a bit of COMP-derived visual prototyping: 40 Share this post Link to post
MS-06FZ Zaku II Kai Posted November 16, 2022 52 minutes ago, Omniarch said: Been doing a bit of COMP-derived visual prototyping: Heeeeey nice to see you alive man, looks prety sick :D 1 Share this post Link to post
NeilForshaw Posted November 16, 2022 1 hour ago, Omniarch said: Been doing a bit of COMP-derived visual prototyping: Looking good at this stage already :O 3 Share this post Link to post
Katamori Posted November 17, 2022 16 hours ago, Omniarch said: Been doing a bit of COMP-derived visual prototyping: Oh my God these shots, especially with that sky texture have hit some nerves I already forgot I had. Such an insane cityscape, and your use of space is phenomenal! Do you have a definitely texture set as a source or created something yourself? 4 Share this post Link to post
Gez Posted November 17, 2022 On samedi 12 novembre 2022 at 12:40 PM, Axuris said: JTH2 MAP28 - Doom Stadium SNOWƎᗡ 6 Share this post Link to post
Omniarch Posted November 17, 2022 25 minutes ago, Katamori said: Oh my God these shots, especially with that sky texture have hit some nerves I already forgot I had. Such an insane cityscape, and your use of space is phenomenal! Thank you :) Interestingly, the sky is a colour remapped and vertically inverted version of a Mechadon skybox. I wanted to make it feel like the inside of a giant alien god computer, and am quite pleased with the result. 29 minutes ago, Katamori said: Do you have a definitely texture set as a source or created something yourself? This texture scheme is my own creation, though the assets themselves are mostly from the original public TNT2 resource wad (if memory serves) and the Useful Flats pack from R667. 3 Share this post Link to post
Touchdown Posted November 18, 2022 [recovered_image_020] | Gossip thread 29 Share this post Link to post
spineapple tea Posted November 19, 2022 Something I'm working on for a community project (-nomonsters on for screenshot purposes). Spoiler Not sure how obvious this is as I'm sure I'm not some creative genius for figuring this out, but I couldn't be bothered to make a 3D bridge for simple cosmetic purposes and instead placed two solid black textures next to bottom. Something about very basic, but decently convincing midtexture-3D in Doom is so very charming to me. (I was originally just going to post this bridge here because of how much I liked the look of it, but felt it was a little too lacking for a thread bump so I added the other slightly less impressive screenshot of the rest of the map.) 24 Share this post Link to post
cannonball Posted November 19, 2022 Back on the side project now. Very much bare bones but a map that can be summed up as "A version of the Wizard of Oz that has sunken into the abyss" 16 Share this post Link to post
Dantosking Posted November 20, 2022 (edited) I'm gonna re-release my psx-style maps for gzdoom/zandronum very soon. Already fixed many bugs Edited November 21, 2022 by Dantosking 8 Share this post Link to post
Walter confetti Posted November 20, 2022 (edited) Quote Esselfortium KDIZID shots Ok... what kind of wizardry is going around in the first screenshot? How the fuck is possible making reflecting floors in vanilla engine? For the translucent floors in the second shot and the one used in MAP01 i think to understand there's some mid-textures magic going around with 1 width sizes textures, maybe? I don't know if this is just edited flats, but i can't believe this option. 2 Share this post Link to post
Murdoch Posted November 20, 2022 On 11/19/2022 at 6:02 AM, Touchdown said: Crazy map. [recovered_image_020] | Gossip thread Jesus. I am sure if you tried to run this on an old 486 back in the day the CPU would melt. Crazy good. 2 Share this post Link to post
Walter confetti Posted November 21, 2022 (edited) Me trying to create a fake translucent 3D sector using my own theory of mid-textures magic, but i'm not that magical enough guys. Also turns into HOM cinematic universe when i test this this thing on chocorenderlimits. test room (doom 2) Edited November 21, 2022 by Walter confetti 5 Share this post Link to post
Yugiboy85 Posted November 21, 2022 Forgot to share but yeah: 2nd vanilla map is a wrap :D 25 Share this post Link to post
jazzmaster9 Posted November 21, 2022 Been working on a few maps for Abysm X: Dance of Blood World 3-1: Nexus of the Void World 2-3: Fortress of Steel World 1-3: Ivory Keep 16 Share this post Link to post
Gothic Posted November 22, 2022 Seeing Dario Cassali suffer through TNT Evilution gave me an idea: 7 Share this post Link to post
Faceman2000 Posted November 22, 2022 (edited) On 11/20/2022 at 4:43 PM, Walter confetti said: Ok... what kind of wizardry is going around in the first screenshot? How the fuck is possible making reflecting floors in vanilla engine? For the translucent floors in the second shot and the one used in MAP01 i think to understand there's some mid-textures magic going around with 1 width sizes textures, maybe? I don't know if this is just edited flats, but i can't believe this option. Its midtextures, inverted, recolored red, and dithered to give the appearance of fading away, which are bleeding through the floor. It’s ingenious quite frankly. 3 Share this post Link to post
holaareola Posted November 22, 2022 On 11/20/2022 at 11:43 PM, Walter confetti said: Ok... what kind of wizardry is going around in the first screenshot? How the fuck is possible making reflecting floors in vanilla engine? For the translucent floors in the second shot and the one used in MAP01 i think to understand there's some mid-textures magic going around with 1 width sizes textures, maybe? I don't know if this is just edited flats, but i can't believe this option. For an early example of the midtex overdraw trick for reflections, check out https://www.doomworld.com/idgames/levels/doom2/deathmatch/m-o/mcfearsm from '96. Nowhere near as good as KDIKDIZD though, the recolouring and dithering really sell it. 1 Share this post Link to post
spineapple tea Posted November 22, 2022 Honestly this might be my favorite room I've ever designed. 25 Share this post Link to post
Wadmodder Shalton Posted November 22, 2022 (edited) Recently experimented with recreating old 3D modeling Doom images as Prefabs, staring with this one from many years ago. 4 Share this post Link to post