Post news Report RSS New modeler joins the team, and new screenshots

Clay has joined the team to help us populate the maps with amazing new props and effects. Plus new screenshots of maps in progress.

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Back in October last year, GZDoom v3.2.0 introduced 'per pixel lighting' for models, meaning different parts of a model could be lit separately, compared to all-at-once like with sprites. This meant that, for the first time, models could be used as stand-ins for proper level geometry (albeit without collision detection), opening up a possibility of vastly more interesting shapes and constructs than Sectors and Linedefs would allow, at less computational cost as well.

Unfortunately for the Elementalism team, we lacked any kind of real modeling skill, so we've been limited to simple shapes or pre-fabs. That is, until now.

We are exceptionally pleased to announce that model-maestro @Clay has joined the team. He's an absolute beast at Blender, and not only has already hugely improved many of the models we were already using, but has begun churning out some amazing dedicated props for us to use. It's still early days, but we're hugely excited to begin fully utilizing models (including the recent .obj support) in our maps.

Some of his contributions so far:

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We can't wait to show you more of what Clay comes up with!

Across the rest of the team, @Bridgeburner56 is continuing work on his intricate Dark episode map, which already seems to feature more linedefs than some entire IWADs.

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@Remmirath has been mostly focusing on his new job after graduating, but has found a little time to work on his mammoth Fire map. It's become so big we've promoted it to the final non-boss map of the episode!

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Meanwhile @Dreadopp and @Phade102 have both begun working on the Egyptian themed Water episode, where ancient water-logged temples give way to strange discoveries and other-worldly secrets.

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And finally, I'm continuing work on my creepy Dark episode tech-base map, which now sees the introduction of a viscous new enemy.

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Happy Halloween everyone!

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Turco_
Turco_ - - 231 comments

Thanks Man.And looking good!

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KrispyOS
KrispyOS - - 1,286 comments

hell yes!!

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Linus.Hyper
Linus.Hyper - - 132 comments

There's no way in hell (pun inteded) this is done in the Doom 2 engine.

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gnear
gnear - - 129 comments

gzdoom is evolving very nicely :)

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_origami_
_origami_ - - 199 comments

*DROOOOOOOL!!!*

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jdquarg
jdquarg - - 3 comments

Floating Platform on Red laser rails in the foggy tunnel? This looks really good.

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