[Project] "Knee-Deep in ZDoom"
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Very nice! It's good that those PIPEWALL textures are finally gone, and I also think the split door looks better now.Tormentor667 wrote:Well, let's pass these 2 weeks and then we will look further ;)
BTW, here is some preview of E1M5 room 2 I am working on:
I removed most of the Doom2 textures, added consoles and this need little vertical light gradient you can see at the walls ;) Damn. thats detail ;)
Good work (but of course, I didn't expect anything else from you). ^_^
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Don't be silly, noone's hating DOOM 2. I (as well as some others, I guess, but I really can only speak for myself) just think that the texture didn't look good, and I'm glad to see it changed now. What's wrong with that?Lexus Alyus wrote:Hay, put some pipe wall back there! Do what Nightmare did! Star tan on the top and pipes at the bottom! I don't understand all this hatred to anything in Doom2... the point is, why choose Doom2 if you don't want us to use Doom2 testures? That area doesn't look as good IMO anymore.
:evil:
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@Lexus - At the beginning, the pipes where already in this setting, as Nightmare's suggestion has been but then I saw, that this vertical light effect could be overseen very easily. And to be honest, this effect looks too cool and the work was to hard to put the pipes back there agin But maybe I find another way to add some "Lexus Style" there And now stop being pissed *givesyoucandy*
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How do those tiles work with the deep nukage? I would think they'd look very poor from underneath... I took the platform there out for a reason... I wanted the player to have to jump across quickly! It makes the battle just up the stairs more interesting if they didn't take the time to clear it out beforehand.
Also if you use a flat texture on the curved ceiling the effect will not show nearly as well as it could.
Also if you use a flat texture on the curved ceiling the effect will not show nearly as well as it could.
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@Risen - Well, I make the pool more realistic with a groupteleport (dukestyle), because I also wanted to add some more underwater tunnels there, so no problem about the small plates. I think you are right about the flat texture on the curved ceiling, this is why I think about another alternative, maybe I will use METAL or some kind of that structure.
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That seccond sghot does look quite nice and i suppose I'll accept yoyr reeasons for destroying my texturing... but you won't be so lucky in the future! .
I never use lines sloped textueres... only on those pipes, but they are facing in the right direction. I like the browness and the greeness of the seccond shot of Z1m5... cool stuff...
I never use lines sloped textueres... only on those pipes, but they are facing in the right direction. I like the browness and the greeness of the seccond shot of Z1m5... cool stuff...