Recently Gave GZDoom Builder A Try...
#10587 posted by
Breezeep_ on 2014/02/13 15:48:10
...and this is what i have so far
http://i.imgur.com/5ceLd8F.png
#10588 posted by
mechtech on 2014/02/13 17:57:56
Those that have downloaded the test map. Let me know if it works. If anything is broken, if it crashes. The textures, lighting and layout are done. I am interested in game play breaking bugs. If it's done I'll finish the second map and be DONE.
The whole thing started with this level from Duke3d.
http://www.mediafire.com/view/hc4g06mwcm165ep/e2m1_01_small.jpg
That was amazing back in the 1996
beta map
http://www.mediafire.com/download/2vdtbb0ci47af46/titanbeta7.7z
Looks Nice...
Is this a Doom or Doom II wad?
Sweetttt
nothing better than the double shotty
First Release Preview: DARK CITY
#10593 posted by
Featheon on 2014/02/15 19:14:44
Greetings,
This will be my first public release, titled DARK CITY. It is intended to be a non-linear survival horror experience.
http://i.imgur.com/rx6SeRf.png
http://i.imgur.com/BWKdEQZ.png
Beta to follow in coming weeks, time permitted.
Well.
#10594 posted by
Shambler on 2014/02/15 19:19:25
Screenshots are a bit bright and washed out. Maybe tone down the lighting a bit??
Can't See Nuthin!
But at least the map is true to its name.
#10596 posted by
Featheon on 2014/02/15 19:25:17
must need to change my monitor setting or something.
Not Necessarily
Screenshots you take in game will always look stupidly darker when viewed later. Increasing the contrast and brigthness by about 15-20 tends to fix that.
Thanks
#10599 posted by
Featheon on 2014/02/15 20:28:28
I should take both possibilities, that the map is too dark and that the screenshots are a misrepresentation, into consideration.
However, I might explain further that part of the non-linearity of the map stems partially from the need for players to activate electrical generators that turn on lights to reveal new areas. So in many cases I have to make sure that the light is dark enough that the player will not see or be able to access those areas until the have toggle the appropriate lighting. Perhaps this makes screenshots a bad way to go, lol.
#10600 posted by
Spiney on 2014/02/15 22:35:05
For brightness, just make a histogram of the screenshots, better than eyeballing it.
Though it will always be ridiculously dark, cause it's Quake.
#10601 posted by
Featheon on 2014/02/15 23:29:34
I'll try that. I also started using fade multipliers. Here I've tried extended the geometry and added ambient light:
http://i.imgur.com/raIyx4O.jpg
#10604 posted by
JneeraZ on 2014/02/16 13:22:22
#10605 posted by
Spirit on 2014/02/16 13:26:11
Different gamma settings probably. They look fine to me too on Linux with a sRGB monitor.
#10606 posted by
necros on 2014/02/16 15:03:05
same here. also the last shot looks awesome. city map with metal textures?? yes please!
I Know
#10608 posted by
necros on 2014/02/16 17:50:19
I still have it at about 70% done. Unfortunately, I had it tested and it needs a lot more work to smooth out gameplay and it hasn't been detailed at all.
Willem
#10609 posted by
nitin on 2014/02/16 22:33:43
yeah on my monitor settings they look fine. It's calibrated but I assume most people's are and so it just comes down to different displays doing things differently.
Ne_blackrock
#10610 posted by
negke on 2014/02/16 22:52:12
Remember the inside joke in the mce library...
#10611 posted by
JneeraZ on 2014/02/16 23:27:18
Ever notice how screenshots from professional games never look pitch black on anyone's monitors? :)