Doom 2 Intermission Map (REVIVED)

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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

wildweasel wrote:Regarding the dithering in the Wolfenstein screenshot, it might help if the "background" shot were simply retaken; one would only have to find a room that looks somewhat like the original (I think it exists in Wolfenstein's E1M1, as a matter of fact) and palette-swap the doors from cyan to silver to match the changes made for Doom 2. Then the guard can simply be pasted in, and there will be less distortion around where BJ and the title logo were edited out.
I was thinking about doing that, especially since the brown guards don't show up in Doom 2 anyway.

As far as other concerns:
1. The modeled map 2 was a huge hassle and never looked right from any angle to me. This being based on actual aerial photography looks better. That being said it still doesn't feel right to me either but I kinda sided with "it's good enough." However, after what I did with map 3 I feel like I should give it another chance. Maybe. I dunno.
2. The dithering was something I honestly didn't notice. I will go back and do something about it. Besides someone pointed out the ground looked too smooth. Honestly I was going for smooth like this wasn't natural at all but I see the concern.
3. As far as the second and third map redesigns, how about some support from you guys? If you'd like to submit art to project (like "hey I made a sprite to represent Suburbs!", "here is a background for map 2", "I made a representation for that Xbox exclusive level, can you add it in?", etc) or something please send it my way. Everyone who contributes gets credit in the read me and stuff.
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LostSkull
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Re: Doom 2 Intermission Map (REVIVED)

Post by LostSkull »

Skunk wrote:
Spoiler:
Love this one
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Siberian Tiger
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Re: Doom 2 Intermission Map (REVIVED)

Post by Siberian Tiger »

Skunk wrote:Image
Maybe it is just me, but this image feels out of place -- evertime I see it, it just doesn't look right for an intermission screen. Perhaps my reasoning is because the image itself is way to 'busy' as opposed to - the regular Doom IWAD? Or maybe the 'feel' of that picture isn't really /Doom'y/? I cant fully say, but it just feels so out of place to me.



God, at times I sincerly HATE typing on my Android mobile, especially when the screen focus cuts out what I am typing and attempting to refocus the view only gets reverted back to its previous spot, meanwhile the cursor is itself is inaccruate. UGH!
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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

So here are five gifs of Map 3. Each one was made with a different amount of dithering.

0%
Image

25%
Image

50%
Image

75%
Image

100%
Image

Which looks best to you guys?
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Nash
 
 
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Re: Doom 2 Intermission Map (REVIVED)

Post by Nash »

The 0% one for me.
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LostSkull
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Re: Doom 2 Intermission Map (REVIVED)

Post by LostSkull »

Nash wrote:The 0% one for me.
+1
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Abba Zabba
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Re: Doom 2 Intermission Map (REVIVED)

Post by Abba Zabba »

I'll have to agree with them, I'm liking 0%.
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Re: Doom 2 Intermission Map (REVIVED)

Post by Gez »

0%, except for the red square building in the top center. For this one, 100%.
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Re: Doom 2 Intermission Map (REVIVED)

Post by Hellser »

0%, except for the pulsing light and the red building - then 100%. Also, 50% for the foreground cavern.
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Ferguson
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Re: Doom 2 Intermission Map (REVIVED)

Post by Ferguson »

This is a great idea, never seen this when it was started, glad it has been revived. Even the test map looks great.
I like everything about it, appreciate your work.
Looking forward to this. :D
Toberone
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Re: Doom 2 Intermission Map (REVIVED)

Post by Toberone »

I can't tell the difference, actually.
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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

Any more votes? I want to finish up map 3 before I attempt a map 2 remake. Speaking of, still taking art if anyone wants to submit anything.
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Triple S
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Re: Doom 2 Intermission Map (REVIVED)

Post by Triple S »

I like 100% because the lighting effects look better, but the issue is that there's not enough contrast in general on 100% (especially with the pulsating lights)

But really, the ceiling light effect shouldn't "pulse" like it does; it should have a sort of "dusty" effect. Like when light shines through into a room with dusty air.
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Scripten
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Re: Doom 2 Intermission Map (REVIVED)

Post by Scripten »

I like 100% on the red lights, but I'd go for 50% or even a little less for everything else. Also, I've been feeling like those rocks rimming the edges of the image obscure things a tad bit too much. Maybe if everything flowed together a bit more, it might look more concise.
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Re: Doom 2 Intermission Map (REVIVED)

Post by Onslaught Six »

See, I'm the guy who thinks the Industrial Zone one is the best out of the bunch.
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