Marlamir Posted March 11, 2019 11 hours ago, Empyre said: The torches are bobbing. How about a translucent non-solid 3D floor with that animated texture on it? You could make the ceiling of the control sector waggle, and the non-solid 3D floor wouldn't make the torches bob. nope they don't, as Aquila said i used fly mode to have better and larger view at the fog. I did pretty much what you said expcet the fog texture is static and just warped in animdefs for more smooth effect 0 Share this post Link to post
Bridgeburner56 Posted March 11, 2019 16 hours ago, NoReason said: Something Something I like 5 Share this post Link to post
Tingsing Posted March 12, 2019 Rooftop map. Part of a ~10 map coop Wad I'm making. 5 Share this post Link to post
Misty Posted March 14, 2019 I'm working on traditional looking map as part to heal my mapper's block and test some ideas for main project: 19 Share this post Link to post
Empyre Posted March 14, 2019 39 minutes ago, Misty said: I'm working on traditional looking map as part to heal my mapper's block and test some ideas for main project: The first thing I noticed when I saw that picture was the really cool structure with dead bodies hanging from it, but the second thing I noticed is that the building looks lie a warehouse or factory. The building is well-made, but it doesn't look hellish. With a retexture, it could be a part of a good tech base map. The building does not at all look bad, but it just doesn't look evil enough for Hell. 0 Share this post Link to post
Misty Posted March 14, 2019 15 minutes ago, Empyre said: The first thing I noticed when I saw that picture was the really cool structure with dead bodies hanging from it, but the second thing I noticed is that the building looks lie a warehouse or factory. The building is well-made, but it doesn't look hellish. With a retexture, it could be a part of a good tech base map. The building does not at all look bad, but it just doesn't look evil enough for Hell. It might be not evil enough, but it's okay. There are plenty of room for future improvements and adjustments. For my idea, player gets into building from back side and does stuff, gets out from main doors and exits map. 0 Share this post Link to post
unerxai Posted March 15, 2019 I'd say it's almost finished. If anyone wants to help me test it they can send me a PM. :-) 7 Share this post Link to post
Cacodemon187 Posted March 16, 2019 Hey there people, I finally finished E1M1 from my megawad Outskirts. Here it is! E1M1 : South Outpost --------- BONUS --------- E1M3 Sneak Peak! Anyways that's it for now, let me know what you guys think! See ya! 20 Share this post Link to post
dac Posted March 17, 2019 Update: Almost done! Now's the time to add monsters, make it fun, and ask myself if I put too many themes into it. Wood base in void, unlocking marble structures of three different kinds. OTEX is a fun texture pack. 19 Share this post Link to post
Nirvana Posted March 17, 2019 (edited) Doing some small, simple maps inspired by Scythe and Skepland. They're gonna be fast and mean >:) Also I'm back to blue... (Sky is placeholder...) Edited March 17, 2019 by Nirvana 30 Share this post Link to post
Denim Destroyer Posted March 17, 2019 4 hours ago, Nirvana said: (Sky is placeholder...) I think the sky you have currently goes well with the level. 2 Share this post Link to post
Dragonfly Posted March 17, 2019 Loving all the new screenshots being posted guys - great work! Also really enjoying how many people are using OTEX, I know I didn't make any of it, but seeing how invested in the pack I am it fills me with some sense of joy to see it's use beyond Eviternity. :D 6 Share this post Link to post
Btyb88 Posted March 20, 2019 An Ancient Aliens style level I have been sitting on for WAY too long, adding bits and pieces every now and again. 16 Share this post Link to post
ryker Posted March 20, 2019 doom pitchfork mod. Sprites by Gothic pitchfork.zip 1 Share this post Link to post
elend Posted March 22, 2019 Work on my second map continues and I finally got around to install portals, to have at least a little bit detail ontop of my "building". Thanks to Bridgeburner for endless encouragement and tips, as well as that one dude (Darkstar Archangel) on YouTube, who made the easiest to understand tutorial ever. Still have to think about a final endfight and minor detail in a cave area nearby but that should be it. Map will be released soon! About time. 34 Share this post Link to post
Bauul Posted March 22, 2019 That looks really nice! Getting Viggles vibes from the detailing and texture work. Personally I've been tinkering with some water shader effects for GZDoom. Not quite right yet, but getting there. 18 Share this post Link to post
nrofl Posted March 22, 2019 7 hours ago, elend said: Work on my second map continues and I finally got around to install portals, to have at least a little bit detail ontop of my "building". Thanks to Bridgeburner for endless encouragement and tips, as well as that one dude (Darkstar Archangel) on YouTube, who made the easiest to understand tutorial ever. Still have to think about a final endfight and minor detail in a cave area nearby but that should be it. Map will be released soon! About time. 13 minutes ago, Bauul said: That looks really nice! Getting Viggles vibes from the detailing and texture work. Personally I've been tinkering with some water shader effects for GZDoom. Not quite right yet, but getting there. Holy fuck how do you have time for this. Im mezmorized 1 Share this post Link to post
Marlamir Posted March 23, 2019 @elendHolly shit dude, those screenshots are insane. Can't wait to play this. 1 Share this post Link to post
elend Posted March 23, 2019 Thx, thx, everybody. Hope the gameplay is up to par. 1 Share this post Link to post
nrofl Posted March 24, 2019 About a days work: Also if you see those random linedefs that have lighting problems that in the editor say that they have the same brightness as the other normal linedefs. Does anyonw know how to fix that? Its getting really annoying. 6 Share this post Link to post
Bauul Posted March 24, 2019 6 hours ago, Rhebiz said: About a days work: Also if you see those random linedefs that have lighting problems that in the editor say that they have the same brightness as the other normal linedefs. Does anyonw know how to fix that? Its getting really annoying. If the linedefs are perfectly aligned to the compass points then it'll be down to Doom's fake contrast. Try moving one vertex by a single map unit to knock them off the exact angles. 2 Share this post Link to post
Bridgeburner56 Posted March 24, 2019 (edited) New things Spoiler For Elementalism Edited March 24, 2019 by Bridgeburner56 10 Share this post Link to post
F0U Posted March 24, 2019 Try me! https://www.moddb.com/games/doom-ii/addons/cathedral1 6 Share this post Link to post
Denim Destroyer Posted March 25, 2019 Decided to put something other than a pentagram in my levels. Took way too long to make this but I think it came out rather well. Spoiler 10 Share this post Link to post
NoReason Posted March 25, 2019 Some extreme slaughter stuff Also, I don't know what I'm doing with this but I thought it looked cool at the time. 23 Share this post Link to post
ClumsyCryptid Posted March 25, 2019 So, back to mapping, and focusing on a heretic map. Just a couple of "highlights". First picture is of the start of the map and an introduction to a new monster, it is from Realm667, and one of the weaker ones. The rest are other parts of the level, various stages of functioning or in the process of being reworked. Using a Heretic II texture pack as well. 10 Share this post Link to post