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Community Chest 2 map 17: ThroughThe Black.
by Doomfearkeeper
new comments Doom 2, single player
in progress, Boom
screenshot #1screenshot #2screenshot #3


These are the updated screens as of 6-07-04 taken with Zdoom. Enjoy

EarthQuake writes:(new) 20.04.2004, 05:38 GMT+1

Heh, at first I thought this was a CTF map.

Looks promising.
Shot #2 gives me the creeps for some reason... maybe it's the ceiling structures. Make sure you put a nice dark flat on the bottom of those structures too; it looks weird as gray.

Doomfearkeeper writes:(new) 20.04.2004, 21:37 GMT+1

Well most of the stuff in these shots will under go some sort of change by the time the map is finished..These are just to show somewhat of what the map looks like so far...But I will take that suggestion under advisement. Thanks for your comment..

boris writes:(new) 20.04.2004, 22:02 GMT+1

Not bad! Shot 2 somehow looks Episode 2 inspired to me. Nice.

boris writes:(new) 01.05.2004, 09:14 GMT+1

If you want to wake up monsters in another room, just give the monsters room and the player room the same sector number. No need for those überlong tiny sectors to connect the monster rooms with the rest of the sector.

Doomfearkeeper writes:(new) 04.05.2004, 06:52 GMT+1

Ok I am not quite sure what u mean, I know what u are talking about, but its how to fix it that I am lost on...

Use3d writes:(new) 01.06.2004, 21:01 GMT+1

Looking much better now! I still catch myself using soundpipes too, it's an old silly habit I guess!

Doomfearkeeper writes:(new) 02.06.2004, 08:27 GMT+1

Thanks for the feedback Use3d. Any other feedback/comments?

B.P.R.D writes:(new) 02.06.2004, 17:12 GMT+1

I, straight off the bat, don't like shot 1. Shot 3 is... not that interesting either, but I do like shot 2 though. I'm a sucker for tall rooms.

Nmn writes:(new) 02.06.2004, 19:48 GMT+1

The map looks very decent and solid. A nice atmosphere is spawn, especially on screen 2 (from what I can see from those, ugh screenshots) Mixing demonic and hellish styles-nice-something You don't usually get to see. Great architecture in shot 2-my fave. Wish You luck, but next time make better screenshots. The resolution of these is frankly abominal (my poor eyes).

boris writes:(new) 02.06.2004, 20:15 GMT+1
edited 02.06.2004, 20:15 GMT+1

Maybe you could split the METAL wall in shot #1 with some SW1LION and SW1GARG textures.

Doomfearkeeper writes:(new) 08.06.2004, 18:13 GMT+1

I updated the Screenshots with ones i took useing Zdoom. DO they look better? Easier to view?

Nmn writes:(new) 08.06.2004, 20:42 GMT+1

Why certainly.
The first shot looks awright, altough I would reccomend raising the hanging walls of this metal container. They cover much view, looks bit out of place and makes harder for enemies to shoot You. The best enemy there would be a ton of demons. That red light ceiling also doesn't looks perdy for today's habbits-metal ceiling with 64x64 ceiling lamps is the business.
2nd shot is da thing. Nothing to add. Excellent work on acrhitecture.
The 3rd shot could use some green bricks 2 to brake the brown colour, or some hell elements so it doesn't look like it's a different place then th rest of the map (compare shot 1 and 3) unless that's Your intention. Blue torches would also do a lot good.
Great work so far. Keep it up!

EarthQuake writes:(new) 09.06.2004, 02:37 GMT+1

I like them all just the way they are, except maybe #2, but that's for personal reasons (I don't like marble).

Doomfearkeeper writes:(new) 13.06.2004, 07:16 GMT+1

Yes the third shot does need some work..But all these screenshots are a work in progress..nothing is final..

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