Criss-crossing catwalks over molten metal.
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Current time: December 18, 2024, 7:51 pm
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Rob's Doom mod
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I created a random lightning effect! It's red because I plan to use it in the later levels when the player is battling demons in hell.
What about squishing down the lighting effects for a lightning beast in a cityscape. Or you could shade it brown and green for a tree ent or something on a forest mod? Just thoughts. Great job from what I've seen though.
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always working on cleaning my windows- me regarding Johari RE: Rob's Doom mod
February 5, 2020 at 12:09 pm
(This post was last modified: February 5, 2020 at 12:37 pm by RobbyPants.)
It's purely asthetic, but I've added the portal between Mars and Hell that's causing all the problems for the storyline. I want the player to be able to see this about once a level as they work their way closer to it throughout the first six to ten levels.
(February 5, 2020 at 11:17 am)tackattack Wrote: What about squishing down the lighting effects for a lightning beast in a cityscape. Or you could shade it brown and green for a tree ent or something on a forest mod? Just thoughts. Great job from what I've seen though. I set the height of the thing to 192 which will stop it from "wandering" through doorways. It's effectively an invisible, intangible actor that wanders around, occasionally animating as a lightning strike doing damage in a radius. So, that being said, I could easily make more lightning actors that inherit from this, change the height/scale to make it look/behave different, and I can easily do pallet swaps to change the colors. I don't have any plans for it in this mod, but I could definitely do what you suggested in some other one. I might make a blue/white version of this that strikes more frequently to use as some arcing in electric equipment, but I haven't figured if I want an area like that in a level, or not. It could be cool...
I added some electric arcing. In the story line, you're forced to go through this maintenance area to bypass a broken door.
Here's a better view of the arcing area you have to cross. I do have to say I rather like the way the power core map looks in the map editor. This thing took some serious time to design, but I'm quite pleased. Here's the power core area you have to climb. Some more arcing effects in the bottom level of the power core. Up about half way on a ring around the beam. Don't fall in! Finally to the top, but two barons of hell teleport in to guard the exit.
Looks good so far Robby. Well done.
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I've got the scripting set so clicking a switch can change the wall textures (and raise a column elsewhere) so it looks like you're running around turning on all the cooling systems in the fondry level. I was planning on doing this Wednesday, but the internet was down for four days...
I'm starting work on the hell levels, now.
I took time to make an animated texture for the portal back to Mars. It's made to look like the rooftop of the previous level.
I'm working on the gatehouse to the first castle you have to storm in Hell.
I was able to get a pretty convincing draw bridge with 3D floors. We won't worry what the convection from the lava would do to the wood above it. |
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