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everennui

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

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Doom format, Boom-compatible. This is MAP08 of Dominus Diabolus. Motivation has kind of trickled down a bit because I haven't gotten a whole lot of feedback on the later levels, to be blunt, but I'm determined to at least get through MAP11 before I call it quits.

454935608_map08WIP.png.27106ee2aab74bdee2bff3cf88acd08d.png

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9 minutes ago, Westakvia said:

 

Did you alter the color palette? If so, I like what you've done.

 

I really like the geometry / architecture you decided to go w/, too! Very grim atmosphere. Is this a single map, or is it part of a map-set?

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2 hours ago, bofu said:

Doom format, Boom-compatible. This is MAP08 of Dominus Diabolus. Motivation has kind of trickled down a bit because I haven't gotten a whole lot of feedback on the later levels, to be blunt, but I'm determined to at least get through MAP11 before I call it quits.

454935608_map08WIP.png.27106ee2aab74bdee2bff3cf88acd08d.png

I play on hurt me plenty, but send me a message and I'll see what i can do.

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13 minutes ago, Arrowhead said:

Did you alter the color palette? If so, I like what you've done.

 

I really like the geometry / architecture you decided to go w/, too! Very grim atmosphere. Is this a single map, or is it part of a map-set?

Ah, tyvm

Yes, ive done a lot of experiments with color scheme to make it look nicer. idk for sure how grand i want to make my project, but for now i have 6 finished maps in doom format. Still rough around the edges tho, some polish required, you know the drill

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Started a new slaughter map tonight, not got much done other than the entrance room and first fight. Currently calling it Diminishing Returns, but the name may change depending on how it turns out. Will try not to make it toooo long lol

 

Entrance:

DR_Test2.jpg.a1e73a5b69a3e8a4e11e59a73b837b54.jpg

 

First room:

DR_Test3.jpg.842f8f78329bf4ffb055716e810627b2.jpg

 

Editor overview:

DR_Test1.jpg.db6fb47770146c2b5e5d2bb7e50b3a58.jpg

 

Cheers!

 

You can follow the map's dev progress here:-

 

 

 

 

 

Edited by NoOne

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A new deathmatch map. I called this one 'Acid Trip'.

 

Finally got around to learning that dang 'curve linedefs' tool properly...

 

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yPSwo9K.png

 

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16 hours ago, Arrowhead said:

A new deathmatch map. I called this one 'Acid Trip'.

 

Finally got around to learning that dang 'curve linedefs' tool properly...

 

 

Good lad, maps that don't use curves look so '90's 🙄 😆

 

Great looking map, shame it's not for Quake Champions 🤣

 

 

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As I've been chided for excessively simple map layouts (nevermind I literally started mapping in 2022) for the next map (eventually part of a community project) I'm upping the stakes in map structure, layout and terrain variation. Eventually the base will wrap around the slime towers, then go in between them and on one of them for the final showdown. I've also given myself the limitation of no cybers and no masterminds.

 

map10.jpg.21a9ee2b9402ab7dadbbc6314e7d4a02.jpg

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Resumed work on Massacre of Bikini Bottom, here's downtown Bikini Bottom so far.

Screenshot_Doom_20220129_191258.png?widt

Overview.

 

Screenshot_Doom_20220129_192846.png?widt

Sea Star Square, the centre of the whole city.

 

Screenshot_Doom_20220129_192950.png?widt

View across the Kelp Bay of Spongehattan.

 

DTBKMAP2.PNG?width=615&height=616

map.

Edited by Noris Kneecap

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1 hour ago, Geodesic Dome Enthusiast said:

Could you believe I got the idea for this opening section in a dream I had?

i see a mars 3d truck, i click like. i'm an easy please.

 

love the power lines.

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Quite a view. Also I gave new sprites to the chaingun and I halved the tics per firing frame in the Dehacked lump, turning it into a super chaingun, as well as slightly increasing the pistol fire rate. I think angled sprites are better for weapons either with spread like the mare's leg shotgun I'm using or bullet weapons that are more meant to be held down. Centered weapon sprites are better for more precision offerings.

This new minigun now shreds through fodder and chews through ammo like nobody's business. Short, controlled bursts are now encouraged as being "good enough."

Screenshot (1448).png

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On 1/31/2022 at 1:40 AM, Geodesic Dome Enthusiast said:

Could you believe I got the idea for this opening section in a dream I had?

 

Why not, I saw a lot of PWADs in my dreams...one time I'll recreate them. Good level architecture, btw!

 

Anyway, here goes my map update:

 

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Still very much early days, but I've got the extra demons I wanted for the map successfully imported as well as the skybox. Not sure whether to stick to the stock Doom 2 base textures or try a texture pack.

 

SkMap16_1.jpg.bf5c15f56ddc7efd7786257ad38f398a.jpg

 

Fun video montage of testing:-

 

 

 

Edited by NoOne

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Been playing Knee Deep in Dead and...  the concentration of former humans, imps, pinkies and shotgun pumping got me a light nausea. So I took a break and made a mod that banishes former humans, replaces Doom low tier enemies with species from Realm 667 bestiary, changes the shotgun to a much less distracting rifle and also addresses some minor annoyances here and there.

 

VideoCapture_20220201-221224.jpg.0aa33cc6d4289f5aff936fa47e968945.jpg

 

 

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