Bridgeburner56 Posted January 8, 2019 @elend Playing with sloped sectors if fun. I've gone a bit nuts since I started doing it in JOM. This one is similar to what you did, indenting the texture profile (from my JOM map) These are all using sloped sectors around geometry I made (from Refracted Reality). UDMF for the win :P 31 Share this post Link to post
cambreaKer Posted January 8, 2019 i like how people are posting super detailed udmf maps filled with slopes and 3d floors, and then there's me who's posting simple boom-compatible maps. Anyway, here's a screenshot of my upcoming wad 24 Share this post Link to post
Juza Posted January 8, 2019 Simplicity is beautiful, my friend. Don't forget it 6 Share this post Link to post
VanaheimRanger Posted January 8, 2019 (edited) 58 minutes ago, cambreaKer said: i like how people are posting super detailed udmf maps filled with slopes and 3d floors, and then there's me who's posting simple boom-compatible maps. Anyway, here's a screenshot of my upcoming wad The one I've been posting is Boom as well :). Fancy features are nice, but there's beauty in the simple things. 2 Share this post Link to post
Gaia74 Posted January 8, 2019 photos of a my wad of playable monsters mine :v (yes i love work in much wads :3) and yes, is compatible with multiplayer and deathmatch i am working in a system with mana to use the attacks, yes the ammo is mana now, but you can get the mana only regenerating (maybe i will need playtesters to balance) 4 Share this post Link to post
elend Posted January 9, 2019 @guitardz Yeah, well. If I see those red lines I think of "The Thin Red Line" of course. Which is not only an amazing Terrence Malik movie but also seems to have two meanings: "The Thin Red Line, an emblem representing the camaraderie of firefighters. (...)" and "Red line (phrase), a figurative phrase used in English and Hebrew meaning a limit past which something shouldn't cross safely". The second one sounds cool and fitting for a Doom map of course, so maybe, everytime one strays from the path of hallways with red lines, he is faced with incredible danger, whereas within those red lines you can find medikits, less or no monsters, etc. Or of course, if it's circuitry, there could be the element of connecting things. OR... there could be just a shitton of monsters and a SSG! 1 Share this post Link to post
VanaheimRanger Posted January 9, 2019 (edited) @elend I've given it a bit more thought and decided to use red, blue, and yellow circuitry for different areas of the map. Color coded by what key is available in that area. And I think I've decided on the name "Chaos Circuit" the final area after the 3 key door will have a red skull key and use blood trails instead of circuits, the red skull will open the exit. The RGY keys will be obtainable in any order. Each will require some hefty fighting and exploration to obtain. 3 Share this post Link to post
NinjaLiquidator Posted January 9, 2019 Finally I have fully working rotating 3D items. Here is ingame screenshot and editor screenshot of all triggerwork. For those who dont believe, here is a PrBoom prove: https://clips.twitch.tv/RepleteObeseKaleTebowing I need to get rid of movement sounds. Probably I will replace wad wav by silence cause if one item is doing such a mess, then the loot before slaughter fight will shake the plastering from all houses near 15 Share this post Link to post
cambreaKer Posted January 9, 2019 another screenshot from my upcoming wad 17 Share this post Link to post
Tango Posted January 10, 2019 trying to create monsterless intro map with an atmosphere vaguely similar to the intro stage in Castlevania 4... 47 Share this post Link to post
Zanieon Posted January 10, 2019 (edited) Hall where all characters shows a brief description of themselves in the tutorial map. Edited January 10, 2019 by Zanieon : Updated screenshot! 26 Share this post Link to post
Revenant100 Posted January 10, 2019 I thought the Baron of Hell looked angry and uptight with his constantly clenched fists, so I switched his arms with the Demon's mostly open-palmed alpha 0.2 arms to see if he'd look any more relaxed and casual. 30 Share this post Link to post
Gez Posted January 10, 2019 Now make him snap his fingers as a walks, whistling a catchy tune. 10 Share this post Link to post
TollyCastle Posted January 10, 2019 Guess the iwad level I'm remaking here. 8 Share this post Link to post
elend Posted January 10, 2019 @StormCatcher.77 That's some gorgeous looking hell architecture! 2 Share this post Link to post
VanaheimRanger Posted January 11, 2019 Is it just me, or doesn't the pain elemental have imp arms? 4 Share this post Link to post
Memerz1 Posted January 11, 2019 A high-res version of that "skull/soul" looking background from Doom that I couldn't find anywhere online. I made it green so that I could to green screen stuff with it. 4 Share this post Link to post
ETTiNGRiNDER Posted January 11, 2019 1 hour ago, guitardz said: Is it just me, or doesn't the pain elemental have imp arms? Demon arms, I think. Cyberdemon horns, and an inviso-sphere eye. 2 Share this post Link to post
Urthar Posted January 11, 2019 As an experiment I decide to test whether models will overwrite voxels. The hardest part of this was learning just enough Blender to be able to mesh and uv map a very simple model. These could of course have been built with slopes, but having these as actors allows me to place them adhoc and keep the map itself much cleaner. 25 Share this post Link to post
cambreaKer Posted January 11, 2019 Another another screenshot of my upcoming wad 10 Share this post Link to post
Juza Posted January 11, 2019 You already seem to be improving with the texturing. Looks like an interesting room. GG 5 Share this post Link to post
Bauul Posted January 11, 2019 (edited) 3 hours ago, Urthar said: The hardest part of this was learning just enough Blender to be able to mesh and uv map a very simple model. These could of course have been built with slopes, but having these as actors allows me to place them adhoc and keep the map itself much cleaner. As GZDoom supports OBJ models now, you don't have to use Blender. You can actually build something in GZDoomBuilder out of sectors and then export it as a model. For example, this model used in D4 of Elementalism started life as sectors: Edited January 11, 2019 by Bauul 19 Share this post Link to post
VanaheimRanger Posted January 11, 2019 @Bauul That's pretty kick-ass. But can you import the obj back in as sectors? 0 Share this post Link to post
Bridgeburner56 Posted January 11, 2019 Cross post from the Refracted Reality thread So i've finally got back to work on the purple behemoth that is Palace of the Black Singularity. I've finessed some existing areas Created some new ones And tackled this little thing that I almost regretted starting. I wasn't sure it was worth the effort and in hindsight I wouldn't have put it in this map as it has taken a lot more time than anticipated. This map was started in August and it is a day or 2 away from being done. 57 Share this post Link to post