DOOM Mapping - Water Pump (Animated)
This is an off and on DOOM map I've been doing for some time, basically whenever I get bored. You might recall a previous showcase of it where I made an 'auto-doc' terminal to heal the player.
This is another part of the level, the water pump. This gif doesn't make it as clear as I'd like but basically the intended effect is to make you think that you've drowned the imps in the tank, while also raising the water level of another part of the map to allow you to traverse it.
To create the effect of the water rising, it's a simple 'make floor go up' effect but the difference is how you handle the textures on the side. Textures set to 'pegged' will move with the geometry IE go up with the floor or down with the ceiling. But textures set to 'unpegged' won't move at all, even as the floor or ceiling rises or falls. By making the side texture on the water unpegged, instead of looking like a solid 'cube' of water is rising out of the ground, it gives a more convincing effect that the water is actually 'filling' the tank. But that's not the only place the effect is used in this scene. Way in the back, to create the effect of that computerized bar rising with the water level, I simply made an extremely thin, second bar and put it right in front of the other, nestled into the floor. Then when it rises, utilizing the unpegged effect, it makes it look like the red bar is 'filling up' the yellow part. From a distance, it appears to be the same 'screen' but in reality it's just a red set of lights rising in front of a yellow set.
To better sell the 'drown' effect, the imps are pushed up out of sight of the player. In reality, they're being crushed to death against the ceiling and the floor (there's no true 'water' in DOOM, merely floor textures made to look like liquid, it wouldn't be until 1994's Heretic that the engine would even get the first effect of 'sinking' a little into the water when you stand on it).
This is another part of the level, the water pump. This gif doesn't make it as clear as I'd like but basically the intended effect is to make you think that you've drowned the imps in the tank, while also raising the water level of another part of the map to allow you to traverse it.
To create the effect of the water rising, it's a simple 'make floor go up' effect but the difference is how you handle the textures on the side. Textures set to 'pegged' will move with the geometry IE go up with the floor or down with the ceiling. But textures set to 'unpegged' won't move at all, even as the floor or ceiling rises or falls. By making the side texture on the water unpegged, instead of looking like a solid 'cube' of water is rising out of the ground, it gives a more convincing effect that the water is actually 'filling' the tank. But that's not the only place the effect is used in this scene. Way in the back, to create the effect of that computerized bar rising with the water level, I simply made an extremely thin, second bar and put it right in front of the other, nestled into the floor. Then when it rises, utilizing the unpegged effect, it makes it look like the red bar is 'filling up' the yellow part. From a distance, it appears to be the same 'screen' but in reality it's just a red set of lights rising in front of a yellow set.
To better sell the 'drown' effect, the imps are pushed up out of sight of the player. In reality, they're being crushed to death against the ceiling and the floor (there's no true 'water' in DOOM, merely floor textures made to look like liquid, it wouldn't be until 1994's Heretic that the engine would even get the first effect of 'sinking' a little into the water when you stand on it).
Category All / All
Species Unspecified / Any
Size 589 x 378px
File Size 9.3 MB
It's a term for recreating real life objects or things like them in doom. So like if you fashion a reception desk in an office building or something, that's doomcute.
Here's a thread of doomcute stuff: https://www.doomworld.com/forum/top.....omcute-thread/
Here's a thread of doomcute stuff: https://www.doomworld.com/forum/top.....omcute-thread/
Alright, yeah, I wondered if that's what you meant. I have plenty of "doomcute" features in my various maps, I'm a sucker for it myself. Everything from laptop computers, toilet paper rolls, bathroom mirrors with shattered glass on the floor, microwave ovens, stovetops, chairs, couches, beds, stereo systems, garage door remotes - I do it all, if I can find a way.
Here's some crew-quarters I made in an earlier map set in a spaceship, one of my more artistically ambitious maps. That's kind of my go-to texture to use for beds. I tend to just use what's in the commercial WADs, I kind of like the challenge of it rather than making my own stuff.
https://www.furaffinity.net/view/32316215/
Here's some crew-quarters I made in an earlier map set in a spaceship, one of my more artistically ambitious maps. That's kind of my go-to texture to use for beds. I tend to just use what's in the commercial WADs, I kind of like the challenge of it rather than making my own stuff.
https://www.furaffinity.net/view/32316215/
The water pump one isn't done but all of my previous maps are playable. The pacing and layout on them isn't always the strongest on the older ones and a number of them are tough as hell (designing maps fresh off of Plutonia will do that to you) but they're all complete, playable levels.
Well my earlier levels were nastier but, the good news is, I mostly shared them with friends/family who were far more casual players, so as time went on the maps got more reasonable. I find that designing for say, the denizens of Doomworld wasn't very fulfilling, a community of weird libertarians who hate creativity and want everything to follow the rules of how all the other levels are supposed to be made. Even if I ever finish this map here, I'm not sure if I'll share it there. Those weirdos were tolerable years ago but in 2022 I've got zero time for weird isolated males and their formal opinion on the age of consent.
And for what it's worth, I prefer making maps based on the TNT resources and style, rather than Plutonia. Which...apparently makes me weird? That's the feeling I got on the rare occasion I ever posted on that hellsite.
I can arrange to send you a few of my less crummy PWADs if you're ever curious about them.
And for what it's worth, I prefer making maps based on the TNT resources and style, rather than Plutonia. Which...apparently makes me weird? That's the feeling I got on the rare occasion I ever posted on that hellsite.
I can arrange to send you a few of my less crummy PWADs if you're ever curious about them.
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