Doom_Dude Posted September 24, 2019 Almost got the 3rd map done for this UDMF project that I have going on the side. Just have to put in the exit..:D 23 Share this post Link to post
Phobus Posted September 24, 2019 Sometimes a map for Doom II is just that. 19 Share this post Link to post
TeknoRider Posted September 25, 2019 New flamethrower added to my project, i now went back to school so i'll have less time to work on it. But if i can still find time to advance it enough, i'll post a dedicated project thread in Wads & Mods, having done a good bunch of assets and 6 Weapons Finished (with Sprites and all Assets being made up from scratch). Also, the game is supposed to be way more run'n'gun than regular doom, and i'm going for more linear maps.. 11 Share this post Link to post
Novaseer Posted September 25, 2019 Sometimes, making the end of a map before the rest can be fun. (view from the start) (view inside the room) 8 Share this post Link to post
beast Posted September 26, 2019 (edited) Discovered SargeBaldy Speedmapping Compilation #14: Halloween Edition! on idarchive (link). 14 Share this post Link to post
Rince-wind Posted September 27, 2019 Doomworld Mega Project 2018-b - MAP12: Scypek2 11 Share this post Link to post
Linguica Posted September 27, 2019 Reminds me of the scrolling texture messages in 0 Share this post Link to post
Rince-wind Posted September 27, 2019 Here's another one from MAP15 of Hadephobia, a pretty creative MAP31 exit 6 Share this post Link to post
dobu gabu maru Posted September 28, 2019 hm hmm hmmm what am I doing hmmm hmm hm 16 Share this post Link to post
dobu gabu maru Posted September 28, 2019 2 minutes ago, Demon of the Well said: *cracks knuckles* Don't you mean *cracks pencil*? 1 Share this post Link to post
Lila Feuer Posted September 29, 2019 @Linguica Now it's more unstable than the BUILD engine. 0 Share this post Link to post
Master O Posted September 29, 2019 6 hours ago, dobu gabu maru said: hm hmm hmmm what am I doing hmmm hmm hm The password screen from the early NES Megaman / Rockman games? 0 Share this post Link to post
magicsofa Posted September 29, 2019 15 hours ago, dobu gabu maru said: hm hmm hmmm what am I doing hmmm hmm hm Punnett squares? 0 Share this post Link to post
Linguica Posted September 29, 2019 11 hours ago, Lila Feuer said: @Linguica Now it's more unstable than the BUILD engine. Even worse, there's a commented-out line of code to CLOSE THE GAME when an elastic collision happens. I like to imagine that Carmack put it in to try and start debugging what was happening, was immediately horrified at how prevalent it was, and decided to just flip the angle and not think about it. 17 Share this post Link to post
axdoomer Posted October 1, 2019 @Linguica What's gonna happen if you remove these two lines of code (618 and 619)? If this is what causes elastic collisions, it makes it look like elastic collision is there on purpose so you don't enter into the walls. 0 Share this post Link to post
Guest Unregistered account Posted October 1, 2019 Reminds me of the Doom alphas. 0 Share this post Link to post
NaturalTvventy Posted October 1, 2019 @Marn STEP1/2 conveyor belts FTW 3 Share this post Link to post
E.M. Posted October 2, 2019 So... I just figured out how to make my own textures. 19 Share this post Link to post
Tango Posted October 3, 2019 reeeeeal close to finishing this map for a 3-map D4V episode of reworked speedmaps 69 Share this post Link to post
Jaska Posted October 3, 2019 17 minutes ago, Tango said: reeeeeal close to finishing this map for a 3-map D4V episode of reworked speedmaps Looks great! Vine textures, best textures. 2 Share this post Link to post
Avoozl Posted October 3, 2019 36 minutes ago, Tango said: reeeeeal close to finishing this map for a 3-map D4V episode of reworked speedmaps I fucking love autumn settings. 3 Share this post Link to post
Avoozl Posted October 3, 2019 On 9/27/2019 at 7:29 PM, Rince-wind said: That would work well for death exits. 6 Share this post Link to post