Small "Challenge": Brightness Megawad

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Phobus
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Post by Phobus »

Don't worry, this is just stuff I'm going to make. The monster is particularly small (for monsters) as it doesn't need or use rotations.
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Phobus
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Post by Phobus »

Well, I don't know how many other participants there are, but I'll just do a progress report:

*Create specialised monster, making it graphically simple, yet challenging. [DONE] (I'm very happy with how simple the graphics are, and how few there are, compared to how complex and animated the monster itself is :D )
*Create any textures/flats I think I'll need for my level. [DONE]
*Create map itself. [DONE]
Last edited by Phobus on Sat Mar 11, 2006 4:59 am, edited 1 time in total.
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MaxPower8905
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Post by MaxPower8905 »

I'm still working on my map. Progress is going good and the maps coming out pretty cool so far. Here's a screenshot of it:
http://img217.imageshack.us/img217/9629/doom00114fh.jpg
farlowj
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Post by farlowj »

That looks freaking awesome. Max, keep up the good work, as well as everybody else, like Phobus, which the monster sounds intriguing.
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Phobus
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Post by Phobus »

@MaxPower: I must say, I don't think my wad will be besting yours. Looks very nice, and like something out of Simplicity. Good job :D

I've started on the textures/flats I intend to use, starting with a marble floor type flat. I think I may be using a little too much contrast, but it's not awful, so I'll just carry on.
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Post by BouncyTEM »

ooh this looks good. :)
looking forward to seeing this all finished. :)
(now if only i was good enough in mapping to participate myself... :stuppor:
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Bio Hazard
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Post by Bio Hazard »

Wow, that looks great! And I don't say that very often.
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Phobus
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Post by Phobus »

Well, I've finally started on my map, though I'll definitely still be making more textures as and when I need them. (I've only made 12 ATM)

I would show you a screen shot, but it's basically just a rough outline of the playing area with a skybox and about half of my new textures in use.
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Tormentor667
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Post by Tormentor667 »

Bio Hazard wrote:
Wow, that looks great! And I don't say that very often.
This is what I've thought! Excellent architecture, lighting and amound of detail!
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Graf Zahl
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Post by Graf Zahl »

Indeed. This looks impressive.
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Ryan Cordell
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Post by Ryan Cordell »

He's the next you, Torm. :P
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MaxPower8905
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Post by MaxPower8905 »

Thanks for all the good comments guys! Progress is still going good with the map and I'll have some more screenshots once I finish the area I'm currently working on.
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Phobus
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Post by Phobus »

As the map is just one big arena style thing, the screenshot below is showing an unfinished area, but I think I've done enough to warrant a screenshot. (The monster isn't in it though)

Image

You can see new textures, a skybox and somewhere near half of the map there. I said I was going to do a boss arena style map, and that's what I'm doing. My main aim here is to make it very bright and stay within the rules. I'll probably keep the detail level as is, with a minor touch up here and there where I think it's needed. Current statistics are:

1022 vertices
1140 linedefs
1984 sidedefs
126 sectors
66 things
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Graf Zahl
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Post by Graf Zahl »

Ugh...

sorry, but bright levels with bright textures don't mix. This hurts my eyes. :(
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Post by Nmn »

:stuppor:

That must be the strangest thing I've seen in Doom lately. Not that it's anything bad :) just .. different.

Attendum to what Graf said:
I wonder how a bright megawad would mix with .. dark textures, like Quake's or my corporation pack. /pimpage ;)
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