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everennui

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

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10 minutes ago, Morpheus666 said:

Episode 1 replacement for Doom, 1993 vanilla restrictions 

Screenshot_Doom_20200706_201655.png

You should probably do something about ceiling. It looks mighty weird.

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18 minutes ago, ViolentBeetle said:

You should probably do something about ceiling. It looks mighty weird.

give it to the weird design choices that 1993 doom mappers did, the idea is to make the mod look and play like it came from 1993, of course with some sigil inspiration as well

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One full speedmap megawad 

Mostly speedmaps but also a 2-3 "more than 2 days" maps (most maps were done within 2-3 hours or so)

Originally had a mapinfo, but I'm keeping it vanilla.

Currently I have 18 maps, so if I want to, I can release it with the addition of just two maps I guess?E1M4.PNG.afd4562e20a61505d4ec5184d16f2981.PNGE1M9.PNG.1d0d76f08ed4d8d64e7dfb19eeb0d6df.PNGE2M1.PNG.aba816ac35694dfea7abf4d95fb650a1.PNGE2M2.PNG.aabb99ddd8815c0282ccbdd365a7e0d7.PNGE2M6.PNG.7c09509d27dbab53a3c979d08a5f17fe.PNGE3M1.PNG.9d4779a11373ad5a37a58a1458a879a7.PNGE3M3.PNG.5b7ee5663764e16f09199dcf9b40d40d.PNGE3M4.PNG.17fe8010aa1361a3c7107006dbed4a2c.PNGE4M2.PNG.14c9c176e70a9f14f6de106e6b65c787.PNGE4M3.PNG.93791de8c5cdce19988059d2f4397d04.PNGE4M4.PNG.d88491f562bd3a5f7d15a2177c64cabc.PNG

 

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Working on my first level intended for release, let's see where it goes !

 

image.png.10baa0214fb2be1122d2505932b5e40e.png

image.png.1fe3566aa40e3b7dd3587e04bb77fb3b.png

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** EDIT **

RC1 released here:

 

 

Working on a multi-floor barracks type affair. Early days as just experimenting with several levels of floor and simulating doors with vertical moving sectors. Anyway, here are a few WiP screenshots:

 

The main gate showing the three floors:

Screenshot%20from%202020-07-12%2011-24-5

 

Sentry platforms with walkways. Note the door:

Screenshot%20from%202020-07-12%2011-26-4

 

That door... Simulating a door with moving ceiling/floor scripted specials: 

Screenshot%20from%202020-07-12%2011-27-1

 

Another shot of the sentries, showing the floors

Screenshot%20from%202020-07-12%2011-27-3

 

Lots to do, but you get the idea...

Edited by smeghammer

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Here's my first ever finished and released map. Took me a while, so I might just make something smaller next time.

 

 

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On 7/11/2020 at 1:13 AM, galileo31dos01 said:

@Smouths May I ask what is that project you're working on? because those screenies mm yummy

 

Nothing set in stone yet, but I'm aiming for 3-4 medium sized vanilla-compatible maps, ft new textures and some light dehacked work.

 

As it stands currently, it's mostly a pet project I'm doing just because I hadn't really touched an image or map editor in years.

 

Hoping to also write a few songs to go with it, but I still need to figure out Sekaiju or Aria Maestosa, or come up with a good workflow exporting midi tracks from Ableton Live to compile together in some other program.

 

Here's a couple obligatory WIP areas.

 

 

Screenshot_Doom_20200711_110238.png

Screenshot_Doom_20200711_110840.png

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I posted a while back about attempting to speedmap a Shores of Hell replacement episode in a month (despite knowing I'm not much of a speedmapper).

Welp, scope has definitely changed.

The level I started on was based on this (terrible) sket ch of a potential Doom II level I'd made some time ago. Something basic I thought I might be able to speedmap in a few hours:

mapsketch.jpg.9c9db00e1540a21d8fcaaf135cd8390a.jpg

 

But scope insisted on creeping as I attempted to turn my vague scribbles into something I thought was playable and made enough sense. So on day 14 (several hours a day), that first map currently looks like this:
E1M5-13-07.jpg.d7408ccfde7f69e59323388a528386dc.jpgI

 

Yeah, I'm *definitely* not a speedmapper. You can see unfinished map edges, blank areas and poorly-formed undetailed sections where I've just laid out a vague sense of what things are going to look like.

I'd estimate it's nearly half finished, so my goal is now to simply finish E2M5: Command Center by the end of the month.

I have strong ideas for other maps I want to complete in the set (Halls of the Damned; Spawning Vats; Tower of Babel) and vague ideas or starting concepts for others (Deimos Anomaly; Containment Area; Fortress of Mystery). It's clearly going to take a lot of work to complete but at least now Hell's Farthest Shore has evolved a flavour: the creepy/twisted feel of the original Episode 2, combined with imposing brutalist architecture.

Edited by LordEntr0py

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What was once going to be 1 map has turned into an idea to make 2 more and have them all take place in this demon infested circus / carnival. Finished map 1 and also finished some of the custom textures for that  map. The circus tent texture looks so out of place and it's exactly what I want.

 

Screenshot_Doom_20200715_041032.png.a093725fc40e1060a0d128627d2cf599.png

 

The beginning of map 1 is a little basic because I was learning how to make maps but I think I've got it now and maps 2 - 3 will have a lot more visual interest to their level design.

I'm also working on some level bgm that mixes traditional doom 1 / 2 sounding music with circus elements because I think it sounds funny.

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Been working on my Randomiser Mod more than anything else. Added a heap load more inventory items, monsters and a few new weapons. Some of the new monsters added are stock monsters but used the fuzzy and subtract renderstyle effects to create more variants of them. There's even an subtract renderstyle effect done on an Archvile. He's going to be bitch to find in dark areas. I've also been working on phase monsters too. I noticed on R667 there's hardly any Hell Knight variants so obviously I have to make some of my own by modding other monsters. 

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I finished tuning map 1 of my circus / carnival themed wad, adding some slight elevation changes, putting things in to make it look nicer, and making the last encounter in that map actually fun. I've had 2 different people who play doom very differently playtest it and I'm happy with the results.

 

Screenshot_Doom_20200723_023327.png.b0fed2c37c37f38409564a9547d1f069.png

Screenshot_Doom_20200723_023513.png.ba56657cc4e8d5fa22a343e1e13ad4b6.png

 

Map 2 is coming under way now. Currently making a variety of tent textures, it took like an hour of poking and prodding the blues to look decent for this one but I think I got it.

 

Screenshot_Doom_20200723_023305.png.448023d5bdaffcd0d9e4265040fc99c3.png

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