Enhanced E1 - 30th anniversary bump 21/01

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
BerserkerNoir
Posts: 87
Joined: Thu Nov 10, 2016 10:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

Re: Enhanced E1 (Dynamic lighting, 3D floors etc) - update 1

Post by BerserkerNoir »

All I can say is:
This looks even better now...
That Aside, the performance started to degrade in some places.
But it still looks stunning.
A fine trade I think lol


wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 (Dynamic lighting, 3D floors etc) - update 1

Post by wran »

thanks dude! Loving your screenshots, I hope you don't mind if I steal one or two of em for the OP. Yeah, unfortunately smothering everything with dynamic lighting like it's maple syrup was always gonna result in something of a performance hit - I do hope it's not too severe though. My toaster still runs everything pretty much ok (the hamster has been more tired lately...), if you're not already try putting the texture filter mode on None (nearest mipmap) or somesuch, I find that tends to help with PBR shenanigans.
User avatar
BerserkerNoir
Posts: 87
Joined: Thu Nov 10, 2016 10:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

Re: Enhanced E1 (Dynamic lighting, 3D floors etc) - update 1

Post by BerserkerNoir »

wran wrote:thanks dude! Loving your screenshots, I hope you don't mind if I steal one or two of em for the OP. Yeah, unfortunately smothering everything with dynamic lighting like it's maple syrup was always gonna result in something of a performance hit - I do hope it's not too severe though. My toaster still runs everything pretty much ok (the hamster has been more tired lately...), if you're not already try putting the texture filter mode on None (nearest mipmap) or somesuch, I find that tends to help with PBR shenanigans.
I dont mind, use them as example if you want.
and I did some tweaks to my settings and now is running smoothly, reduced a bit the internal resolution and disabled shadowmaps.
Cheers dude, your work is appreciated!
wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 (Dynamic lighting, 3D floors etc) - update 1

Post by wran »

cool, great to hear. I don't use shadowmaps either for what it's worth.

Appreciate you taking the time to comment and the screengrabs, OP is updated!!
wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 (Dynamic lighting, 3D floors etc) - update 1

Post by wran »

New update:

- fixed some minor issues with the nukage pools

- reduced the number of point lights in some areas for a slight performance increase

- various other small things too numerous to mention

EDIT: updated to 1.6A, which fixes a couple of small texture issues

As far as E1 goes I feel like this is finally more or less in a state of completion, (though I felt the same way several updates ago, gah...) any comments/criticisms/insults/whatever are welcome. Updated link in the OP.
wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 (Dynamic lighting etc) - small update 21/05

Post by wran »

Just posted a minor update mainly to fix a bug with the elevator in E1M4 that had somehow managed to escape my notice till now. Also sorted a couple of texture misalignments and an aggressively stupid placement of a floor lamp, amongst other small tweaks. (EDIT 22/05: another small update to tweak the lighting a bit in E1M7 - so much for this thing being "complete" :roll:) Link in the OP.
wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by wran »

update:

- due to overwhelming demand*, the classic PSX level Club Doom is now playable! I've stuck it somewhere near the end of E1M8

- a few other bits and pieces

Link in the usual place, any feedback welcome.

*actually in all honesty absolutely no-one was asking for this.

EDIT: 1.6E fixes some misalignments and makes the cages look slightly less shit.
Metrasher
Posts: 4
Joined: Wed Aug 23, 2017 3:50 am

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by Metrasher »

Thanks wran!
I'll test it whenever I can.
wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by wran »

cool, look forward to hearing what you thought!
User avatar
BerserkerNoir
Posts: 87
Joined: Thu Nov 10, 2016 10:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by BerserkerNoir »

Oh nice!
Going to give it a run again, The Mixture of Colors look really nice.
wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by wran »

sweet! Keep your expectations low haha
User avatar
RaZZoR
Posts: 46
Joined: Sun Jan 17, 2021 2:30 pm
Contact:

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by RaZZoR »

wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by wran »

Thanks, very cool. Added to OP.
NIGHTKILLER05
Posts: 10
Joined: Wed Jan 06, 2016 1:13 pm

Re: Enhanced E1 - now with Club Doom! - update 06/06

Post by NIGHTKILLER05 »

Awesome, please please please do the rest of the maps, please!! (and thank you !)
wran
Posts: 55
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - another small update 24/06

Post by wran »

just updated to fix another bit of geometry in E1M5 I somehow managed to bork (maybe "glitched E1" might've been a better name for this thing), also to illuminate some of the more annoyingly dark areas.
NIGHTKILLER05 wrote:Awesome, please please please do the rest of the maps, please!! (and thank you !)
Thanks! I haven't really decided if I'm going to tackle the rest of the episodes yet, this was fun to do but it also drove me batshit insane at times haha
Post Reply

Return to “Levels”