neubejiita Posted December 5, 2012 http://imgur.com/UPmWK This is a map I have just started for UT 2004. I have never used UnrealED 3.0 before and it is easier than the Doom3 Editor. Lets hope I can build something cool with this. 0 Share this post Link to post
Avoozl Posted December 5, 2012 The last maps I have attempted to make outside of Doom were for Jedi Outcast/Academy, one of them was based on the laser facility Co-Op map from the game 007 Everything or Nothing. 0 Share this post Link to post
Remilia Scarlet Posted December 5, 2012 Still working on fixing up a set of Doom levels I released a while back with map tweaks, new music, and some updated to DED files. I seem to work on these things very slowly anymore. 0 Share this post Link to post
45th Parrallel Posted December 5, 2012 I've been playing around with UnrealEd 2.1 for awhile w and all I've got to show for it is this http://i.imgur.com/4ahPw.png 0 Share this post Link to post
40oz Posted December 5, 2012 I've got a really weird and unique direction of mapping that I'm working on, which combines the highly detailed styles of today's best maps with all new gritty industrial textures, thematic doom elements, moody lighting with the abstract, imaginative, assymetrical, non-linear, deathmatch + cooperative-compatible and secret-abundant character of 1994 single-level pwads into a full length 5-episode 32-level megawad. I've gotten a lot of the planning done, but my levels of expectation for it are so high that drawing a single sector can be extremely tantalizing. I've got tons of papers with sketches of rooms and layouts for inspiration, and I've been studying a lot of maps of the early 90's, as well as the maps of popular mappers this year, and I intend to combine it into a near-perfect Doom experience. I've got a few maps completely done and over 50 half-way done maps that I intend to combine together in a fashion that makes them feel "complete," even if that means making over 60% of the areas of the completed maps into "secret areas." I have very little time to spend actually making the maps as I usually use the little downtime I have playing Doom, but I do invest a good bit of time thinking about how I want to do things in this wad when I'm away from the computer. I kinda wish I didn't share so much information but... there ya go. 0 Share this post Link to post
Clonehunter Posted December 5, 2012 Getting ready to Doom again for maps, but outside of Doom only thing I've mapped recently (And by that I mean several years ago) has been Jedi Outcast and Wolf3D. I liked my Wolf3D maps, but that's easy. I just couldn't get into GTKRadient for JK2. Only map I can really remember is one that simply consisted of a huge ass room with a huge ass platform. No bot paths or code to die if you fell off the platform, you just fell and took a lot of damage and waited for someone else to fall down and kill you or hope you found some gun to kill yourself with. However, it could've made for some humorous games of CTF in all truth. 0 Share this post Link to post
valkiriforce Posted December 6, 2012 I'm not really sure what is going to come from this, if anything. I think part of the problem with mapping with the expectation of some eventual release is that I feel like it has to be the greatest work ever. I'm trying to stretch myself out of that mind set and just make what I want to make. What I've got so far is just a WIP for vanilla, of course, and Doom II. picture 0 Share this post Link to post
Memfis Posted December 6, 2012 pic I wanted to make a really long Chasm-like section because it is very fun and challenging for speedrunning. But it was too boring to work on. dl unfinished wad 0 Share this post Link to post
Shadow Dweller Posted December 6, 2012 Currently, I'm trying to wrap my head around a deathmatch map idea that I had that involves a moving skybox. I want to create the illusion that the map is zipping around a larger landscape while the players wage war with one another. I want to use interpolation points but I'm not sure on how to get them to work with a skybox viewpoint. Anyone else have any experience working with moving skybox veiwpoints? 0 Share this post Link to post
Aliotroph? Posted December 6, 2012 I'm working on harassing Doom Dude until he finishes Vilecore 2. I've been working on that for ten years. 0 Share this post Link to post
Joshy Posted December 6, 2012 Aliotroph? said:I'm working on harassing Doom Dude until he finishes Vilecore 2. I've been working on that for ten years. Yeah! Seriously, why does he keep putting it off?! >:( 0 Share this post Link to post
Doom_Dude Posted December 6, 2012 Aliotroph? said:I'm working on harassing Doom Dude until he finishes Vilecore 2. I've been working on that for ten years. Joshy said:Yeah! Seriously, why does he keep putting it off?! >:( I don't know but I wish he would stop slacking off like that. ;) Uhhh anyways I'm working on several things. Currently being slack on them all tho. For Doom 2: Vilecore 2, Constriction Zone, Stalking Evil and Lair of the Vile. Also Dark Bastion which is close to being done. As for non Doom stuff. For Oblivion there's Fort Stark, which was going along great and then I started a cave / ruin for Skyrim but I got ticked off at it. 0 Share this post Link to post
Memfis Posted December 6, 2012 Perhaps you could release a few complete Vilecore 2 levels, we would comment on them and that would inspire you. That works for some people. (hard to stay motivated when you work on something for years without any feedback) 0 Share this post Link to post
Harmata Posted December 6, 2012 Underhalls remake, just deleted half of the level. Well, the next draft should be better. Also have couple of other projects for Doom II in various stages of completeness, one of them is a TC. 0 Share this post Link to post
Radon Posted December 7, 2012 Source-Based Modification; Single-Player. It's an untitled project but it'll feature a 4 episode system with 10 levels each (Plus secret ones). These are older build screenshots but I haven't taken any new ones yet and won't until it's more polished. 0 Share this post Link to post
Doom_Dude Posted December 7, 2012 Memfis said:Perhaps you could release a few complete Vilecore 2 levels, we would comment on them and that would inspire you. That works for some people. (hard to stay motivated when you work on something for years without any feedback) Yeah, I don't know at this point what I want to do. My main problem with doing any level design is I usually work like a dog on something, then start something new, then get slack for a period of time and eventually get back to what I was doing in the first place. I feel the circle is coming around again and I'm getting the urge to hack at some Doom architecture. 0 Share this post Link to post
Caffeine Freak Posted December 7, 2012 Right now, I'm working on some memory optimization with one of the Hexen EOC maps, and working on the blocking phase of another. I also have a couple different Doom 3: Phobos maps I've been working on lately. At any given time, I have anywhere from 6-12 maps between the two projects that I could potentially do work on, ranging from simple touch-up, polish and optimization, to actually getting the map through the blocking stages and into full functionality. Also need to get more familiar with UE3 and Cryengine 3, not to mention 3DSMax. Basically, my plate is always full as far as modding goes. 0 Share this post Link to post
baronofheck82 Posted December 8, 2012 To answer your question, not a damn thing. I do, though, have several map ideas in mind. Now if only I would actually make them :) 0 Share this post Link to post