Urthar Posted June 12, 2019 I recreated them from a screenshot I saw on tdDaz's twitter. https://pbs.twimg.com/media/Dwt_XPLXQAAs89G.jpg Here's a zip: DEVTEX.zip 5 Share this post Link to post
Nymbus_Hustle Posted June 12, 2019 Working on this, I plan to finish it but I'm not sure when. Currently detailing and giving the rooms height. Right now there really aren't many height differences between rooms and sectors. In the spawn room, I plan to add stairs that ascend to the north and descend to the south leading to the room before the big waste pit in the southeast of this screenshot. I just finished texturing lots of the map as seen in fullbright screenies below 4 Share this post Link to post
Guest Unregistered account Posted June 12, 2019 (edited) It's for Vanilla Made it just today! Edited June 12, 2019 by Unregistered account 0 Share this post Link to post
cannonball Posted June 12, 2019 After a long time, the beginning of the end is here...... Well the design of the opening area is done at least. 34 Share this post Link to post
bioshockfan90 Posted June 13, 2019 More quick sketchy doodle action from tonight, just trying to calm my mind down, maybe I should take all these unfinished layouts from the past year and a half and actually turn them into maps! 7 Share this post Link to post
Lone2401 Posted June 13, 2019 An unfinished E2 style warehouse level thats been sitting dormant on my PC, plan to include it in a short episode. 21 Share this post Link to post
A.Gamma Posted June 13, 2019 Forgot I was even working on this. Don't even remember where I was going with it, but it's cool, so time to improvise I guess. 30 Share this post Link to post
Roofi Posted June 13, 2019 A creepy gimmicky vanilla speedmap made in 3hours. 24 Share this post Link to post
Bauul Posted June 14, 2019 (edited) Slow progress at the moment thanks to real life, but chipping away at an Egyptian themed map for Elementalism. This and this were also shots from this level. Edited June 16, 2019 by Bauul 57 Share this post Link to post
Walter confetti Posted June 14, 2019 This photo didn't last that long... from my Akeldama map. 7 Share this post Link to post
Memerz1 Posted June 14, 2019 I'm on vacation, and I saw that Delta Touch got a recent update; Where it supports Zandronum 3.0 now, so I decided it pick it up. And for what it is, Doom with touch-screen controls isn't as bad as I imagined it to be, but aside from that, I was playing some random wads off of Wad Archive and found this gem. 3 Share this post Link to post
Roofi Posted June 14, 2019 (edited) Really proud to finish "No Chance" by Death-Destiny without saves for the first time. One of the deadliest but also epic caves ever seen. Prepare to be killed ! 18 Share this post Link to post
Nymbus_Hustle Posted June 15, 2019 (edited) Made a good bit of progress and ironed out a lot of bugs. I cleaned up the outside part, extended the acid pit platforming section and removed some enemies from it. I also added stairs on either side of the spawn. I'm planning on working in a secret path through the level along with the main path, and a completely optional section. My greatest hurdle so far was getting doors to work. I didn't know that linedefs had a direction until reading this wiki page about doors On 6/13/2019 at 6:13 PM, Bauul said: Slow progress at the moment thanks to real life, but chipping away at an Egyptian themed map for Elementalism. This looks amazing, and are those palm trees 3D? 3 Share this post Link to post
Borax Man Posted June 15, 2019 The Shrine - Remastered. Soon to be released. 21 Share this post Link to post
ZealknightMR Posted June 15, 2019 A work in progress of my first map. 20 Share this post Link to post
Roofi Posted June 16, 2019 Screenshots from two maps I played today. "Secret Energy" by Paul977. A mysterious surrealistic base located in a natural landscape under a bright blue sky. Awesome map 2) "Soulscarred Universe" by Death-Destiny (Dark Resolution 2008 map 10). A brutal dark atmospheric map using perfectly the music "Pull me Under" composed by Dream Theater. 15 Share this post Link to post
Bridgeburner56 Posted June 16, 2019 (edited) My contribution to the collaborative mapping community project Mapwich that I ran over the last 3 weeks which will see release in the near future. 15 maps made by 30 mappers. 34 Share this post Link to post
Crunchynut44 Posted June 16, 2019 Already making levels from the influence of Sigil, what a fantastic mapset that is! 22 Share this post Link to post
Danlex Posted June 16, 2019 Some screenshots of a collab map I made with @Insane_Gazebo for the "Mapwich Community Project". (Each map was made by 2 mappers) The project is in playtesting process right now, and I hope it will be released soon. It was very fun to work with him, and I hope all of you enjoy the map when the project is published. 42 Share this post Link to post
Teder Posted June 16, 2019 (edited) Back to my old assets with new mod. For now I'm testing models for map. All bushes, trees and grass are animated. It's not superB animation, I made it 12 years ago, but never use it, but now I'm back to this. Here are gif how animations work, but the gif isn't perfect. This is director cut version with only 7k lines of code for decorate. In first original I had almost 300 kinds of grass/bushes/trees. I shrunk it under 100. https://giphy.com/gifs/XHjWctkdjGrMTRrdfY/html5 Edited June 16, 2019 by Teder 15 Share this post Link to post
Jimmy Posted June 17, 2019 22 hours ago, Crunchynut44 said: Already making levels from the influence of Sigil, what a fantastic mapset that is! You're not the only one! 35 Share this post Link to post
Beezle Posted June 17, 2019 Ha you did the shooting switches as well? Center right of 1st pic. 1 Share this post Link to post
wolfmcbeard Posted June 17, 2019 Been a bit since I touched my project. Map 7, a flooded section of subway tunnel. 7 Share this post Link to post
Novaseer Posted June 17, 2019 The third secret level of this same project aside, this is probably the most difficult segment of map I've made. Map's premise is a new layout for (and semi-Go 2 It revamp of) Phobos Anomaly from KDitD (this entire segment basically branches off of the right ammo room down the corridor, aside from the secret area at the bottom middle-to-right, which branches off from the automap lift at the start and just has a view into this area) I felt like I wanted to make a 'large' layout for once. For the most part, my levels are rather condensed, with a few token open areas. But this is the first time I've experimented with a large, non-linear open area akin to Industrial Zone and similar maps. Also a little bit of platforming because why the hell not. 4 Share this post Link to post
beast Posted June 18, 2019 On 6/17/2019 at 8:10 AM, Teder said: https://giphy.com/gifs/XHjWctkdjGrMTRrdfY/html5 most epic dude, it looks great! On 6/17/2019 at 7:55 PM, Jimmy said: On 6/16/2019 at 9:20 PM, Crunchynut44 said: Already making levels from the influence of Sigil, what a fantastic mapset that is! You're not the only one! Is there a Sigil survivors support group for the rest of us? Now for some of my doom pictures, still building "gamma station" 8 Share this post Link to post
Roofi Posted June 18, 2019 More screenshots of two maps I completed on UV without saves for my personal reviews. I) "Lich" by Death-Destiny (Map 11 from Dark Resolution 2008) A very hard map located in a hell castle with low ammo and strictly no armor. II) "Night Town" by Paul977 A moderately difficult exploration map with many little traps involving mainly mid-tier monsters. Beautiful map while staying classic with a massive use of stock textures from Doom2 and Plutonia. 13 Share this post Link to post
Big Ol Billy Posted June 18, 2019 Another map for Alien Bastards! Shoutout to @Fuzzball for their groovy new medikit sprite, slightly reworked and Halloween Harry-ized here 39 Share this post Link to post
Scorpinax Posted June 19, 2019 (edited) i'm hot garbage at making guns, so im in the process of making this dual laser gun... Can't improve otherwise. i scanned my hand for reference. Now i know how they felt back in 93! 13 Share this post Link to post
Novaseer Posted June 19, 2019 Completed full layout of the map segment I showed on the last page. In an attempt to make it more alinear, I focused much of the rest of the map around the additional area I added, and the two new large areas are simply the boss battle arena and the segment afterwards with its totally-not-a-death-exit (it is based off of E1M8 after all) Two notes: I changed out the simple lift at the end of E1M8 into a teleporter so I had more room to work with. The nukage in the boss arena doesn't do damage unlike in the rest of the map (where it is either 5%, 10% or instant kill depending on the area), but this is a design choice to allow for more maneuverability. And maneuverability is important because homing rockets. And screenshots through the level's progression because why not (be warned, there's a lot): Spoiler Part of the new start area, before the lift into the barrel room: The staircase after the barrel room: The right ammo room (I IDDQD/IDKFA'd at this point to make sure I could take screenshots in peace): After the switch is pressed: As soon as you leave the cavern: After going around the left of the building: After passing through the tunnel to the left of the last picture: Inside the building immediately in front of the last picture (and say hi to the Megatrooper in the window there, he's a new enemy I made): Inside one of the sections of the center building: ...which going in to unleashes this guy. Inside another segment of the centre building at the yellow key card: The left ammo room: ...and after opening the switch (and say hi again to the Demon-Whisperer, another custom enemy of mine): Passing through the teleporter leads you up here in the right building: which can lead you up here: In the blue keycard door in the centre building: Ambush!: Okay, we found the light: Falling down here is particularly ill-advised (the instant death pit I mentioned): Oh, look where we are! And who turned up!: And what's that that's down there now?: Are you ready now?: You'd better be: Or else... (textures on these guys are temporary, and I wasn't lying about the homing rockets): Now what's that over there?: Oh right. Yeah. 7 Share this post Link to post