Demon Eclipse Mod Thread - New Beta Up-Testers needed. p. 1

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
king_necro
Posts: 28
Joined: Sat Mar 12, 2005 1:17 pm
Location: Around many places of intrest

Post by king_necro »

These look very nice indeed. This seems to be added to the list of projects I'm waiting to be finshed and released. :) Keep it up, I really like the Hellish levels.
User avatar
Nash
 
 
Posts: 17422
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Post by Nash »

I still can't fathom how you can make a ceiling translucent without using stacked sectors.
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

That looks like a translucent wall rather than a translucent ceiling.
User avatar
Tormentor667
Posts: 13510
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@Nightmare - Exactly ;)

@Eriance - Yes, okay, but you could try to use the same colors for the DarkRedRusts as used on the Bloodfiend, that'd be enough for me ;) Thx for the new tex's, but I still need more light-source textures for hell... maybe some lava-lamps in the walls or furnaces or other hot stuff (or evil strange stuff) Oh, and nice shots, you are doing a great job and you are working very fast, I like that :)
User avatar
Tormentor667
Posts: 13510
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Oh, and could you also be so kind and make a red and darkgrey variant of the ESUPPORTx? Thank you very much ;) Same goes to the floor variants for that textures (ERUSTF..whatever they are called)
User avatar
Nash
 
 
Posts: 17422
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Post by Nash »

OH I SEE IT NOW!

My eyes have been tricked!
User avatar
Amuscaria
Posts: 6626
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

Tormentor667 wrote:@Nightmare - Exactly ;)

@Eriance - Yes, okay, but you could try to use the same colors for the DarkRedRusts as used on the Bloodfiend, that'd be enough for me ;) Thx for the new tex's, but I still need more light-source textures for hell... maybe some lava-lamps in the walls or furnaces or other hot stuff (or evil strange stuff) Oh, and nice shots, you are doing a great job and you are working very fast, I like that :)
The I can only make a lighter red color for the rust textures because even saturating them in normal red tends to make them really dark. And when I paste them into photoshop, it tend sup with 3 colors O_o. I'll see what I can do. And oops, forogot about my favorite two ESupport and Emetbars ones. ^_^;
User avatar
Tormentor667
Posts: 13510
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Yeah, I know, because those two are very important and absolutely useful ;) And don't forget about the light sources! I really dont want to use LITEx variants in hell as I don't really want to use these CEILx_x lights that can be seen in the shot :-/
User avatar
neoworm
Posts: 1740
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Post by neoworm »

These Wrightverge sprites looks better in DooM mods.
User avatar
Amuscaria
Posts: 6626
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

Tormentor667 wrote:Yeah, I know, because those two are very important and absolutely useful ;) And don't forget about the light sources! I really dont want to use LITEx variants in hell as I don't really want to use these CEILx_x lights that can be seen in the shot :-/
I'm having a bit of trouble understanding what you mean by light sources. Do you mean the additive transparent textures you used in your Big Zdoom community project (the one i asked you how you got the additive transparency in Doomworld forums)? Or do you mean more of the fires and lava and all that sort of hellish delights? I need the game blood for more texture references. I only have the shareware. ;_;
neoworm wrote:These Wrightverge sprites looks better in DooM mods.
Looking very nice there. We will put it to use in the first release. But these weapons that I have now in the wad are only temporary place holders, I will most likely draw my own once we get the levels working and have people test out the playablility. Thanks for the hardwork though. I will include this into the first release.
User avatar
Tormentor667
Posts: 13510
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@Eriance - Yes, I need more sorts of hellish lighting stuff, more fires, more lava, maybe some torches in walls in different colors, maybe some furnaces or other stuff. Conc. Blood, use the following texture set:
http://doomworld.com/idgames/index.php?id=12571
I created this about a year ago and included all of the BLOOD textures from the full game!
And conc. some ideas of hellish light sources, check the following texture packege:
http://www.doomworld.com/afterglow/text ... rodtex.zip
It has some of those furnaces I have in mind and other "hellish" light sources, which might be pretty useful in our maps for Episode 2 ;)
User avatar
Amuscaria
Posts: 6626
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

Tormentor667 wrote:@Eriance - Yes, I need more sorts of hellish lighting stuff, more fires, more lava, maybe some torches in walls in different colors, maybe some furnaces or other stuff. Conc. Blood, use the following texture set:
http://doomworld.com/idgames/index.php?id=12571
I created this about a year ago and included all of the BLOOD textures from the full game!
And conc. some ideas of hellish light sources, check the following texture packege:
http://www.doomworld.com/afterglow/text ... rodtex.zip
It has some of those furnaces I have in mind and other "hellish" light sources, which might be pretty useful in our maps for Episode 2 ;)
Oh i see. I'll go back some torch textures (or maybe you want them as objects intead of textures? I'l go see if i can scrap up more fires and stuff.
--------------------------------------------------------------------------------------
Here are some new screenshots. I made two new rooms today as well as updated a few other existing ones. The last two screenshots are of the boss area where you fight waves of monster followed by 4 Archons of Hell. The thing in the middle is a portal that takes you to the next level; Tower of Suffering; the stairs raise and gates open after you kill all the archons. THe map is now 80% complete. All monster and items has been placed within the existing map so far and I need just 2 (maybe 3) smaller rooms to complete the map. ^_^ This is going a lot fater than i thought; i;ve never made a map this size with this much detail in just 3-4 days.

Screenshot: http://www.deviantart.com/view/28080375/
User avatar
Tormentor667
Posts: 13510
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Well, you can add some objects as well but I prefer textures ;) And your shots look pretty, really, you are working very fast as I do, though I have to admit, my map is just about 15% done.. and I already have a sector count of 1800... this one's going to be huge I think...
User avatar
Amuscaria
Posts: 6626
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

Tormentor667 wrote:Well, you can add some objects as well but I prefer textures ;) And your shots look pretty, really, you are working very fast as I do, though I have to admit, my map is just about 15% done.. and I already have a sector count of 1800... this one's going to be huge I think...
1800?!?!? O_O wouldnt zdoom like explode? (what is the sector limit anyway?). I'm only on like...400 maybe. Wow, that's one huge Tower of Suffering. I hope it all fits into a map. The last time I made a really big map, nothing but Edge would run it. Probably because the engine wouldnt hold that much room. As for the texture,s I think i have a few good ones coming. hopefully, they will be up tonight.

You've gotta post new screenshots of your huge arse map. I usally join every sector i can possibly do it, i guess that reduces my sector count by a lot.
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

Don't worry about sector count at all for ZDoom, it can handle pretty much whatever size level you throw at it. Tormenter knows what he's doing with big levels, I don't know of any of his maps that are small, are there? But just map away, don't worry about sector count, which seems more like a pride thing now, ("my level has 2000 sectors", "oh yeah? mine has 3001.5, so take that!")
Anyway, mod looks good.

Return to “Editing (Archive)”