Okay, after the moon trilogy is in indefinate hiatus for obvious reasons, and I'm not sure how to finish Burton, as I hit a stump on scripted boss battes ala LoZ, I am working on a single map wad which will use many elements to foocus on fear over intensity. In fact, the gameplay will be rather slow until you reach the final third of the level. It'll feature zombies, and I'm using alot of randomizers to make the gameplay as unpredictable as possible. Also, I'm aiming to have it as Hi-res as possible.
For work credit before I start posting screenies,
I'm using:
id Software's Quake 2 Models and skins as bases
Doomero's d3 Weapon sprites
Risen3d's hi-res textures,
some Vavoom models, (which will remain nameless due to use in mod)
And some elements of the gore system used in Sergeant_Mark_IV's BrutalDoom (Also, if I can, I'd like to impliment the headshot system. However, I'm not going to use much, and I'm already editing your base sprites.)
The weapons and Zombie system are my own work. As will be most of the rest of it.
Screenies:
A big open starting room displaying the hi-res glory and my custom hud. It'll use the battery life of the recorder as a health meter.
Showing off lighting use:
Fighting a hunter and the aftermath.
Where there's smoke:
A recreational area
The main objective
I have no idea how I got a screenshot exactly as the lights flickered on, but in the garden maze area:
Sorry, Connection glitch, more screenies at some point tomorrow.
Re: [WIP: Demon: Experimental Horror]
Posted: Thu May 05, 2011 9:51 am
by Matt
.....izzat sum rape filter doom
(look it up, I can't find a reliably SFW link)
On a more serious note, I'm wondering if making it "as Hi-res as possible" is going to help at all with the immersion and suspension of disbelief needed for horror... the general rule I've noticed is that the higher the texture detail, the more any low-detail geometry is going to stick out unless the modeler has paid excellent (like, surpassing most people's best possible efforts given no time limit) attention to how the texture and the geometry interact. Even on something that's supposed to be a cube, unless you've paid close attention to how they're shaded if you just render a literal cube the perfect right-angle edges are going to stick out a lot if the texture is high-res.
Re: [WIP: Demon: Experimental Horror]
Posted: Thu May 05, 2011 11:30 am
by Nash
IMO, super high res textures in GZDoom maps look ugly because of the lack of proper lighting and shadows anyway.
Also, super high res != immersive. I've been super immersed playing Ultima Underworld in its full 320x200 glory. :D It may be pixelated as hell, but it's definitely one of the best games I've ever played.
Re: [WIP: Demon: Experimental Horror]
Posted: Thu May 05, 2011 11:36 am
by Tragos
Nash wrote:IMO, super high res textures in GZDoom maps look ugly because of the lack of proper lighting and shadows anyway.
Also, super high res != immersive. I've been super immersed playing Ultima Underworld in its full 320x200 glory. It may be pixelated as hell, but it's definitely one of the best games I've ever played.
512 x 512 is my general limit unless I'm making a spectacular floor texture. I second your feelings toward Ultima Underworld. It was released before Wolf3d and it was light years ahead, too bad high system requirements made it unknown to most.
Re: [WIP: Demon: Experimental Horror]
Posted: Thu May 05, 2011 11:44 am
by esselfortium
Nash wrote:IMO, super high res textures in GZDoom maps look ugly because of the lack of proper lighting and shadows anyway.
Yeah, more often than not hi-res textures and other GL effects only draw attention to the comparative flatness and other shortcomings of the lighting and map geometry.
Re: [WIP: Demon: Experimental Horror]
Posted: Thu May 05, 2011 2:12 pm
by Tragos
esselfortium wrote:
Nash wrote:IMO, super high res textures in GZDoom maps look ugly because of the lack of proper lighting and shadows anyway.
Yeah, more often than not hi-res textures and other GL effects only draw attention to the comparative flatness and other shortcomings of the lighting and map geometry.
You can still fake some pretty neat effects with 3d floors and lots of sector/dynamic lighting. But who likes spending hours on a single corridor or room? Well, I like too but that is why my mapping is so dreadfully slow.
Re: [WIP: Demon: Experimental Horror]
Posted: Thu May 05, 2011 5:11 pm
by Amuscaria
Tragos wrote:But who likes spending hours on a single corridor or room?
The poster above you.
Re: [WIP: Demon: Experimental Horror]
Posted: Fri May 06, 2011 1:05 am
by Nash
I spend hours on a single linedef! Because I suck at mapping that badly! :O
Re: [WIP: Demon: Experimental Horror]
Posted: Fri May 06, 2011 1:12 am
by Matt
It took Leonardo da Vinci seventeen years to align a Mona Lisa texture on a single linedef.
Re: [WIP: Demon: Experimental Horror]
Posted: Fri May 06, 2011 1:39 am
by Big C
It costs four hundred thousand dollars to fire this weapon...For twelve seconds.
I am suddenly imagining an Arachnotron styled after that battletank concept sketch Da Vinci devised.
Re: [WIP: Demon: Experimental Horror]
Posted: Fri May 06, 2011 12:55 pm
by bgraybr
Big C wrote:
I am suddenly imagining an Arachnotron styled after that battletank concept sketch Da Vinci devised.
Steampunk Doom?
Edit: err... not exactly. But still. This made me think of how awesome a steampunk BFG would be.
Re: [WIP: Demon: Experimental Horror]
Posted: Fri May 06, 2011 2:47 pm
by Tragos
bgraybr wrote:This made me think of how awesome a steampunk BFG would be.
I'd be willing to do a full scale model of such a thing, but I'd need a healthy amount of funds in advance. You know for materials.
Re: [WIP: Demon: Experimental Horror]
Posted: Fri May 06, 2011 3:07 pm
by Big C
@bgraybr:
And NOW you've got me imagining a well-dressed cyberdemon with a top hat and monocle that fires cannonballs out of its arm cannon.
Damn you.
Re: [WIP: Demon: Experimental Horror]
Posted: Fri May 06, 2011 3:25 pm
by wildweasel
Big C wrote:And NOW you've got me imagining a well-dressed cyberdemon with a top hat and monocle that fires cannonballs out of its arm cannon.