[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.475147 [View]

>>475118
u r dumb + stupid

>>475120
>That looks pretty good, is it going to be some sort of atmospheric map; it kinda reminds me of amnesia.
Yeah, exploration/problem solving. No fighting. I'll probably make a fast dm-version of it that works without OpenGL when it's done though.

>> No.475109 [View]

>>475081
Volumetric pixels ("minecraft blocks"). The lanterns are 3-dimensional.

>> No.475063 [View]
File: 565 KB, 1920x1080, Screenshot_Doom_20130417_155740.png [View same] [iqdb] [saucenao] [google]
475063

WE VOXEL NOW

>> No.469753 [View]
File: 477 KB, 800x640, Screenshot_Doom_20120208_235255.jpg [View same] [iqdb] [saucenao] [google]
469753

>>469683
Hey, I'm doing a medieval/renaissance take on it. Fuck the victorian era.
>>469692
This is going to be all exploration and problem solving. No creepy-crawlies! Also no gruesome horror, dusty and abandoned more like.

>> No.469670 [View]
File: 1.71 MB, 1920x1080, Screenshot_Doom_20130417_014102.png [View same] [iqdb] [saucenao] [google]
469670

Still working on (or rather testing ideas for) castle interior. This is going to be the power source, a star captured in a magic steampunk thingamajig. Stirling engines with moving pistons can be seen in background.

>> No.448793 [View]

>>448765
Foreverhood
It's very, very unique in all aspects. Could easily work as a great proof of concept for a modern game.

>> No.448729 [View]
File: 1.47 MB, 1920x1080, Screenshot_Doom_20130410_111322.png [View same] [iqdb] [saucenao] [google]
448729

Try this for dark areas:
>sector_SetFade (1, 10, 10, 10);
>sector_SetColor(1, 40, 40, 40, 000);
Cool shit.

>> No.419528 [View]

>>419507
Traps you can activate!

>> No.419406 [View]
File: 665 KB, 1920x1080, Screenshot_Doom_20130410_160827.png [View same] [iqdb] [saucenao] [google]
419406

ALL THE OPENGL
AT ONCE
AHHAHAHAHAHA

>> No.410987 [View]

>>410965
I prefer incessant action and a dynamic flow rather than arena type fights with corridors between them. I like rooms that limit your movement while also providing cover, minimizing circle strafing and rewarding speed and skill. Having imps pose a large threat due to strategic placement is something I've a thing for.

>> No.410979 [View]

>>410959
>are you planning to have any sort of canals or water systems inside the castle?
Actually, I'm planning on having light spread throughout the castle (since there'll be few rooms with windows) by a complex system of mirrors and prisms. There's going to be a captured star buried inside the mountain that provides light and heat for steam engines.

There'll be a waterfall *somewhere* in the whole campaign though.

>> No.410928 [View]

>>410903
>>410891
>>410912
>>410919

All textures are just placeholder, I want to use new high-res ones for everything when it's done. Still want a coherent look/palette though. I don't know very much about textures, so I'm saving that for last (to be found-and-replaced in DB).

>> No.410904 [View]
File: 326 KB, 1200x675, Screenshot_Doom_20130319_205426.jpg [View same] [iqdb] [saucenao] [google]
410904

>>410873
That's really great advice, I'll consider that. Thanks.
>[...]might also allow you to know how your mapping style is received [...]
Uh, with the aversion to extreme detailing prevalent(?) in the community, I'm kind of wary though. I'm doing this as a challenge to myself mostly, and because the technical constraints inherent in Doom mapping spark my creativity by having to come up with creative solutions for simple things.

>> No.410854 [View]

>>410837
I probably wont post anything there until it's done. Don't want to build up expectations if I never finish it. I'd really want help with an inventory and dialogue system though..
>>410839
It's a really neat way to do it.

>> No.410825 [View]

>>410812
I'm really happy with how black fog (combination of sector_setfade and sector_setcolor) looks like realistic hazy darkness. Even more dramatic when used with *slightly* pulsing dynamic lights.

>> No.410809 [View]
File: 477 KB, 800x640, Screenshot_Doom_20120208_235255.jpg [View same] [iqdb] [saucenao] [google]
410809

>>410763
Supposed to be the Interior of this:
It's an adventure/exploration project I'm working on. The castle is just one location.

>> No.410439 [View]

Are there any ACS-wizards here who know anything about Inventory/dialogue/menu systems?

>> No.410349 [View]
File: 611 KB, 2032x571, gz.jpg [View same] [iqdb] [saucenao] [google]
410349

This is actually turning out pretty cool.

>> No.356841 [View]

Has anyone made DECORATE critters (like little rats or pigeons) that scuttle about? If they behaved like they had a sense of purpose rather than shuffling in circles that'd be nice.

Navigation
View posts[-96][-48][-24][+24][+48][+96]