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>> No.1488437 [View]
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1488437

Just posted something on Paheal that might interest you guys.

>> No.1347838 [View]
File: 491 KB, 1200x1778, 1390102340342.jpg [View same] [iqdb] [saucenao] [google]
1347838

>pickup berserk/chainsaw
>a trap has been triggered
>hundreds of demons and spectres
>evrtiem

phew, man! i truly love doing this ten thousand times.

>> No.1219220 [View]
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1219220

>>1219105
We can broadly agree (or at least agree to disagree, then).

>ah well, i don't think doom lends itself at all well to excess realism. i think if you want to do something realistic there are probably better engines, that both support true 3d (okay gzdoom does) but more importantly whose map formats don't need hacks like the vanilla 3d bridge technique or gzdoom 3d floors or what have you.

It's not about photo realism, like making tables and realistic beds and all that. It's about putting around more assets to suggest an actual place so you might think "oh yes, I can see how this is a city".

Putting politics aside, Sergeant MK IV's map "after the holocaust" is a great example of this. It's a big ruined city full of demons with trashed cars, piles of refuse blowing into the wind and burning rubble. Full of buildings just like an actual city.

Though you're not walking around looking at dropped mobile phones, or hyperdetailed windows. It still flows just like a doom map but with the added detail we have a better idea of "oh yeah I can see what this is alluding to".

I could still make a techbase with a lab in it and have it look like a lab but still flow like a doom level because some people like to sort of imagine it's a place where humans might actually walk around.

I guess it's been a nice chat but I have to go to bed, got a bad cold and I'm up way late.

>> No.1130541 [View]
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1130541

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