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PostPosted: Thu Jul 05, 2007 5:39 am
by Tormentor667
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 ;)

PostPosted: Thu Jul 05, 2007 9:44 am
by Tormentor667
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:
Image
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PostPosted: Thu Jul 05, 2007 10:14 am
by Ryan Cordell
I think I see my torch effects thar. o.o

PostPosted: Thu Jul 05, 2007 10:44 am
by Tormentor667
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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PostPosted: Thu Jul 05, 2007 10:51 am
by Amuscaria
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

PostPosted: Thu Jul 05, 2007 10:58 am
by Tormentor667
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 ;)

PostPosted: Thu Jul 05, 2007 11:01 am
by Ryan Cordell
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.*

PostPosted: Thu Jul 05, 2007 11:04 am
by Shadelight
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?

PostPosted: Thu Jul 05, 2007 11:06 am
by Tormentor667
@Blazing - Yeah, they are DECORATEd this time but still behave the same way as the Maulotaurs did. Nevertheless, expect a surprising end though ;)

PostPosted: Thu Jul 05, 2007 11:46 am
by Captain Ventris
This looks incredible. Wow. I want to play the whole thing through just to see that level.

PostPosted: Thu Jul 05, 2007 1:25 pm
by Tormentor667
Be sure that the other levels will be on par concerning detail and atmosphere :)

PostPosted: Thu Jul 05, 2007 2:37 pm
by Unknown_Assassin
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

PostPosted: Thu Jul 05, 2007 2:48 pm
by Tormentor667
It is but it is thicker there, more energy ;)

PostPosted: Thu Jul 05, 2007 6:19 pm
by KeksDose
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.

PostPosted: Fri Jul 06, 2007 11:31 am
by neoworm
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.