reflex17 Posted October 7, 2017 Excellent, from what you describe that's even better from the sounds of it. The most interesting part of the whole design, to me, is that tiny little diagonal hallway on the east side joining the north and south. On first glance it seems outside the normal style of the rest of the map, but it's point choices like this that could turn out to be a really interesting area/transition. That could be a cave mouth or a broken tekwall, narrow spots like that are good for suspense and the angularity of the lines there caught my attention right away. @ Eris Falling Good call on all points, that texture pack is awesome yeah. That's the best part of mapping for me, hashing out lines and trying to get an atmosphere with the least amount of geometry possible. Textures go such a long way too especially with an angular style where line joins are really visible, over time I've really moved away from linedef-hogging curves all over the place, but of course everything has a spot if it's used well... keep up the good work :) 0 Share this post Link to post
Spie812 Posted October 8, 2017 (edited) Texturing makes me want to die. 11 Share this post Link to post
reflex17 Posted October 8, 2017 (edited) that looks awesome already, since the architecture and lighting and goat pentagram skull draw the eye toward the center, I might suggest a horizontal piping-type texture on the left and right walls, where the bigbrick is currently. A texture that has mostly horizontal elements I think would be strong here, to further draw the focal point to the middle/back of the room. Just a suggestion, experimenting is crucial, and yeah looks radical. Heavy contrast will never be bad when it comes to building suspense/atmosphere. 0 Share this post Link to post
Spie812 Posted October 8, 2017 Those actually open up into what'll eventually be an ambush. I'll try putting some horizontal textures down, but I feel that having the center of a long horizontal line suddenly lift up looks a bit odd. I'm gonna have to screw with the room a bit in order to get that to work. 2 Share this post Link to post
bioshockfan90 Posted October 8, 2017 10 minutes of sketching in the editor led me to this, think i'm gonna work on making a layout over the course of the week and turn it into a map 2 Share this post Link to post
valkiriforce Posted October 8, 2017 Only once have I ever sketched out a map in the editor before and I have to say it drives me nuts - I'm definitely along the lines of detailing as I go, but I commend anyone who has the patience of working that way. Anyway, here's some Doom 1 content: Heroes, E2M1 The Beginning of The End Part II, E3M6 And this last one is from an old Doom 2 project of mine from October 2012 that was inspired from Artifact and Jet Force Gemini called Scarlet Echoes. I wanted to make huge, open maps in vanilla doom that span over the course of some levels with a bit of backtracking and revisiting certain areas, but it's been sitting idle since early 2013. I'm thinking about possibly bringing it back though. 12 Share this post Link to post
reflex17 Posted October 8, 2017 (edited) That sky fits really well in the last shot, and platforming in 3d games is a sweet, sweet art. I've always liked games that allow you to see the last level from the next one, or another good example is the citadel looming as you progress in half life 2. Things like linearity and back-tracking are big topics but can be very useful if incorporated effectively... I also hate drafting before making a map, when I was a kid before I could find an editor for Wolf3d I used to draw maps on grid paper for that game and Blake Stone, Doom, etc... I got my fill back then, so when I make a map it tends to be a very modular process and can take me like a year until I'm happy with it lol lol lol Good stuff all around though, the greenery and banks of blinking lights looks like an alien greenhouse that got busted up hehe Doomguy says no vegetables Those actually open up into what'll eventually be an ambush. I'll try putting some horizontal textures down, but I feel that having the center of a long horizontal line suddenly lift up looks a bit odd. I'm gonna have to screw with the room a bit in order to get that to work. OH I see, when I posted that I also thought about some columns that could be built into the walls as well, depending on the situation. You're right of course with the split door ambush thing. Didn't mean to bring out spoilers like that ehehehe... The lighting alone makes me look forward to what the end product could be. *thumbs up* Edited October 8, 2017 by reflex17 0 Share this post Link to post
bioshockfan90 Posted October 8, 2017 i turned one of the rooms in my sketch into a better room 3 Share this post Link to post
Memfis Posted October 8, 2017 5 hours ago, valkiriforce said: Heroes, E2M1 The best thing about this room is that there are lost souls coming out of these holes. This is the only place I know in Doom where you can walk above monsters but not fall. 1 Share this post Link to post
Chainie Posted October 8, 2017 (edited) Crushers are funny Edited October 8, 2017 by ChaingunnerX : Broken link 31 Share this post Link to post
superchargecacodemons800 Posted October 8, 2017 (edited) A techbase area in one of my Doom II maps. (You can also see a slimefall somewhere near the second half from the left) (I have been playing it without cheating, already got all the keys in the map, and decided to post this screenshot here) 1 Share this post Link to post
Breezeep Posted October 8, 2017 6 hours ago, ChaingunnerX said: Crushers are funny Image is broken for me. 1 Share this post Link to post
bioshockfan90 Posted October 8, 2017 what am i doing is this becoming a full map now i need to STOP 3 Share this post Link to post
Koff3Katt Posted October 8, 2017 (edited) http://www.dangerousuniverse.com /wp-content/uploads/2015/10/tumblr_m6eoduaKz31rtviq3o1_1280.jpg doom egm cover Edited October 8, 2017 by Plucky 0 Share this post Link to post
EmotionalFelineinaMadstate Posted October 8, 2017 3 hours ago, Breezeep said: Image is broken for me. The image was crushed. 3 Share this post Link to post
Empyre Posted October 8, 2017 24 minutes ago, Plucky said: doom egm cover Fixed that for you. 6 Share this post Link to post
RjY Posted October 8, 2017 47 minutes ago, EmotionalFelineinaMadstate said: The image was crushed. 31 Share this post Link to post
an_mutt Posted October 8, 2017 I so want to do some wacky flat change actions with error boxes like that now. Screw changing solid floors to liquids, that's old news. 1 Share this post Link to post
EmotionalFelineinaMadstate Posted October 8, 2017 Quick little WIP of an E3M2 remake. 6 Share this post Link to post
Blastfrog Posted October 9, 2017 Except for the fact that GZDoom grossly warps the proportions of standard Doom skies. That moon looks like an egg. 4 Share this post Link to post
Lila Feuer Posted October 9, 2017 Moon was in fact not a moon but a giant egg suspended in space. 2 Share this post Link to post
Zanieon Posted October 9, 2017 So everyone watched Kill the Moon episode from Doctor Who to say it is an egg? 2 Share this post Link to post
Ichor Posted October 9, 2017 Blur the left portion of it and it could pass as a waxing gibbous. Who says the moon always has to be full or crescent? 2 Share this post Link to post
Gez Posted October 9, 2017 It's a giant egg and you should seriously worry about the giant chicken that will hatch from it. 5 Share this post Link to post
nxGangrel Posted October 9, 2017 You Got A License To Sell Hot Dogs, Chico Man? I applaud the two of you who got that joke. 5 Share this post Link to post
galileo31dos01 Posted October 9, 2017 Has anyone ever wondered how would a Cyberdemon vs. Maulotaur look like? Well, something like this, less "corrupted"... Now, the verdict is, as a Heretic monster, its attacks are less powerful (except for the fire snake), plus the cyber attacks more frequently, so there's no doubt the Cyberdemon will always win, which leads to the next question: how many Maulotaurs are required to kill a Cyberdemon? one after another one... bonus question, how many are required to kill a Spiderdemon. The results are jaw-dropping. 2 Share this post Link to post
Walter confetti Posted October 9, 2017 (edited) not mine, from rarity doom. Yeah, it's a thing. 0 Share this post Link to post
Jaska Posted October 10, 2017 (edited) As it is 24 years today from Doom2 release I'll boost my project with crossposting these pics :) : 32 Share this post Link to post