Vorpal Posted June 6, 2021 1 hour ago, Doom_Dude said: AFTERGLOW He's done more than just those, though, and semi-recently (I think? At least, I remember drooling over screenshots from works in the last ~2 years) 0 Share this post Link to post
Doom_Dude Posted June 6, 2021 (edited) 7 hours ago, Vorpal said: He's done more than just those, though, and semi-recently (I think? At least, I remember drooling over screenshots from works in the last ~2 years) Ahh ok. They can't be too far away. lol Edited June 7, 2021 by Doom_Dude 15 Share this post Link to post
Pirx Posted June 6, 2021 3 hours ago, Cheesewheel said: 19/32 :) looks dangerous. 0 Share this post Link to post
kwc Posted June 7, 2021 12 hours ago, Captain Toenail said: Aer you making a skateboarding TC or just a themed area? very cool. Reminds me of Tony Hawk's Pro Skater. Right now, just a themed level for a future online event on Zandronum, it is very much THPS inspired haha. I might consider seeing what could be done in terms of a TC but I'd have to dig deep into scripting, though I have some ideas of how things could be done. For the mean time, just having fun with the detailing and references, getting more comfortable using 3D floors and all that. 13 Share this post Link to post
Misty Posted June 7, 2021 Some 1klines stuff as quick break from my main projects: 16 Share this post Link to post
xScavengerWolfx Posted June 7, 2021 (edited) My current map that is on halt because of work right now. It's the sequel to the first map i did. Update: I'm restarting it from scratch because i didn't like how it was turning out so once i do some rework on it i'll post new screen shots. Edited June 12, 2021 by xScavengerWolfx 6 Share this post Link to post
Pirx Posted June 7, 2021 (edited) 39 minutes ago, Van Daemon said: absolutely poetic. 1 Share this post Link to post
00_Zombie_00 Posted June 7, 2021 (edited) I'm making a map, using Stradex textures https://stradex.itch.io/scifi-tech-hall-texture-pack 22 Share this post Link to post
Vorpal Posted June 7, 2021 24 minutes ago, 00_Zombie_00 said: I'm making a map, using Stradex textures https://stradex.itch.io/scifi-tech-hall-texture-pack Awesome, looks like the first AVP game, which holds a special place in my heart 3 Share this post Link to post
Vardooman Posted June 7, 2021 (edited) I got back into mapping from a two year break and I'm stoked to finish this, and (maybe) publish it here. I'm no where near being finished, and I am not sure when I'll finish. Though I've never published anything online so this map better be a banger. 8 Share this post Link to post
SuperPIter_DoomWorldthe2nd Posted June 8, 2021 I have just recently finished a little techbase map meant as a MAP01 for mods... Hell even MAP02. Compatibility Level: Vanilla techbase.zip 1 Share this post Link to post
Urthar Posted June 8, 2021 Getting back to working on this after a year's hiatus. 45 Share this post Link to post
Van Daemon Posted June 8, 2021 You can never know when you'll need a drink 29 Share this post Link to post
RDETalus Posted June 9, 2021 (edited) Very excited, I recently figured out how to add environmental sound effects to a Boom compatible map after examining Urthar's "Dimension of the Boomed" wad. Having sound effects is crucial to my project and I really didn't want them to be only available in the ZDoom port like how Ancient Alien's wolf howl was done. However, I also learned how to change the ingame music from Ancient Alien's MAP01 where it transitions from howling wind noises to game music after using the peace pipe. Using both of these methods will be helpful. EDIT: For a while, I had a really hard time designing this beach encounter. The beach is roughly divided into three areas. I couldn't get the combat to feel anything more than just shooting down a horde bad guys in a big empty space, very unsatisfying. However, today I threw in the fastest enemy (Arch-Vile) and the slowest enemy (Mancubus) in the game and it created a very interesting dynamic. Due to the lack of cover on the beach, both the Arch-Vile and the Mancubus force the player to hide behind the arch (labeled on the map as Choke Point). Here's the fun part: The Arch-Vile will force the player to move to the other side of the arch, but because the Manucbus is so slow, the Mancubus will be waiting on the other side to unload into the player. The player is stuck in a constant game of ring-around-the-arch bouncing between these two enemies because of their speed difference. Edited June 9, 2021 by RDETalus 20 Share this post Link to post
tib_ Posted June 9, 2021 if only he had made it to that stimpack. Devastated, absolutely crying and shaking trying to finish the sequel to my 2018 WAD Goetia 1 14 Share this post Link to post
Urthar Posted June 9, 2021 In turn, Year's Nihility is what taught me how to do ambient sounds in Boom. 4 Share this post Link to post
jazzmaster9 Posted June 10, 2021 A longer gameplay video of the upcoming level pack for Abysm 2, Pharaoh's Judgement. 8 Share this post Link to post
Kan3 Posted June 10, 2021 (edited) I've just finished my 2md tiny episode and I'm drawing the sprites for the boss caged down there 9 Share this post Link to post
sapphics Posted June 10, 2021 3 hours ago, Killer5 said: TNT mapping. Why do i get a feeling that by "reward" you mean lots of excruciatingly awesome deaths? :) 1 Share this post Link to post
CBM Posted June 10, 2021 (edited) lego room(s) update Edited June 10, 2021 by CBM 2 Share this post Link to post
CBM Posted June 11, 2021 (edited) lego room update completed the first room: Edited June 11, 2021 by CBM 7 Share this post Link to post
Salmon Posted June 12, 2021 A small UDMF map I'm working on for RAMP. My first time experimenting with 3D floors. 30 Share this post Link to post
ShallowB Posted June 12, 2021 Nothing says "dusty old tomb" like clean blue water! 20 Share this post Link to post