Ultimate Torment & Torture (New Screens p.26)

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Postby Tormentor667 » Thu Jul 05, 2007 5:39 am

esselfortium wrote:This looks nice. :3
I have to agree with skadoomer, though. If you're using that much lava in a map for a sourceport that supports big textures and supports mixed texture/flat resources, you should get a much bigger lava graphic to use, so it won't noticeably tile when you're looking at so much of it. ;P

It just looks bad from above, ingame you will never look directly on the ground in most cases so you won't ever notice ;)
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Postby Tormentor667 » Thu Jul 05, 2007 9:44 am

Okay guys, new set of shots of my WIP TNT04 Map03, this time with "Bright" as lighting mode in GZDoom to make things easier to view ;) Then next to this: Thx alot to Vader for helping (or actually creating :P) the stacked sector for this Light Beam to work ;) And now, some porn:
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Image
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Postby Ryan Cordell » Thu Jul 05, 2007 10:14 am

I think I see my torch effects thar. o.o
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Postby Tormentor667 » Thu Jul 05, 2007 10:44 am

Blade Nightflame wrote:I think I see my torch effects thar. o.o

Well... no ;) KeksDose completely recreated the Torches and Burning Barrels for me with new sprites, new particle generators and new flares.
Little Proof:
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Postby Amuscaria » Thu Jul 05, 2007 10:51 am

wooo, that is neat. Looking nice there. Are those colors dynamic lighting or extra-sectors? Cuz it doesnt look like you're using OPEN GL, and yet you have colored dynamic lights. o_o
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Postby Tormentor667 » Thu Jul 05, 2007 10:58 am

Well, I adjusted my GZDoom settings in a way to make it look like normal doom just with 32Bit and DynLights ;) And yes, they are dynamic lights ;)
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Postby Ryan Cordell » Thu Jul 05, 2007 11:01 am

Tormentor667 wrote:Well... no ;) KeksDose completely recreated the Torches and Burning Barrels for me with new sprites, new particle generators and new flares.
Little Proof:
Image


. . Feh. Fein. -w- *Has a fit.*
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Postby Shadelight » Thu Jul 05, 2007 11:04 am

Those new shots look nice and so does the torch effect. :P
Are the spiders going to be decorated this time around so they aren't just maulotaurs with new sprites?
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Postby Tormentor667 » Thu Jul 05, 2007 11:06 am

@Blazing - Yeah, they are DECORATEd this time but still behave the same way as the Maulotaurs did. Nevertheless, expect a surprising end though ;)
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Postby Captain Ventris » Thu Jul 05, 2007 11:46 am

This looks incredible. Wow. I want to play the whole thing through just to see that level.
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Postby Tormentor667 » Thu Jul 05, 2007 1:25 pm

Be sure that the other levels will be on par concerning detail and atmosphere :)
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Postby Unknown_Assassin » Thu Jul 05, 2007 2:37 pm

Nice torch effects and the light beam looks superb. About the middle of the screenshot, right below the light beam, is that the light beam as well? If that actually is part of the light beam, it looks a little misaligned
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Postby Tormentor667 » Thu Jul 05, 2007 2:48 pm

It is but it is thicker there, more energy ;)
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Postby KeksDose » Thu Jul 05, 2007 6:19 pm

Hah, finally able to register :wink:
This looks uber, Torm. The gradient light effectss were placed really good and the beam in the sky is especially cool.

And thx to all which like my torch effects. :wink:

@Blade: You did good work there. Actually, I only modified the graphics a bit, nothing more ^^ Your flares are still there :) But these weird circles still bug me off.
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Postby neoworm » Fri Jul 06, 2007 11:31 am

Tormentor667 wrote:Well, I adjusted my GZDoom settings in a way to make it look like normal doom just with 32Bit and DynLights ;)


Its the best way to play DooM! I probably use the same settings.
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