Alfredo Posted November 27, 2019 Prepare your CPUs and hold onto your framerates. These maps are THICC. 5 Share this post Link to post
Horus Posted November 27, 2019 I’m just in awe of these screenshots and that you’ve managed to create something like this using Doom! Looking forward to the final product 2 Share this post Link to post
Bridgeburner56 Posted December 3, 2019 I finally made a moddb page for age of hell. Tell your mum. https://www.moddb.com/mods/the-age-of-hell-total-conversion-for-doom-ii 2 Share this post Link to post
Firedust Posted December 12, 2019 My mum's wondering if she can play this on her Huawei upon release. 2 Share this post Link to post
Bridgeburner56 Posted December 23, 2019 Started a new map today. Stuff happened 18 Share this post Link to post
Steve D Posted December 23, 2019 Absolutely staggering works of Doom art. I might join Discord simply for the pleasure of playtesting this monster. 1 Share this post Link to post
seed Posted December 23, 2019 Funny, the cracks on the floor remind me of Combine Forcefields: Spoiler 3 Share this post Link to post
Bridgeburner56 Posted December 23, 2019 8 hours ago, Steve D said: Absolutely staggering works of Doom art. I might join Discord simply for the pleasure of playtesting this monster. Do it ;p Gonna need testers next year 2 Share this post Link to post
VanaheimRanger Posted December 24, 2019 On 12/3/2019 at 1:21 PM, Bridgeburner56 said: I finally made a moddb page for age of hell. Tell your mum. https://www.moddb.com/mods/the-age-of-hell-total-conversion-for-doom-ii Do you want "Does this run with Brutal Doom?"? Because that's how you get "Does this run with Brutal Doom?"? 7 Share this post Link to post
RonLivingston Posted December 24, 2019 On 9/29/2019 at 4:12 AM, Bridgeburner56 said: Nice boss! Reminds me of that Giant Ice monster we fought in Armageddon Map06 "The weather these days" 3 Share this post Link to post
DoomDork Posted December 30, 2019 Between this and Refracted Reality, 2020 looks to be an amazing year...not to mention Doom Eternal, of course. 2 Share this post Link to post
Bridgeburner56 Posted January 8, 2020 (edited) Welcome to Hell Tours. Please keep your arms and legs inside the bus at all times and remember, don't feed the natives. Edited January 8, 2020 by Bridgeburner56 18 Share this post Link to post
Bridgeburner56 Posted January 11, 2020 Hexstone Citadel is actually finished. Build time was a little bit under 3 weeks (although I have been on holiday). This was me attempting to make a small map in a short space of time and ... uh ... it is smaller than my usual stuff but yeah, she's still pretty thicc. 12 Share this post Link to post
Firedust Posted January 11, 2020 Out of curiousity... if you're doing visuals/architecture first, then monster placement, wouldn't a lot of areas have to be reworked to accommodate different encounter setups? Surely, you are not just limiting combat to incidental fighting/enemies teleporting into areas? 1 Share this post Link to post
Bridgeburner56 Posted January 11, 2020 Even if I'm doing all layout first, then monsters I plan areas with combat mechanics in mind. This map has a fair amount of warp ins but there's areas that open up revealing enemies (there's one area with a couple hundred revs). Even with teleport in mechanics you can mix it up a lot. One arena has cacos look like they are flying in from above a window which is done with teleporters but it doesn't look like it. You can also have areas that appear empty from a distance but when you get into them and press a button use spawnspots to generate a battalion that reveals itself when walls lower/doors open. One thing I haven't done in this map is use portals to create non euclidian geometry which allows for space for monsters to be created where none would be available in a less advanced port. That was a deliberate decision for this map but that will happen in other maps (I first started doing this in The Slaughter Spectrum. A good example is the last fight in Palace of the Black Singularity). 0 Share this post Link to post
Bridgeburner56 Posted March 4, 2020 After a bit of a hiatus due to Mapwich 2 it's time to kick things back into gear. Hell isn't gonna build itself. Starting a completely new area on map 1https://www.twitch.tv/bridgeburner56 2 Share this post Link to post
Bridgeburner56 Posted March 7, 2020 So while Mapwich 2 has been dominating the airwaves of late I am very pleased to announce that @Bauul, @Major Arlene and @RonnieJamesDiner to the mapping team. Some serious heft being brought to proceedings. My own mapping for AoH is winding up again now that Mapwich 2 is getting close to release (watch this space). And new monsters are being made so here's a teaser of a WIP for something being cooked up. Let's just say that this is a big boi .... Spoiler And he has a brother 15 Share this post Link to post
jerrysheppy Posted March 8, 2020 The attacks and the 'he has a brother' bit make me think pretty strongly of Doom2016's Hell Guard, only with a visual design friendlier to the original games. 2 Share this post Link to post
NightFright Posted March 11, 2020 I dunno about the others, but I feel the constant need to suppress a boner whenever new teaser material is posted about this project. This must be one of the best looking Doom mods ever. 2 Share this post Link to post
Hcoop111 Posted March 17, 2020 ooh heck yea i will follow this as well. 2 Share this post Link to post
DoomDork Posted March 17, 2020 Now THAT is an intimidating SOB. Great work BB56. Can't wait for this! 1 Share this post Link to post
seed Posted March 17, 2020 (edited) Pretty cool indeed, but I think it's a bit too grainy. I had a similar impression when the Cacovore was shown. 0 Share this post Link to post
phoo Posted March 17, 2020 On 3/7/2020 at 5:57 AM, Bridgeburner56 said: even better Woah! That's awesome! 1 Share this post Link to post