Ultimate Torment & Torture (New Screens p.26)

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NiGHTMARE
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Post by NiGHTMARE »

Eriance wrote:wow. Looking A-W-E-S-O-M-E there. How did you get your light-effects textures (the red texture and the blue one) to be so smooth? Did you use PNGs instead of the doom texture and the it's pallete? Or is it just because the screen is really small and it looks blended? o.o
My guess is that those shots were taken in GZDoom, which in hardware mode isn't limited to only 256 colors.

Oh, and it looks amazing BTW! :)
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Tormentor667
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Post by Tormentor667 »

Thx Nick, and yes, Nick is right, it is GZDoom with 32Bit Hardware Mode ;)
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Tormentor667
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Post by Tormentor667 »

@Everyone: Everything of TNT2 is finished except this last area in the middle, these containment areas. I have still no idea how to improve them and I would appreciate if some of you could give me some ideas or suggestions because I have a real mapping block on that last area :(
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ace
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Post by ace »

Mapping wise-hm, perhaps some ceiling lights, and maybe remove some crates in place of pillars, where they fit, because it seems like the kind of sized rooms that need some support beams in the center or thereabouts.

Gameplay wise-stealth monsters bad. STEALTH MONSTERS BAD.


Mappers block sure does suck... that's why the last 10% of any map is always the most difficult to get through.
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Amuscaria
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Post by Amuscaria »

Hm...looks like i'll need to use XWE then. Since Wintex automatically converts the pallete everytime you copy and paste something into the wad.
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Graf Zahl
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Post by Graf Zahl »

Tormentor667 wrote:@Everyone: Everything of TNT2 is finished except this last area in the middle, these containment areas. I have still no idea how to improve them and I would appreciate if some of you could give me some ideas or suggestions because I have a real mapping block on that last area :(

You know, without seeing the area in context of the whole map it is hard to make suggestions how to improve it. But these are just storage rooms after all. They don't have to be über-detailed. IMO it should be enough to match their visual style to the rest of the map without adding too much new geometry.
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Tormentor667
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Post by Tormentor667 »

Well, I had rather in mind to totally rebuild them, adding some stacked sector scenery to make it look "larger"... but... well... this would take a lot of time and trickery...
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Tormentor667
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Post by Tormentor667 »

Good news, TNT2 is finished :) Right now I am adjusting a few areas concerning gameplay but I am very, very pleased :)
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Nmn
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Post by Nmn »

Great news :rock:
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Shadelight
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Post by Shadelight »

I hope you finish KDiZD before this =P
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Tormentor667
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Post by Tormentor667 »

Well, still have to finish TNT3, adjust TNT4 and do final cleanups to all the whole compilation so this still will take some time ;)
dennisj1
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Post by dennisj1 »

|Is TNT:LE going to be in the Ultimate Torment & Torture?
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Tormentor667
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Post by Tormentor667 »

Yes!
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Nmn
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Post by Nmn »

Now here's a question out of the wrong hat:
-Is UTNT a testament to your doom mapping career? I'd like to know please wether you'll be working on Stronghold or not.
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Siggi
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Post by Siggi »

Here's a good one!
-Will Torm ever stop using acronyms for his map titles???
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