franckFRAG Posted April 18, 2017 On 14/04/2017 at 0:43 AM, Eris Falling said: Clearly I'm at the height of my mapping career. This somehow stemmed from the 3ha3 TNS session recently, rofl I hope I don't have to make a "frexit" map a day... 6 Share this post Link to post
40oz Posted April 18, 2017 On 4/16/2017 at 9:42 PM, Coraline said: make it its own individual thread. yes please :) 1 Share this post Link to post
Fonze Posted April 19, 2017 Work on E1M9 for the Standard E1 Replacement Community Project. Gotta do more stuff to the second screenshot though. 14 Share this post Link to post
Misty Posted April 20, 2017 I wish I could reach this mastery of level design. 6 Share this post Link to post
DooM_RO Posted April 20, 2017 Check out my Retribution Trilogy if you care. 3 Share this post Link to post
scifista42 Posted April 20, 2017 9 hours ago, Fonze said: http://i.imgur.com/NVfD9sf.png I like the TEKWALL ceiling blocks above each tech pillar. 0 Share this post Link to post
Tormentor667 Posted April 20, 2017 Infiltrate u-boat yards, stay in the shadows and find out where all the clues about Thor's Hammer lead you in the end. #boachapter2 #shadowsofthereich 14 Share this post Link to post
an_mutt Posted April 20, 2017 (edited) Haven't had the chance to map for a few weeks, so I've spent the last hour or so trying to shake off some rust. I'm pretty glad with this new approach to mapping, where I texture/detail one room at a time instead of doing the entire layout first! Boy, that sure saves me a lot of stress nowadays whenever I open up an editor!! 11 Share this post Link to post
RjY Posted April 20, 2017 53 minutes ago, Angry Saint said: Acidity for Vanilla Doom http://i.imgur.com/dFAjA2rl.png Very nice, but with those numbers of lines composing the curves, do be wary of the drawseg limit :) 0 Share this post Link to post
Angry Saint Posted April 20, 2017 10 minutes ago, RjY said: Very nice, but with those numbers of lines composing the curves, do be wary of the drawseg limit :) I'm working hard to respect the limits 6 Share this post Link to post
NaZa Posted April 21, 2017 So close, yet so far away... What the hell has happened here? 2 Share this post Link to post
Tango Posted April 21, 2017 On 4/16/2017 at 5:56 AM, Dutch Doomer said: Made some more progress lately, so far I've been working on the interior areas only. At the moment not really sure how I want the outside areas to look, I'm playing with some ideas. But its coming along just fine. [screenshots] I love the green imps :D I very fondly remember all the recolored monsters in some of your earlier maps, it would be great to see that again 1 Share this post Link to post
Memfis Posted April 21, 2017 On 20.04.2017 at 2:17 AM, Fonze said: Work on E1M9 for the Standard E1 Replacement Community Project. Gotta do more stuff to the second screenshot though. I think the wooden trim on top ruins the theme and color balance of the room. I'm not sure if the ceiling lamps are needed either if you already have that nice hole in the ceiling. They might make things a bit messy. 1 Share this post Link to post
Fonze Posted April 21, 2017 3 hours ago, Memfis said: I think the wooden trim on top ruins the theme and color balance of the room. I'm not sure if the ceiling lamps are needed either if you already have that nice hole in the ceiling. They might make things a bit messy. I agree, and perhaps a bad time to mention the blue and red lights (1st screenie) glow (different brightnesses) and that the second screenie is taken while standing on a woodmet platform, heh, but the Ult. Doom texture set is rather limited, in particular sticking to mostly E1 textures, which cuts out stuff like stone (E2) and Hell textures. Prolly should cut out wood too, but I felt like that was less of a stretch; I didn't want to overuse the brown-metal support-styled textures, and same goes for ceil5_2 and the pretty blue lights. It'd be nice to have more recolored textures to choose from so I could keep a more coherent color scheme without overusing textures, or at least just to be able to cut out like one overall color without cutting all colors out of the spots affected. *shrug* I appreciate your honesty :) 0 Share this post Link to post
Angry Saint Posted April 21, 2017 (edited) More Acidity! It is going to be a mini episode (3 maps) for Vanilla Ultimate Doom. Next image is from another level: 3 Share this post Link to post
Dragonfly Posted April 21, 2017 I would consider some alignment efforts on the cylindrical platforms (Most editors have an autoalign feature, assigned to the A key.) 0 Share this post Link to post
Angry Saint Posted April 21, 2017 Oh yes, I know about it... just forgot to do. 2 Share this post Link to post
Dutch Doomer Posted April 22, 2017 22 hours ago, Tango said: I love the green imps :D I very fondly remember all the recolored monsters in some of your earlier maps, it would be great to see that again Yeah I recently been watching some footage of old megawads people play on YouTube, thought it was a nice touch to make a project stand out a little more with these recolored monsters. Only did the imp so far, toyed around with the demon, didn't turned out so well. The green imp does go nicely with the green sky and nukage, think I'll keep it. Made a dark blue and black imp too, but green seems to work the best in this setting. Oh yes the old times, I used to do that all the time, silly me back then :p 1 Share this post Link to post
NinjaLiquidator Posted April 22, 2017 "Harvest" speedmap pack. My first serious slaughter one. Everything else than skill 1 is suicide, so far I have 3 maps done from max 6. My design aim is to not have any generic texture schemes in there. 9 Share this post Link to post
Jayextee Posted April 22, 2017 I status'd these, but still. Small vanilla E1 map I'm about to fill fulla monsters -- going to see if this doesn't end up a full E1 replacement of maps comparable to the size of the IWAD maps. 16 Share this post Link to post
Jayextee Posted April 22, 2017 Also this. Overhead map view can be quite pleasing when working to vanilla detail limitations; there's something quite soothing about the semi-minimal aesthetic here. 6 Share this post Link to post
Tormentor667 Posted April 22, 2017 Escaping a Gestapo prison hasn't been more beautiful ever before: Blade of Agon Chapter 2 finally features high-resolution graphics for all the enemies and characters around - which doesn't it makec easier to get out of this place... #boachapter2 #x2 #shadowsofthereich 8 Share this post Link to post
DooM_RO Posted April 22, 2017 @Tormentor667 Wow, those look unbelievable. I'm curious, have you taken a look and dissected Total Chaos? It seems to me like you could learn a lot from it. 0 Share this post Link to post
baja blast rd. Posted April 23, 2017 (edited) GL-specific sky from Ribbiks's Pepper.wad. Pretty awesome imo. 17 Share this post Link to post