Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
everennui

what are you working on? I wanna see your wads.

Recommended Posts

I'll make DooM maps only once in a blue moon (or a Joy of Mapping event, to be precise) but I will occasionally dabble in weapon modding, working fairly obsessively on creating a new set of weapons for Doom II. Here's a concept for an alternate BFG which I'm rather proud of:

Spoiler


bfgtest.gif.6b221013caf711d5efb3035f4d67eade.gif

 

 

Share this post


Link to post
On ‎6‎/‎29‎/‎2019 at 9:40 PM, Gojimike said:

Been working on this for a few days, I've had a few attempts at "first map" before but this one I feel kind of proud of so far :) hitting some mappers block atm though so will hopefully get out of that soon. Looking forward to finishing and uploading it!

03bb46d926b2f51335b95229d0288f7b.png

7c869f3a1dc2014661dce0589c6dc250.png

64d201b5d4c550322ddfe23f9a957927.png

9b18e45afff180b7d1da38453a9aaedc.png

Oh wow, looks very Doom 2 like, would love to play this :)

Share this post


Link to post

Working on a cave/mine map, but just completely stuck for how to not make the experience even more linear than it currently is. It's a bit of a horseshoe at the moment start from the large circle on the left side.

 

image.png.d516778909e1358425d7a912622192d8.png

Share this post


Link to post
53 minutes ago, Magicana said:

Working on a cave/mine map, but just completely stuck for how to not make the experience even more linear than it currently is. It's a bit of a horseshoe at the moment start from the large circle on the left side.

 

image.png.d516778909e1358425d7a912622192d8.png

I've noticed that too in my map progression, for me it is very hard to make a what like open world experience (not linear in that sense), linear can be fun too if it is executed the right way and ofcourse if it is still interesting. I also like to put some backtracking in my maps as well. Without it being boring atleast if new monster spawn it can be rather fun and finding secrets or new paths.

Share this post


Link to post
7 hours ago, Casketkrusher said:

I've noticed that too in my map progression, for me it is very hard to make a what like open world experience (not linear in that sense), linear can be fun too if it is executed the right way and ofcourse if it is still interesting. I also like to put some backtracking in my maps as well. Without it being boring atleast if new monster spawn it can be rather fun and finding secrets or new paths.

 

I'm relatively pleased - I've now got two ways to tackle the map... Not sure how it's going to effect the playthrough yet though - Whichever path you take will open up all the closets and wake up the monsters in the other, leading them to slowly trickle in.

 

image.png.9b69bedb7e09c33bff65f5bd4e71b517.png

Share this post


Link to post

Image1.jpg.ad8a1100e9e171da510450eeb5382054.jpgWIP screenshots of Doom: Dissension's map08 "Experiment 666". Build pretty much complete, working on scripts and custom sound effects at the moment.
Will be ready to populate with items and monsters soon. Couple of the screenshots were taken using the 'fly' console command so I could get clearer shots of the reactor room. Rather proud of how this map has turned out :)

Screenshot_Doom_20190303_001517.png

Screenshot_Doom_20190303_001714.png

Screenshot_Doom_20190303_001731.png

Screenshot_Doom_20190303_000948.png

Screenshot_Doom_20190303_001115.png

Screenshot_Doom_20190303_001234.png

Screenshot_Doom_20190303_001358.png

Screenshot_Doom_20190303_001430.png

Share this post


Link to post

Man, that looks really amazing, Bifurcator. Love the mood in these shots as well as the... orange... fog?! glow?!

Share this post


Link to post

That looks interesting. Vast and open. Gorgeous Penthouse in the first shot as well! 

Share this post


Link to post

Got bunny hopping working in my mod in a way that it is compatible with Zandronum because the lack of ZScript support yet D:

 

Share this post


Link to post

Thanks, i ironically helped myself on that with the code implementation i had for the player characters, so i had more of a job about how to fairly replicate the momemtum accumulation Quake 3 have when bunny hopping than truly implementing the thing.

I just hope it works okay as well with Zandro's netcode in MP matches.

Share this post


Link to post

MAP03: 'Crash!' of Doom: Dissension.

Apologies about the bad video quality... YouTube nuked it...
 

Image2.jpg.bb5c57b6afca0771a661950ce106c9a1.jpg
 

 

 

Edited by DoomSpud : Link to video

Share this post


Link to post
10 hours ago, Zanieon said:

Got bunny hopping working in my mod in a way that it is compatible with Zandronum because the lack of ZScript support yet D:

 

Wow. Wait... let me get a grasp on what I'm seeing here... you're basicaly replicating the actions of idTech3 (Quake III Arena engine) within idTech1, and to the extreme of bunny-strafe-hopping?

FUCK!!!!

Share this post


Link to post
On 7/22/2019 at 9:33 AM, Shtbag667 said:

This is the start of happy time circus 3 so far. Just the doomguy doing some camping..

 

I'm so glad to see you round here and working on stuff, you are a legend mate :D shot looks beautiful!

 

Share this post


Link to post
On 7/22/2019 at 11:33 AM, Shtbag667 said:

This is the start of happy time circus 3 so far. Just the doomguy doing some camping..

HTC2 was one of my favorite maps for its atmosphere. So glad to see that your back making a third one!

Share this post


Link to post

I haven't made Progress on some time, but here you have some stuff! 

And with some stuff I mean one pic! :p 

 

Progress of The Temple will be made today maybe, I need to rest a bit, my head hurts since yesterday heh 

Captura de pantalla (6042).png

Share this post


Link to post

Let's go people! Starting the second important Area!
 

EDIT: There's no real fog inside, that was a mistake when I made the starting Room, so don't worry! :p

 

Captura de pantalla (6077).png

Captura de pantalla (6079).png

Share this post


Link to post

I felt a bit inspired by the hot starts from Plutonia 2, so I've tried coming up with something of my own (However I just can't bring myself to have the player under attack the minute it starts. So a little hidey-hole before they get smashed.

 

image.png.902d990a8f6dd47f74447fb48a00ea20.png

Share this post


Link to post

Doom Builder shot of my latest map for next ADO.

DB_E1M5_ADO3D.png

Share this post


Link to post
6 hours ago, pcorf said:

Doom Builder shot of my latest map for next ADO.

DB_E1M5_ADO3D.png

 

Every WIP I see from you is usually the kinds of map I wish I could build. Looks fantastic.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×