The WIP Thread
- DoomRater
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Heard bad things about the weapon system in Dark Cloud.... like broken weapons disappearing and stuff.
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
That's an awful lot of lighting! I quite like those sloped LITE5 ceiling fixtures though.Bomber wrote:A Short Map Called "Cyanide" (Cianuro in Spanish)
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Showcasing: Yet another random map that will probably never be finished!
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- ChronoSeth
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
It seems excessively dark.
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Moar Pics of Cyanide
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Looking good Bomber!
That is an interesting red lift though.
Yeah, Doom 3 called, you're making it jealous.ChronoSeth wrote:It seems excessively dark.

That is an interesting red lift though.
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

An idea I wanted to try.
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
lol ur usin r776 mnotsers ur mod suxxxx!!!!!!!!!! Otherwise looks good.zap610 wrote:*Image*

Been working on a level-up/achievement script for Tactical Doom, to help attract CoD players and players who like meaningless gold stars and empty rewards when they play.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Thanks! There's a subtle reason that I picked those specific monsters.Ghastly_dragon wrote:lol ur usin r776 mnotsers ur mod suxxxx!!!!!!!!!! Otherwise looks good.zap610 wrote:*Image*

- NeuralStunner
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Woo, I like that. Particularly the subtle shine on the floor.zap610 wrote:[Screenshot]
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
I see no such thingNeuralStunner wrote:Woo, I like that. Particularly the subtle shine on the floor.
- NeuralStunner
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Look at the areas under the skylight. The areas around it are only slightly darker (light diffusion), so it creates a look of shininess rather than an insane level of brightness (as if daylight only travels in straight lines, which some mappers unfortunately sem to think).MG_Man wrote:I see no such thing
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
I think you could blame how the engine works for that instead of the mappers.NeuralStunner wrote:as if daylight only travels in straight lines, which some mappers unfortunately seem to think
- esselfortium
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Does your version of Doom tell you how to draw sector lighting?Sodaholic wrote:I think you could blame how the engine works for that instead of the mappers.NeuralStunner wrote:as if daylight only travels in straight lines, which some mappers unfortunately seem to think
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
If you're dealing with a port without light transfer/light sloping, yes, actually. If you have a light source from above, you really have no choice but to have it come straight down. Otherwise, if you were to try to have the light area on the floor be bigger than the area that the light source covers, you would end up lighting the area on the ceiling surrounding the light source as well.esselfortium wrote:Does your version of Doom tell you how to draw sector lighting?
If you're dealing with horizontal light sources on the other hand, you can shape the sector to have light cast out in rays instead of being straight forward like a laser.
If dealing with something like ZDoom though, it doesn't matter, since these restrictions don't apply.