Verdant
Resources used: Rosy256, OTEX, Lost Civilization assets, sky from 32in24tex.
Wad file: >download<A more quaint scene compared to my previous piece but I really like it. I got permission to use stuff from Lost Civilization and I went ham with it lol. Thanks to the tree sprites I pretty much made the entire scene in UDB and only did a tiny touch up and added my signature in post.
To me the highlight are some of the textures used here, which are made from scratch by me! I'm really happy with how they look. The custom textures in question are the dark grey block with the glyphs, the oval shaped stone embedded into the green ZIMMER texture and the white concrete making up the valley (the vines covering the texture aren't mine obviously)
Custom textures like these allow me to add my own element to the scene and I'll definitely be making more. Eventually I could make them public, though these ones were specifically made with the Rosy256 palette so they can look pretty bad in the default palette.
To touch on the theme itself, I was originally gonna have this be a bunch of brutalist looking buildings that were overgrown with vegetation, but after I started making the scene I instead opted for the details you see here. I felt like adding too much detail would be detrimental to the scene. The nighttime theme was inspired by the recently released Catnip II. In the end I accidentally made a pretty fitting piece for Halloween!
-31. October 2024.
I completely forgot I made this on Halloween :P It still goes hard, and I remain proud of thes custom textures I made for this.
Blue Map
Resources used: Weezer Blue Album cover, sky by Roger Ritenour, my own sprites.
Wad file: >download<Yesterday I got an idea for something quick and silly to stay creative in spite of having to use my grandma's shitty tv as a monitor. I was gonna draw a bunch of characters made by the Doom community posing in the blue album cover. I was thinking of Plerb's mascot, Bank's Cacogirl, MundyC's Sanahaid and maybe Umbra's main character. Then I had the idea of using the drawing as a texture and making the kind of scene I did here with it. But when I shrunk and converted the album to Doom's palette it looked so goofy that I just wanted to use it on it's own. The spacey scenery was inspired by Baphomet's Satelite by Cacodemon187.
I made two new sprites for this (the light grey trees with the blue stuff on them). I was kinda considering keeping Plerb's mascot but eventually I just made the edits of Doom's tree sprites while using some basic element's from the mascot (colors and round form). The other sprites are recolors of some older sprites of mine.
-27. November 2024.
This painting made me listen to Weezer for a short period, though I never ventured beyond the Blue Album. Pretty fun music but it's not something I've got much of a connection with. In essence, I did this for shits and giggles, not because I'm much of a Weezer fan, which I think makes me quite a poser lol.
When I said "my grandma's shitty TV" I meant it. The colors looked like ass on it, and if I used it for long enough my eyes would get irritated and strained. I suppose it made the moment when I finally got a proper replacement monitor for my laptop all the more sweet, as its colors are really good and felt like a blessing to my eyes.
I did end up revisiting the original idea that sparked this piece:
Pictured left to right: Cacogirl OC made by Bank (AKA wallh4x), Plerb's mascot, Ayba and Manu Chao
Finitude Engine
Resources used: COMTEX, OTEX, Arch_tx, Pyddtex, Lostres, 32in24tex, Biolage textures, personal edits of aforementioned textures, personal palette
Wad file: >download<One day early this year, perhaps in February, I remembered an old idea for a setting that I never got around to realize beyond a rough MS Paint sketch. I imagined it as a black sand desert dotted with patches of weird red plants. The sky was pink and occasionally one could find oases host to civilization. These oases and settlements would have featured iridescent colors contrasting against the black desert quite heavily.
On that fateful day I got inspired to try and make a wad based on this aesthetic. To keep it short, I never made anything finished. I got too caught up in trying to make the perfect palette for it. However, all this wankery eventually led me to start doing this painting thing out of frustration. Good decision. After a while I had another a crack at this idea. I got inspired by a certain area in Fractured Worlds and combined the fleshy aesthetic with the iridescent colors. I made a palette and tried to use the advanced features of the Eternity engine. As you can see that went quite awry. While I did manage to fix the bugs you see here, I lost the motivation to keep working on this and with the Eternity engine as well, and so I switched back to Nugget Doom and a bit later Woof. The fucking iridescent color aesthetic feels cursed at this point, like it was never meant to be part of any kind of finished product lol.
I have no plans on finishing this so this post is for the sake of posterity.
-1. December 2024.
Never tried making anything in Eternity again lmao. I am still fond of the engine, despite how little I've actually used it for playing Doom and especially for mapping. I find the idea of an engine sporting really advanced features that nonetheless feels fully like classic Doom quite compelling. While Eternity never did gain much popularity, I have a feeling that the Boom derived port family is moving in a similar direction. MBF21 brought a lot of new possibilities to the community, and I've got a feeling the more classic Doom oriented port family is going to move into the direction of integrating advanced new features into the existing Demo-compatible/classic feel framework.





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