Cold
#267 posted by mjb on 2016/08/11 15:19:49
Ooh those screens give a really cold and isolated vibe. Looks great!
Cold Indeed
#268 posted by NewHouse on 2016/08/11 15:54:27
Map is going to be called out of jam7 "IceCore", when it is finished/polished. It might not look much right now, but hopefully it will end up being what I'm seeing already*
#269 posted by skacky on 2016/08/11 17:28:43
I like the lighting and shapes, reminds me of the first few maps of Doom 64.
Tens
#270 posted by adib on 2016/08/11 20:04:21
Is this the FGD you're using, right? Thanks for it!
As for me, I'm still greyboxing. No screenies atm.
Skacky
#271 posted by NewHouse on 2016/08/11 20:58:53
Interesting to know* I haven't personally ever played doom 64, only doom 1, 2 and a lots of custom episodes yet mods.
I could say I have played Doom more than Quake in my past, but I have to say I prefer Quake more nowadays - it feels just right to me. And my favorite episode in Quake is Episode 4, even though many people seems to dislike it "because spawns mostly I guess".
Skacky is right, it has a distinctly Doom64 vibe.
#273 posted by NewHouse on 2016/08/11 21:25:54
..but you like what you see?
Colors*
#274 posted by NewHouse on 2016/08/11 21:29:58
but yeah, as long as it's in original Quake's color pallet (which I am using), why not use them?
#275 posted by anonymous user on 2016/08/11 21:30:30
pallette*
#276 posted by Rick on 2016/08/11 21:32:06
Actually...
Palette
Let's just say it suits my palate.
DOOM 64 Is Good
#278 posted by mjb on 2016/08/11 21:59:51
I was getting the blue section of the Staging Area (Stage 01) from your screens, and yes I like what I see.
Let's Not Forget DOOM 64
#279 posted by NewHouse on 2016/08/11 22:29:56
Yeah, I can't pronounce "Palette" in Finnish "Paletti" if interested*
Currently Over Halfway Through D64
#280 posted by killpixel on 2016/08/11 22:39:10
Little bland, both visuals and gameplay. I'm sure it was hot shit on console back in the day, though.
Killpixel
#281 posted by NewHouse on 2016/08/11 22:47:04
Well I can't really tell, but it seems like Doom 64 Ex version has a decent amount of options for rendering and brightness. Design-wise levels might be a bit linear? But I can't really tell, because I haven't played Doom64.
https://www.youtube.com/watch?v=X5tHgx_J0ZM
Doom64EX is good, but even better is that it has a level editor :)
#283 posted by dwere on 2016/08/11 23:06:48
Not a lot of content is being produced though. And the quality of what's being made is typically rather basic, despite Doom community having a lot of experienced mappers.
I was working on some stuff but I haven't found my groove when making Doom maps.
Doom, Doom 2, Doom 3, Doom 64, Doom 2016...
#285 posted by Izhido on 2016/08/11 23:29:53
Looks like id does not like to follow a consistent versioning schema. :)
And Now, For The Second Stupid Thought Of The Day...
#286 posted by Izhido on 2016/08/11 23:35:13
Now that Nintendo finally decided to open up their platforms, I wonder what would happen if somebody attempted to publish their own port of Doom as a 3DS/Wii U app, on their own. Now that should be something worth watching ;D
Different Use Of Lights?
#287 posted by NewHouse on 2016/08/11 23:35:28
Has anything especially good released in Doom community lately?
By the way, is there way to light up sectors or somehow capsule light inside brush, then giving delay when light should starts and it would make a really nice "domino" lighting effect as an result*
In duke nukem 3d episode 2 I saw one hallway with that kind of lighting (look at walls left and right). Starts from 3:47**
https://www.youtube.com/watch?v=h2Sa9CiCznc
Light Delay (Actual Delay, Not Fade Off)
#288 posted by Qmaster on 2016/08/11 23:42:44
You can use trigger_relay(s) to give a delay to your lights. If you have a hallway and 16 lights to light up dominoe style when player walks in, have a trigger relay with same targetname that targets each different light and give each relay a longer wait time than the last one.
Qmaster
#289 posted by NewHouse on 2016/08/11 23:47:42
Thanks, I know that*
What I was asking was how to make light be more precise and not in a sphere shape. Doom used sector lighting, it would be nice to make that even in Quake.
I almost managed to make it work using func_wall brushes, between lights and then removing them when the map starts. But there should not be any caps between light sectors.
Oh
#290 posted by Qmaster on 2016/08/11 23:50:30
You want to use ericw's tyrlite to create light projections. I have no idea how though and couldn't find any documentation.
It Would Be Interesting
#291 posted by NewHouse on 2016/08/11 23:55:26
Combining Quake's lighting and Doom's sector lighting would add a lot more contrast to the map to be honest. Hopefully that is somehow possible to make, it doesn't need to be the most elegant way to do it - as long as it works?
In other map (which I haven't released yet) I even light up some of the func_train brushes in totally different location, because in some cases light wouldn't touch faces that are visible when something opens for example. I'm not by any mean familiar with these techniques but even something like that might work maybe?
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