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Mordeth

Doom Pictures Thread 2022

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1 hour ago, Dubium said:

I hope I will be able to release the wad by the end of October

Spoiler


 

Screenshot-Doom-20220906-095307.png

 

Screenshot-Doom-20220927-090539.png

 

Screenshot-Doom-20220927-082558.png

 

screen2.png

 

Screenshot-Doom-20220927-083329.png

 

 

 

Attention to detail: ridiculous.

Angles: exquisite.

Dumpsters: filled with HKs.

Hype: palpable.

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2 minutes ago, Daytime Waitress said:

 

Attention to detail: ridiculous.

Angles: exquisite.

Dumpsters: filled with HKs.

Hype: palpable.

 

I'm in the process of testing this and can certify it's a quality moment in difficult maps. 

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On 9/3/2022 at 12:28 AM, MattFright said:

2nd map i'm working on for my community project! I wanted to make a 3rd but turns out vegetation alone makes my maps take twice as long to finish :p

Spoiler


doom325.png

doom326.png

doom327.png

doom328.png

 

Mind me asking where I could get the foliage? Looks jawdropping

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15 hours ago, Dubium said:

I hope I will be able to release the wad by the end of October

 

Screenshot-Doom-20220906-095307.png

 

Screenshot-Doom-20221002-221333.png

 

Screenshot-Doom-20220927-082558.png

 

screen2.png

 

Screenshot-Doom-20220927-083329.png

That skybox is stunning (as is the rest, too.)

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9 minutes ago, staros96 said:

That skybox is stunning (as is the rest, too.)

Wow that looks so cool very stunning in the visual department is that snow i see if so you got me hooked love a good snow level in doom and yes, the skybox dose looks stunning :)

Edited by Nightmare2989

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On 1/4/2022 at 2:37 PM, Dusty_Rhodes said:

A little Boom wad I'm working on. This area is surprisingly peaceful. Sorry for the choppy gif, I've never made one before.

 

Cozy.

 

Wind-in-The-Willows.gif.gif.a0e6b41b358dc69f80a596f879391747.gif

The last time I saw moving sky in Doom is in Doom 64. Very nice.

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58 minutes ago, ERuleKnight said:

The last time I saw moving sky in Doom is in Doom 64. Very nice.

Appreciate it! It's an MBF feature that allows for scrolling sky transfers. 

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17 minutes ago, Dusty_Rhodes said:

Appreciate it! It's an MBF feature that allows for scrolling sky transfers. 

 

If you don't mind me asking, how did you apply the scroll to the sky? I believe horizontal offsets on the sky transfer linedef(s) were supposed to make it scroll but in my tests it didn't scroll regardless of what port I tested in. 🤔

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Apply scrolling to the sky transfer line with another line with action 255.

EDIT: The kicker is, IIRC it needs to be some stupidly high offset value for the sky to scroll a little.

Edited by Xyzzy01

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18 minutes ago, Dragonfly said:

 

If you don't mind me asking, how did you apply the scroll to the sky? I believe horizontal offsets on the sky transfer linedef(s) were supposed to make it scroll but in my tests it didn't scroll regardless of what port I tested in. 🤔

So here's the method I've used:

 

Make a nice long rectangle sector. The north facing line should have the tag of the sky sectors, I always use 999. Give that line the action 254 (Scroll Wall according to Line Vector). Then take the south line and give it the upper texture you want to transfer (I'll use SKY1 for simplicity). Give this line the same 999 tag and action 272. Make sure your resulting sectors are tagged the same and you are good to go!

 

 

Also the shape of the sector is important, as the sky will scroll in different directions based on whether it's a triangle or rectangle. The length of the line will also affect the speed of the scrolling, the longer the faster, if I remember correctly. 

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Thanks for letting me know! Not your fault by any means of course, but this is sadly an impressively stupid way for this to work. 😅

 

Here's an example of why that's an unfortunate method:

I have a switch that is outside who's action is to lower tag 1, and tag 1 is a sector that is also outside. I've applied the sky to tag 1 as necessary, but this also makes the switch scroll, making the entire effect much less usable than I otherwise would have liked it to be. :(

 

4b09c656d5650fadaef14a24aa55c51b.gif

 

Thanks anyways, still nice to learn a new trick or two. :)

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As a workaround, you could have the switch lower a floor or raise a ceiling on a voodoo conveyor, and have a line on that lower the outside sector.

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2 hours ago, Dragonfly said:

Thanks for letting me know! Not your fault by any means of course, but this is sadly an impressively stupid way for this to work. 😅

:(

 

It was how I was taught, oh well. Love the look of the level!

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On 10/3/2022 at 10:01 AM, Dragonfly said:

4b09c656d5650fadaef14a24aa55c51b.gif

 

 

he go fast :DDDD

 

edit: speen

Edited by Bobby "J : speen

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yWLAziB.png

 

V5Fs6u6.png

 

YUgfGTr.png

 

Screwing around with a new sky. 

 

Credit to @Kuro_mahoh for the original sky image off which this is based.

Edited by Kyka : correctly tagging Kuro in the post

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On 10/3/2022 at 6:55 PM, Dusty_Rhodes said:

Love the look of the level!

 

Appreciate it but, all you're looking at is 4 sectors and otex, nothin' special lmao 😅

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I wonder if it works if you set that switch for an action that enables a voodoo doll to scroll and activate the intended action line? (through walking instead of switch though)

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@Thelokk that sky is amazing and looks beautiful with those textures. That second last pic is like a painting.

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26 minutes ago, Kyka said:

@Thelokk that sky is amazing and looks beautiful with those textures. That second last pic is like a painting.

 

Hopefully more people will jump aboard, this month's respack is sick. 

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3 hours ago, Thelokk said:

 

Hopefully more people will jump aboard, this month's respack is sick. 

 

What project are people jumping on board of hopefully?

 

(The previous sentence would have made my mother cry. She liked good grammar.)

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