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View Full Version : My new level pics


doominsanity
August 4th, 2004, 05:21 AM
Here are a few pics of a new level I'm working on. Luckily, I have a little break until next semester rolls around. Enjoy!

http://ncol.net/fwbrooks
:)

Harry
August 4th, 2004, 05:57 AM
wow :) looks pretty nice, especially the first shot, all it seems to be doing is showing off some nice lghting effects :)

doominsanity
August 6th, 2004, 08:48 AM
I am slowly creating a new marble hi-res texture set. Updated a few screenshots.

Harry
August 6th, 2004, 10:01 AM
Those imps are really giving you a hard time!!
Are they your textures in the shots, they look cool :D

doominsanity
August 6th, 2004, 10:47 AM
They are not my textures. They are combinations of Quake3, heavy metal, and Doom2 that I put together with paint shop pro. I have many hi-res textures that I've created over the years for Unreal and such. Right now, I am in love with Jdoom. I can't put it down. *drinky*

doominsanity
August 9th, 2004, 07:09 PM
Texture creation is taking a lot of time. I hope to get a level debugged, finished, and packaged sometime soon.

Big_al
August 10th, 2004, 01:15 AM
Looks good so far :D

doominsanity
August 10th, 2004, 03:25 AM
I appreciate that Big Al.

Igor
August 13th, 2004, 04:17 PM
That looks AWESOME! Is it possible for someone else to use your texture pack?

doominsanity
August 13th, 2004, 05:21 PM
Let me think about that?

DaniJ
August 25th, 2004, 05:37 PM
Looks very nice but a bit underdetailed in the architecture so far. Keep it up!

doomjedi
August 26th, 2004, 02:02 AM
Looks almost too great :D
What 3D model pack you're using? the torches seem to be different models from my Jdoom, maybe even the weapon pack (not sure). Hires textures are great

doominsanity
August 26th, 2004, 04:25 AM
Dani, I appreciate your input. Doomjedi, I am using all of the up to date resource packs. :D

ToXiCFLUFF
August 26th, 2004, 05:06 AM
Overall design looks solid, but I agree with DaniJ. What I do when I'm designing a map for hardware accelerated modes is to make part of the level and then have a look at it with all advanced port features turned off - if it doesn't look good then, I keep adding detail until it can hold it's own as a standard Doom map or one using enhanced features.

doominsanity
September 2nd, 2004, 03:49 AM
We are working on Doom3 editing now baby! I am gonna convert my Jdoom textures over to Doom3!
http://ncol.net/fwbrooks