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

@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


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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. ^_^;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 meThx 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
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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. ;_;Tormentor667 wrote:Yeah, I know, because those two are very important and absolutely usefulAnd 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 :-/
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.neoworm wrote:These Wrightverge sprites looks better in DooM mods.
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@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
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

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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.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
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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/
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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.Tormentor667 wrote:Well, you can add some objects as well but I prefer texturesAnd 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...
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.
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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.
Anyway, mod looks good.