This sky is very unfinished, and I have only really done the rear layer. I will update when I have the other layers of buildings, and their fire/somke eeffects done, and the Depth of Field effect is done, and it tiles flawlessly.
It looks better than I ever imagined it would look and I can see this as becoming my best texture yet. it took me over 10 hours to make that from a picture of a city with a clear blue sky (which meant fixing the blue color caste in the image was the first step I had to do).
Here is a sneak peek of the Burning City Sky texture for Doom II, that I am working on.
UPDATE: I added a reflection of the Burning city, and softened it on the water to improve the realism I also added a reflection of the pontoon, and modified the smoke, added some charring on the buildings (still in WIP phase) and added some glow between the buildings and the forward layer of fire. Special Thanks to @Dune Drifter, for the suggestion.
I can't wait to get this texture finished, and get all the possible details I can to @Dune Drifter.
To me this is looking to be the best sky texture I have done yet (and possible the best digital artwork I have don yet full stop).
Also there will be multpile layers of building with fire on them, I am also going to try for smoke billowing out of the windows. There may not be any of the water visible when the other layers of buildings are in, but I will do a muddied out reflection so simulate the dirty water, so if there are bits of the water visible between the front layers of buildings they could be seen (although how much can be seen ingame is a different story)
EDIT: I added the reflection of the city on the water, and trimmed the pontoon, and flipped/resized to to make that reflect too. I credited you in the post for the suggestion. At some point I will work on the charring. that would be more simple. several layers of soft black brushing on a Multiply blend space sould do the trick.
As this is such an iconic Doom image I couldn't use Artistic Licence and create an alternative from scratch, so I created an overlay from the KuriKai DHTP with a special way of upscaling, then bump mapped it and added ambient occlusion before overlaying it on a pink flesh texture I created, and making 3 slightly different versions to blend together to make it looks more natural before overlaying it on my flesh texture that I did create from scratch.
I will credit the KuriKai DHTP project, for their part in this texture.