[WIP] Ωmega (Progress on MAP09)

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Re: [WIP] Ωmega (9 new screenshots!)

Postby NeuralStunner » Sat Jun 12, 2010 2:22 pm

Code: Select allExpand view
<BlazingPhoenix>   I really really dislike that yellow lava from UAC Ultra
<BlazingPhoenix>   it's too damn bright
<NeuralStunner>   Me too
<NeuralStunner>   DON'T FALL IN THE SCALDING MOLTEN VELVEETA
:P

XutaWoo wrote:Anyway, it looks good aside from that.
:yup:
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Re: [WIP] Ωmega (9 new screenshots!)

Postby Jimmy » Sat Jun 12, 2010 5:23 pm

I for one like it. It stays, unless someone can point me to a more fitting custom lava texture.

(I kinda dislike the original LAVA flats, truth be known. I don't know about molten velveeta, but that stuff looks like molten pizza if you ask me. :P)
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Re: [WIP] Ωmega (9 new screenshots!)

Postby Caligari87 » Sat Jun 12, 2010 5:50 pm

It needs more red and more contrast. Make the darker parts a little more reddish and darken them more while keeping the rest the same.

EDIT: like this
Image

At least that's what I got by just hitting "auto white balance on those areas. Much easier on the eyes, although it would require a gentler touch on the lavafalls to avoid palette rape.

8-)
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Re: [WIP] Ωmega (9 new screenshots!)

Postby Shadelight » Sat Jun 12, 2010 6:02 pm

Now why didn't the person(people) who made the UAC Ultra texture pack do that instead of making it eye-rapingly yellow? :P
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Re: [WIP] Ωmega (9 new screenshots!)

Postby SamVision » Sat Jun 12, 2010 10:52 pm

Xaser wrote:
SamVision wrote:Hey how do you get the HUD to work? I can't get t to work on Pakour either.

GZDoom breaks the HUD, for some reason. In the mean time, you'll have to use regular ZDoom or suffer through it -- doesn't make sense why it does what it does, but for whatever reason, it does it. :P


I did not use GZDoom I was using ZDoom latest SVN.
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Re: [WIP] Ωmega (9 new screenshots!)

Postby Jimmy » Sun Jun 13, 2010 5:44 am

Er... did you try pressing your - and + keys to expand/shrink the HUD? It's definitely there.

(It should be noted that the mutator uses an odd order for its status bars, which goes as follows:
None (screenblocks = 12): A slightly less space-consuming HUD.
Fullscreen (screenblocks = 11): The standard HUD with
Standard (screenblocks <= 10): No HUD at all.

The reason for this is that I was going to add a third status bar similar to Doom's standard HUD, but wasn't sure how to do it with just TEXTURES. The TC will have a more concise order and layout for its HUDs.)
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Re: [WIP] Ωmega (9 new screenshots!)

Postby Jimmy » Mon Jun 14, 2010 11:49 am

I've made some very pleasing progress with MAP07, which takes place on the icy planet of Harlokoth. It's pretty much done now.

Spoiler:
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Re: [WIP] Ωmega (9 new screenshots!)

Postby NeuralStunner » Mon Jun 14, 2010 1:16 pm

jimmy91 wrote:icy planet of Harlokoth

:P

All awesome shots, by the way. :)
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Re: [WIP] Ωmega (8 new shots of MAP07 up)

Postby Jimmy » Tue Jul 06, 2010 5:25 am

Thought I'd post a quick-as-hell update.

omega_statusbar.png
omega_statusbar.png (11.8 KiB) Viewed 728 times


I love SLADE3. :grin: The Shadowcaster graphics are awesome.

This new status bar incorporates all the elements from the mutator's HUD (the icons below the Zeal bar are the Speed, Damage and Regen powerups which highlight when active).

I'm still a little unsure of whether or not the ammo bars and skill numbers are in a good place. As highlighted in the mutator contest thread, problems arise when scrolling through the four different colors of Omega power available if the player has their mousewheel weapon selection, erm, "reversed" (that is, UP for next and DOWN for previous). Indeed, selecting the one you want becomes a bit frustrating with this setup.

Thoughts?
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Re: [WIP] Ωmega (8 new shots of MAP07 up)

Postby Xaser » Tue Jul 06, 2010 12:19 pm

It certainly looks quite nice from here. Simple, visually appealing, and easy to understand unlike a certain status bar from another mod. *coughpsychiccough* :P
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Re: [WIP] Ωmega (8 new shots of MAP07 up)

Postby wildweasel » Tue Jul 06, 2010 4:48 pm

As a HUD enthusiast, I love it.
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Re: [WIP] Ωmega (8 new shots of MAP07 up)

Postby Jimmy » Thu Jul 08, 2010 3:01 pm

The mutator has been updated - please re-download it. (Read the .txt file for info.)
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Re: [WIP] Ωmega (8 new shots of MAP07 up)

Postby wildweasel » Thu Jul 08, 2010 3:30 pm

Also, am I seriously the only one that likes UAC Ultra's bright yellow lava? A color that bright really tells you that this is some seriously molten shit you're about to step in, not Orange Fanta or anything like that.
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Re: [WIP] Ωmega (8 new shots of MAP07 up)

Postby Xaser » Thu Jul 08, 2010 3:37 pm

I kinda like it, too, much for the same reason. Plus, you can always say it's molten metal:
Image
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Re: [WIP] Ωmega (8 new shots of MAP07 up)

Postby Jimmy » Thu Jul 08, 2010 4:37 pm

I like it, which is why I used it in the first place. I'm really not that keen on changing it, either. :P And yeah, wildweasel has a point - the level in which I use it extensively, is very volcanic and very hazardous - one false step and you're turned into melted ooze. :P
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