Baratus Posted July 20, 2019 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 6 Share this post Link to post
DoomSpud Posted July 20, 2019 16 hours ago, zzzornbringer said: what are these giant circles? Dynamic lighting. 0 Share this post Link to post
Casketkrusher Posted July 20, 2019 Busy with a megawad :) this is my first map I made :) Doom - Condemned To Eterinity.rar 8 Share this post Link to post
Casketkrusher Posted July 20, 2019 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! Oh wow, looks very Doom 2 like, would love to play this :) 2 Share this post Link to post
Magicana Posted July 20, 2019 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. 5 Share this post Link to post
Casketkrusher Posted July 21, 2019 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. 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. 2 Share this post Link to post
Magicana Posted July 21, 2019 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. 5 Share this post Link to post
DoomSpud Posted July 21, 2019 WIP 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 :) 9 Share this post Link to post
elend Posted July 22, 2019 Man, that looks really amazing, Bifurcator. Love the mood in these shots as well as the... orange... fog?! glow?! 1 Share this post Link to post
elend Posted July 22, 2019 That looks interesting. Vast and open. Gorgeous Penthouse in the first shot as well! 2 Share this post Link to post
Negatronica Posted July 22, 2019 This is the start of happy time circus 3 so far. Just the doomguy doing some camping.. 27 Share this post Link to post
Zanieon Posted July 24, 2019 Got bunny hopping working in my mod in a way that it is compatible with Zandronum because the lack of ZScript support yet D: 9 Share this post Link to post
StormCatcher.77 Posted July 24, 2019 Brilliant looking, @Zanieon!! I am amazed how much labor is invested in it ... 1 Share this post Link to post
Zanieon Posted July 24, 2019 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. 1 Share this post Link to post
Jaska Posted July 24, 2019 Finished another room. A breather gameplaywise. 22 Share this post Link to post
DoomSpud Posted July 24, 2019 (edited) MAP03: 'Crash!' of Doom: Dissension. Apologies about the bad video quality... YouTube nuked it... Edited July 24, 2019 by DoomSpud : Link to video 5 Share this post Link to post
DoomSpud Posted July 24, 2019 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!!!! 2 Share this post Link to post
Tango Posted July 24, 2019 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! 2 Share this post Link to post
pcorf Posted July 24, 2019 (edited) Next Doom Odyssey E1M5: Suspense Base. Edited September 18, 2019 by pcorf 19 Share this post Link to post
nrofl Posted July 24, 2019 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! 2 Share this post Link to post
Archanhell Posted July 24, 2019 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 3 Share this post Link to post
Archanhell Posted July 25, 2019 (edited) 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 6 Share this post Link to post
Magicana Posted July 27, 2019 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. 3 Share this post Link to post
pcorf Posted July 28, 2019 Doom Builder shot of my latest map for next ADO. 9 Share this post Link to post
Magicana Posted July 28, 2019 6 hours ago, pcorf said: Doom Builder shot of my latest map for next ADO. Every WIP I see from you is usually the kinds of map I wish I could build. Looks fantastic. 1 Share this post Link to post
Ed Posted July 29, 2019 Remastering / expanding / fixing Putrefier. Gameplay and graphics are getting a total overhaul. New areas to explore and less switch-hunt navigation. 31 Share this post Link to post