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Q1SP: The Doom Hangar
Small Quake level of the Hangar, introducing the ZDoomGl models.
It is more a level to expose the new models as it is to show a new mapping skill. First I made it quiet large, and I'm still going on, but the main reason was the new Doom monsters.

They are not perfekt , some have vertice meshes, and the texture thing is still undone. Fitzquake will give the doom glow palette, Gl-engines will do otherwise.

So not a big level deal, but a new monster pak. More magic monsters, like archville, cacodemon, etc.

screenshot: http://members.home.nl/gimli/hangar.jpg

download (7zip): http://members.home.nl/gimli/Hangar.7z
download (zip): http://members.home.nl/gimli/Hangar01.zip

Have fun with it!
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Fitzquake will give the doom glow palette

Translation: fitzquake reveals the fact that these textures have lots of accidental fullbrights. 
Removing Fullbrights... 
you can remove fullbrights from a texture by using loading it into texmex with the "use fullbrites" option unchecked in the workspace tab in the preferences. Then, if you want to use the texture in another application you can just copy the texture out from texmex and past it where you need it. I think there is an export option too if you need to save it to a file.

There are a fair few dodgy fullbrights even on the Quoth monsters :( Thankfully, they are not all that noticeable. 
Very Good 
Very cool Madfox. Perhaps include the doom shotguns patch (and the original door sound)?

Monsters are pretty good, although some are too small or too big compared to the others. For example the mancubus is a little short :) Also, their HP are obviously too high (or the weapons are too weak).

To see which textures have fullbrights, software quake will always tell you. :)

Maybe use the original fireball sprites for the Baron of Hell? 
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