TeknoRider Posted September 16, 2019 1 minute ago, Van Daemon said: Damn 5 Share this post Link to post
NiGHTMARE Posted September 16, 2019 Reminds me of Project Zero 2 (aka Fatal Frame 2). 0 Share this post Link to post
DynamiteKaitorn Posted September 17, 2019 I've not been working on my TMoD stuff much as of late (partially due to IRL stuff and partially due to owning the switch @w@) Here's a few screensies of episode 3 so far: Spoiler Industrial Chokehold - HUB 3 MAP 01 This is the starting room. Quite full isn't it? A bit further on and you have a little bit of jumping to do. Spooooky crates... ooooOOOooOOOOooooo...... Smokey Mines - HUB 3 MAP 02 Definitely smokey alright! One of the side rooms :) The Main area with lava flowing (and glowing). The Steamworks - HUB 3 MAP 03 Low gravity... High gravity! So yeah... Stiiiilll trucking along slowly. Thankfully once HUB 3 is done it's just the home stretch... and then I need to add the secret levels and other goodies... UwU 4 Share this post Link to post
magicsofa Posted September 18, 2019 10 hours ago, DynamiteKaitorn said: I've not been working on my TMoD stuff much as of late (partially due to IRL stuff and partially due to owning the switch @w@) So yeah... Stiiiilll trucking along slowly. Thankfully once HUB 3 is done it's just the home stretch... and then I need to add the secret levels and other goodies... UwU It's okay to take breaks! ... I definitely don't want you to lose inspiration on this, I'm anxious to play it 2 Share this post Link to post
Master O Posted September 18, 2019 4 hours ago, Van Daemon said: Who wantuh some Wang?! 5 Share this post Link to post
Tango Posted September 18, 2019 (edited) I'm converting the fire-pillar-spawning Diabolist from Paradise into MBF (screenshot taken in PrBoom+): the Diabolist is basically done, though the limitations of dehacked means that I can't spawn as many nice effects like in GZDoom to make it more clear where fire is going to explode. gonna need to do some extra spritework to make up for that, probably D: I have a bunch of other Paradise-esque gameplay changes in this dehacked patch so far, including smooth weapons and faster rockets with a bit less splash. hopefully I can release a first version of this resource/gameplay mod before the month ends, and then use it for some of the stuff I intend to do for NaNoWADMo Edited September 18, 2019 by Tango 23 Share this post Link to post
nrofl Posted September 19, 2019 Maybe not a doom screenshot per say but: 100000 doomworld topics! 17 Share this post Link to post
Phobus Posted September 19, 2019 NVidia overlay got in the way, but the spaceship is still clearly in view in it's... half of a hanger. Now to make the map itself, rather than the view... 12 Share this post Link to post
BassSlapper89 Posted September 21, 2019 On 9/17/2019 at 2:38 PM, Van Daemon said: That's a killer layout! Looking forward for more! 1 Share this post Link to post
Novaseer Posted September 21, 2019 Another little bit of the start of Depths 2's new MAP05. And showing off the cool new lighting effects I set up with GZDoom. 12 Share this post Link to post
Tango Posted September 22, 2019 (edited) working with MBF dehacked/bex, and gave the arachnotron an attack that leaves a trail of poison clouds that deal damage if you get close, and then fade away after a few seconds. the idea being that the attack could kind of bisect the player's safe space at any given point for a few seconds, so you're forced to be really careful about where you take arachnotron shots so you don't end up suffocating or having to dance through poison clouds to take space. the main drawback is that you have to swap the arachnotron slot with either the cyb or the spiderdemon so that it can't kill itself with the poison clouds, so then the arachnotron see/death sounds are full volume, which is pretty weird. I suspect you could work around that by removing its see and death sounds, and instead play those two sounds through an actor spawned by the arachnotron with MBF's Spawn codepointer. I also think the attack would fit much better thematically with a monster like the Tortured Soul. if anyone's interested in playing around with it, here's a link to the experiment inside my WIP gameplay mod/resource for MBF. while I'm going to ditch the idea for now and revert back to a more standard arachnotron attack, I think the idea has potential, and will probably revisit it sometime in the future (maybe in GZDoom where I don't have to make all these tradeoffs) 13 Share this post Link to post
Rince-wind Posted September 22, 2019 DUMP-3 - Map15: The Corporate Ladder 22 Share this post Link to post
Misty Posted September 22, 2019 I finally figured out to make eternity portals in udmf. This map most likely will end in October mapping challenge, as this just scrap from my previous tries. 15 Share this post Link to post
Juza Posted September 22, 2019 Always loved the style of your maps @Misty. 2 Share this post Link to post
Phobus Posted September 22, 2019 How else can we celebrate 25 years of Doom II, but with a MYHOUSE.WAD MAP01? 20 Share this post Link to post
Tango Posted September 22, 2019 (edited) @Zanieon that looks insane! amazing :D all the tall structures make me think of some of the levels in Serious Sam that I've seen. the space looks really fun to move around in too, with all the different vertical levels bit more work on my D4V + OTEX speedmaps: Edited September 23, 2019 by Tango 42 Share this post Link to post
JDR Posted September 23, 2019 (edited) @Tango This is wonderful, this kind of color scheme needs to be a trend. 1 Share this post Link to post
Novaseer Posted September 23, 2019 Getting some more work done on the new MAP05 for Depths 2. Gameplay hint for this map: white doors are ones you can open, brown ones are triggered. 11 Share this post Link to post
BassSlapper89 Posted September 24, 2019 (edited) I'm in the process of redesigning a few levels that definitely needed improvement in the Jazz Jackrabbit Doom TC I'm currently updating. Before. Picture was taken sometime around the beginning of this year. MAP03: "Diamondus Again?" After. There's still more I need to add, it definitely looks 10x better. "Map03: "Diamondus Again?" Edited September 24, 2019 by Bass Slapper '89 11 Share this post Link to post
Fletcher` Posted September 24, 2019 3 hours ago, Bass Slapper '89 said: Jazz Stuff Ok now you have my undivided attention. 2 Share this post Link to post
BassSlapper89 Posted September 24, 2019 4 minutes ago, rf` said: Ok now you have my undivided attention. Lol yeah. I had this as an idea back when I was 13. Been wanting to get this project together. It's been an experience, especially for a first Doom mod. 1 Share this post Link to post
XxDubstepGuyxX Posted September 24, 2019 This is not my drawing but i found this secret from Deus Vult 2 - Map20 It looks nice thought 😍😍 1 Share this post Link to post
Bridgeburner56 Posted September 24, 2019 Bloodwire Keep. My first and probably only boom map, done for Dying Camel's Demons. You can all die horribly to this shortly 33 Share this post Link to post