_Mud Posted November 13, 2017 18 minutes ago, Shadow Hog said: Palmtree Panic Past? Exactly. 2 Share this post Link to post
Impie Posted November 14, 2017 Been toying with the idea of remaking Angst after my other projects are done, but I'm not sure if I like the guns I've put together. They're definitely better than the original Angst's useless arsenal, but still. 0 Share this post Link to post
rabidrage Posted November 14, 2017 Pics of Hangar with absolutely zero ambient lighting. Still very much in progress, though...and I'm using it with a few gameplay enhancements, but they don't affect the way it's lit in the standalone wad. 8 Share this post Link to post
Gez Posted November 14, 2017 What happened to the courtyard? It doesn't use a lava rock texture for the dirt floor normally, and why is there a bridge covering the nukage lake and reaching up to the wall? 0 Share this post Link to post
rabidrage Posted November 14, 2017 (edited) I didn't want to be cheap. I wanted to change some other things too. And the lava rock texture gives the whole sector better visibility because you can assign a glow to it and it makes more sense than assigning a glow to the original floor texture. Also, the bridge doesn't extend to the wall. It doesn't go beyond the nukage pool. It just looks that way because it's so dark. Edited November 14, 2017 by rabidrage 1 Share this post Link to post
RonLivingston Posted November 14, 2017 10 hours ago, rabidrage said: Pics of Hangar with absolutely zero ambient lighting. Still very much in progress, though...and I'm using it with a few gameplay enhancements, but they don't affect the way it's lit in the standalone wad. Ooooooh. hanger looks totally sinister 1 Share this post Link to post
tourniquet Posted November 16, 2017 untouched since more than half a year i finally found enough inspiration to finish this one 32 Share this post Link to post
Memfis Posted November 16, 2017 Eww, it's gross somehow. :D Looks like some fucked up octopus with rash on its skin. 2 Share this post Link to post
R1ck Posted November 16, 2017 months later, still on Etomana map04 (only now I got some inspirations to continue) Shoutout to @Myst.Haruko for teaching me how to add more salts. PS: There's a berserk pack in front of baron's closet. 5 Share this post Link to post
Grimosaur Posted November 16, 2017 2 hours ago, tourniquet said: untouched since more than half a year i finally found enough inspiration to finish this one You could probably sell that as abstract art and no one would know it was actually a Doom map. 0 Share this post Link to post
NeedHealth Posted November 16, 2017 (edited) @R1ck That is a very inefficient way of doing monster closets. You seem at least to have put them in the general direction the player is assumed to be in when the monsters teleport - that is good. Better however is to do a daisy chain or if you're mapping for non-vanilla: scrolling floors. Edited November 16, 2017 by NeedHealth 1 Share this post Link to post
rabidrage Posted November 16, 2017 5 hours ago, tourniquet said: untouched since more than half a year i finally found enough inspiration to finish this one Dude, that's just...when they look beautiful even from the map view, I envy the skill of the person who made them. Damn. Definitely not my specialty. 0 Share this post Link to post
Shawneth Posted November 16, 2017 New map I'm working on called Lunae Isle. 19 Share this post Link to post
Breezeep Posted November 17, 2017 (edited) Are those BTSX textures I see? I don't think @esselfortium will be happy with this, since using the BTSX resource is not allowed until E3 is released. 0 Share this post Link to post
Shawneth Posted November 17, 2017 (edited) 38 minutes ago, Breezeep said: Are those BTSX textures I see? I don't think @esselfortium will be happy with this, since using the BTSX resource is not allowed until E3 is released. I'm using various sets as a base and haven't released - if she wants them down I'll do so immediately. Edited November 17, 2017 by Shawneth 2 Share this post Link to post
bioshockfan90 Posted November 17, 2017 4 hours ago, Breezeep said: Are those BTSX textures I see? I don't think @esselfortium will be happy with this, since using the BTSX resource is not allowed until E3 is released. all the more reason to release e3 /s 0 Share this post Link to post
AleksB Posted November 17, 2017 On 12/19/2016 at 3:25 AM, YukiRaven said: I haven't been mapping in months. Felt good to finally get some more work done on my project tonight. that looks badass 5 Share this post Link to post
Misty Posted November 17, 2017 ^ And it's already released. You should check it out under Shadows of Nightmare Realm name if I remember that correctly. 1 Share this post Link to post
StormCatcher.77 Posted November 17, 2017 A few days ago I started to develop my map for DMP 2017. At the moment, the map is very raw. There is no concept, no textures, no lighting ... nothing. Only naked geometry. I do not even know if I can make it to the deadline myself. 11 Share this post Link to post
dybbuk81 Posted November 17, 2017 Make textures of colors (well not purple) similar to the texture-less render! make it bright and non-doomish as at least a hidden map to the regular map. there's too much regular doom appeal to all these maps that have come out in the past 20 years 0 Share this post Link to post
Soundblock Posted November 18, 2017 On 11.11.2017 at 10:45 PM, ukiro said: Saturday map doodle. Decided to do some equilateral triangles. Editor pic is mega high res, so zoom into that if 1px grid stuff is your turn-on. Holy SHIT dude! 3 Share this post Link to post
Crunchynut44 Posted November 19, 2017 On 18/11/2017 at 2:23 AM, Lokust Sun said: there's too much regular doom appeal to all these maps that have come out in the past 20 years Now that I think about it you're absolutely right! 1 Share this post Link to post
dybbuk81 Posted November 19, 2017 On 11/17/2017 at 0:18 AM, AleksB said: that looks badass please release that one soon! I already want to try it out 0 Share this post Link to post
mgr_inz_rafal Posted November 19, 2017 (edited) Now, seriously... How do you guys avoid going into "too many details" mode while mapping? I can't resist adding more rooms and details and then I'm out of juice to finish the level... Guess I need to revert back to vanilla mapping and its limiting limits... The map below was so simple and nearly finished 2 wks ago :) Now after introducing more rooms I consider it to be 30% done :/ 5 Share this post Link to post
Grimosaur Posted November 19, 2017 1 hour ago, mgr_inz_rafal said: Now, seriously... How do you guys avoid going into "too many details" mode while mapping? I can't resist adding more rooms and details and then I'm out of juice to finish the level... Guess I need to revert back to vanilla mapping and its limiting limits... I always make one room full of details that the player probably won't even see, and then I'll look at the time and go: "It's been an hour and a half already? I've ONLY JUST STARTED making this room!" 1 Share this post Link to post
Zanieon Posted November 19, 2017 1 hour ago, mgr_inz_rafal said: The map below was so simple and nearly finished 2 wks ago :) Now after introducing more rooms I consider it to be 30% done :/ There's your problem, the more rooms you add without reason, the more you will feel the map is incomplete, if you add a room just because you had the idea for it but actually have no intention to make it a part of the map's flow besides fill it with resources, hold yourself from doing it so. UAC Vinur Prime was meant to be a medium-sized map for Zandronum survival, however i ended with this monster of 1-hour long of playtime because i did the mistake you are doing: 7 Share this post Link to post
dybbuk81 Posted November 19, 2017 I'm seeing wonderful things on this thread but not many wonderful things in /newstuff or I'm looking at the wrong ones. I'm not talking about community projects. Actually all of the /newstuff is good too, I'm just not seeing anything like these maps and I'd love to play these experimentals. 0 Share this post Link to post