Mr. LBN Posted October 9, 2020 BRIDGE v2 Bridge v3 HARD HEAD v2 HARD HEAD v3 Just imagine what the initial versions looked like? 14 Share this post Link to post
happy_mac Posted October 9, 2020 @Szuran Holy cow this looks amazing! I'm intrested to see where this is going. 1 Share this post Link to post
Szuran Posted October 9, 2020 2 minutes ago, happy_mac said: @Szuran Holy cow this looks amazing! I'm intrested to see where this is going. I'm posting updates here if you're interested: https://www.facebook.com/HeCameFromBeyond/ :) Lately I've been only a reader of Doomworld, not wanting to repost stuff from somewhere else. 0 Share this post Link to post
holaareola Posted October 9, 2020 56 minutes ago, Szuran said: Just something in the making. DAMN. This looks amazing, the style is beautiful and original. On post-its, hahah, you nutter. You get stuck in a lot of meetings or something? Either way, the limitation appears to be working out --- and I think the choice will pay off bumper when promotion time comes round. Clever. 1 Share this post Link to post
smeghammer Posted October 9, 2020 4 hours ago, Mr. LBN said: BRIDGE v2 Bridge v3 HARD HEAD v2 HARD HEAD v3 Just imagine what the initial versions looked like? Isn't this called 'scope creep'? I find it difficult to stop as well... These look really good. 2 Share this post Link to post
Cryo Posted October 9, 2020 (edited) It has been a long while, hasn't it? I put off Plutonia 2/PRCP in PSX Doom off for so long and now I've just gotten back into it. I have gotten 44/64 of the levels done, both Level 30's of each have been merged into 1 for the final map. Map 33, Chocolate, comes after Black Ice, renamed Cooling Point. But now, I've been going through my old conversions and making sure that each map sticks to the rules, of flats/texture limits. Here's a screenie of Map 5 from Plutonia 2 on the old TC engine (yes, I was still doing Doom in Hexen but will merge to UDMF at some point) of Collider Complex. 3 Share this post Link to post
Szuran Posted October 9, 2020 1 hour ago, holaareola said: DAMN. This looks amazing, the style is beautiful and original. On post-its, hahah, you nutter. You get stuck in a lot of meetings or something? Either way, the limitation appears to be working out --- and I think the choice will pay off bumper when promotion time comes round. Clever. It's just that one day I looked at a post it and thought "this looks like an empty 64x64 texture". :) It's perfect - the proportions and size are always the same, it's really easy to turn it into a Doom texture. 1 Share this post Link to post
SilverMiner Posted October 9, 2020 @Cryo Some question: Had you fixed a cornered computer screen in a berserk/red skull room? 0 Share this post Link to post
elend Posted October 9, 2020 This looks amazing, Guardsoul. Also I actually like that monitor in the corner, hah. It looks... cool. 0 Share this post Link to post
DMPhobos Posted October 9, 2020 Recently finished this map layout Gonna start a new one soon 24 Share this post Link to post
holaareola Posted October 9, 2020 (edited) 4 hours ago, Nootrac4571 said: Over-detailing a ceiling: C'mon man, go all the way! Btw, while we're here, loved Demonastery. Nobel prize for midtex usage. 0 Share this post Link to post
Nootrac4571 Posted October 9, 2020 2 minutes ago, holaareola said: C'mon man, go all the way! Haha, not gonna lie, I genuinely considered it. Thanks for the praise! And yeah, holy heck I love me some midtextures. I'm very slowly working on a giant texture pack that's literally about 40% midtextures. You can never have too many bars, railings, arches or windows. 6 Share this post Link to post
AmongusAmongusAmongusAmong Posted October 10, 2020 Well, i'm doing a remake of a level called HellCityV2, i'm using OTEX from Ukiro and hopefully i'll finish it this year, i don't consider myself a really good mapper, but i'm trying to give it a Doom 2016/Eternal kind of gameplay. (Any criticisism is accepted, don't worry xd) Some screenshots: Spoiler 8 Share this post Link to post
stewboy Posted October 10, 2020 Finally finished the layout for MAP06 of my Eternity project! 22 Share this post Link to post
Pirx Posted October 11, 2020 On 10/9/2020 at 12:08 PM, SilverMiner said: @Cryo Some question: Had you fixed a cornered computer screen in a berserk/red skull room? that's one of those flexible oled screens 5 Share this post Link to post
UnholyShadows Posted October 11, 2020 Just a little Doom64 thing i'm making. 10 Share this post Link to post
paja Posted October 11, 2020 (edited) backpacks to the remaining 8 remaining AMO . the glass is functional .wolf 3D is removed by texture aligned enemy goes gradually up etc. at this level 1/4 i will do the second Edited October 11, 2020 by paja 3 Share this post Link to post
Chris Hansen Posted October 15, 2020 "Bond of hatred" for Ult. Doom - coming soon! 26 Share this post Link to post
UnholyShadows Posted October 16, 2020 Progress on my upcoming Doom64 wad. 10 Share this post Link to post
Mr. LBN Posted October 16, 2020 (edited) Short Burst v1 (MAP01) Short Burst v3 Open Set v1 (MAP02) Open Set v3 Bust Out v2 (MAP03) Bust Out v6 Here's some more "Scope Creepin" Boring Fact: Bust Out has the most versions as it was one of my first releases, and was originally meant to be a MAP01 of a project I'm kinda working on, but kinda not. Edited October 16, 2020 by Mr. LBN 7 Share this post Link to post
Robert_Kendo Posted October 16, 2020 Here are some screenshots... https://imgur.com/a/fGyiKb7 And a link (I need to resubmit it to the archives because the title does not conform so google drive for right now) https://drive.google.com/file/d/1CvnnhH7T4f1jaHZvoOZTC2ZHrbmAORhL/view?usp=sharing This is a WAD I've been working on casually on and off since 2015. It's a limit removing Doom 2 WAD with classic vanilla style gameplay, monsters, textures, etc. Tested with Zandronum(software) and GZDoom(hardware). Vertical look is not required and no jumping! It's a large single map WAD. I wanted the map to feel like a condensed campaign without being tedious, but it will probably take some time to beat the whole thing. I focused on a semi-Resident Evil style layout and progression with classic Doom combat. I'd love to get some feedback! 3 Share this post Link to post