Doom 2 Intermission Map (REVIVED)

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armymen12002003
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Re: Doom 2 Intermission Map (REVIVED)

Post by armymen12002003 »

for me its the 75% cause the it not to much or too little pulsating light
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TheMightyHeracross
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Re: Doom 2 Intermission Map (REVIVED)

Post by TheMightyHeracross »

Nash wrote:The 0% one for me.
Agreements++
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RikohZX
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Re: Doom 2 Intermission Map (REVIVED)

Post by RikohZX »

So I remember seeing the dithering on the Wolfenstein intermission screen, along with the really awkwardly scaled method of doing it straight from Wolfenstein 3D's title screen. Sorry if this bump bothers anyone (although it's not been a full month yet), but I decided to take a stab at WildWeasel's suggestion on how to handle the issue, maybe Skunk might like it if he's still working on this project.
Spoiler:
Unfortunately I screwed up the shot's perspective a little, so Doomguy doesn't look like he's actually sticking to the wall. :(
I dunno if Z/GZDoom scales 640 x 480 intermission images up automatically, since I have no idea how that stuff works, but I hope it helps you somehow if they aren't already rendered obsolete over the near-month.
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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

So... you think if I keep procrastinating on this bastard, I could win the Mordeth award?

(Thank you RikohZX for the contribution, by the way!)
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Reisal
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Re: Doom 2 Intermission Map (REVIVED)

Post by Reisal »

You have my interest, Skunk and co. :)

Piqued and definitely would like to see this completed.
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Nash
 
 
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Re: Doom 2 Intermission Map (REVIVED)

Post by Nash »

For that Wolfenstein screen; either reposition the camera so the left blue wall is closer, or size down the Doomguy a little and add some ambient occlusion behind him so he will appear to "gel" with the wall better instead of appearing to be a floating copy/paste billboard!
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Jaxxoon R
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Re: Doom 2 Intermission Map (REVIVED)

Post by Jaxxoon R »

Oho... That starport!
Gonna dig this one.
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oliacym
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Re: Doom 2 Intermission Map (REVIVED)

Post by oliacym »

Hi everyone, just joined the forums, Skunk, I was late to the party and just discovered you'd done those excellent intermission maps for Thy Flesh Consumed and Evil Unleashed (if that wasn't you then please correct me! :) ) And now I see you've been working on ones for Doom 2.

I see you've been having some trouble staying motivated, and I just wanted to say, the work you've done so far on it, and in the past, is frankly superb. Not only does it plug a gap left by the original developers, but the style matches perfectly with the original. I truly hope you manage to finish these, and I was really glad to see you'd got over the mid-project blues! Anyway, amazing work so far, and I really hope you manage to make it to the end. I'm particularly intrigued to see the Hell map :)
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Rustygold
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Re: Doom 2 Intermission Map (REVIVED)

Post by Rustygold »

Dang these maps are totally brutal! I really hopes this works out for you It really looks nice! Id should have made a Intermission screen like this all the way back In 94'.
PatCatz2004
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Re: Doom 2 Intermission Map (REVIVED)

Post by PatCatz2004 »

Hmmm....

Could there be a chance that these can work with UZDOOM?
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