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DespairDev

Maps of Evil

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This is the name of the wad I'm making that contains the maps featured in Eliomaps.wad

Right now, I'm working on a new type of enemy, the Snake King. I just wanted to share my work with everyone here.SNAKA1.PNG.276a0b755fbdcaabb151dbf971df909d.PNGSNAKA2.PNG.9b051caab65bea310e4d00e0c4dce5b4.PNGSNAKA3.PNG.ccff9e66ce05e97ba885bfdf1dbe89ce.PNGSNAKA4.PNG.b5fb24d511c5b21590fd0eaea5a0e852.PNGSNAKA5.PNG.30eeb6ba23697bd244f1bdf33f7bbe64.PNGSNAKB1.PNG.490cc5cd2377cf3c1f4b0c2c5ca91427.PNGSNAKB5.PNG.4164ad01f2e97f9bb76236d065fab5f1.PNGSNAKD1.PNG.507ba37fb4ba3a1f22e5341da36423ef.PNGSNAKE1.PNG.1e8279b9b80612d65bfc5319fa6d8cf0.PNGSNAKE5.PNG.811bc113e16dbc03fa0cb285a3a2c0e3.PNGSNAKF5.PNG.1a31d82194b5f6fec84ddfaa404e1d59.PNGSNAKG5.PNG.68c0ac5b46c12e3a2b7253e539710c45.PNGSNAKI1.PNG.b1242fbbc1dff532236c7be40b0316fc.PNGSNAKJ1.PNG.7ffaba17f1a70835aaff70f717ca602c.PNGSNAKJ5.PNG.7563ada62424eeea28b607534322f9f4.PNG

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Just now, unpleasantmarine said:

howd you make it

I created a snake 3d model with blender and animated him in Unity. It was fun.

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Just now, DespairDev said:

I created a snake 3d model with blender and animated him in Unity. It was fun.

ok.

 

if you are making things in blender this could be helpful

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3 minutes ago, unpleasantmarine said:

ok.

 

if you are making things in blender this could be helpful

Why this looks promising. Thanks a bunch

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7 hours ago, Count651 said:

That's a cute little snekk.

It's not gonna be so cute and little when you fight him

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These are 4 new levels I made for Maps of Evil, but you can tell easily that they are still under progression. I just wanted to hear someone's ideas on how they could be better (I strongly suggest you read the txt file, there are directions about certain parts of the map.)

 

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evilv01

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evlv012

 

Also map 15 is pretty cool for deathmatch, it's really fun.

 

1.PNG.94de0fa8a70eb3ac905f9594af42774c.PNG2.PNG.3486645b5c309a86650aed4c568114fc.PNG3.PNG.f562a09601d340140437595ea68342e5.PNG4.PNG.fc71ce87231d4267bbb4bc7a0f97b7cd.PNG5.PNG.5b60e9a910331dcc62d0776a68957239.PNG6.PNG.be4cf70f003745ba7979f389aa50a9b7.PNG7.PNG.048c12dd9b8b3cd4d4aaf56d8df092d2.PNG8.PNG.c4c4f19cdd6bf5b5356542f3bcccd283.PNG9.PNG.b9e5aae4aa14c2757d028b16937e52c7.PNG10.PNG.c8db4f9495252e13e80ed400fc88c3e3.PNG11.PNG.0f60ff26cef2ac800980b12281a6bd52.PNG12.PNG.1ba1c7d45bbf94be55ea1c34ec8c0ddf.PNG13.PNG.3c8686faefb7d5f5cceb44aabfa61888.PNG14.PNG.bc631bc6e059848755754f85af203b78.PNG15.PNG.ca0ddf1dc3b5ba927e05ba076136827e.PNG16.PNG.1c7ebbde05662f7070846bc6c3bff867.PNG

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Just now, OrbitalSpaceGarbage said:

Why did you make a new thread called the exact same thing as the thread you made yesterday instead of just adding to that one?

You again?

...

It's not the exact same thing.  It now shows maps, instead of sprites.

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1 minute ago, DespairDev said:

You again?

...

It's not the exact same thing.  It now shows maps, instead of sprites.


Yup, I use this forum too :) And I'm not saying it's the same content, but it's called the same thing and there's not much reason in making two threads when both are just showing pictures of uncompleted assets. 

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What do you know, I'm dummy thicc and the clap of my ass cheeks is merging two forums.

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4 minutes ago, OrbitalSpaceGarbage said:


Yup, I use this forum too :) And I'm not saying it's the same content, but it's called the same thing and there's not much reason in making two threads when both are just showing pictures of uncompleted assets. 

Oh there's a reason alright.

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Posted (edited)

i dont think a snake would be a very good shape for a doom monster due to the way colission works (it has to be a square afaik, meaning length and width of colision box has to be equal)

 

image.png.4bdf67fbf961d72077221d6a68af1457.png

 

so it might have to be like this.

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15 minutes ago, unpleasantmarine said:

i dont think a snake would be a very good shape for a doom monster due to the way colission works (it has to be a square afaik, meaning length and width of colision box has to be equal)

 

image.png.4bdf67fbf961d72077221d6a68af1457.png

 

so it might have to be like this.

I know, I figured out when I was testing him today -_- But it looked kinda cute. If I adjust the sprites to be shorter, I may actually get it to work -_-

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15 minutes ago, unpleasantmarine said:

this screenshot btw:

its fully lit, but i dont see anything that could be a light source

Good point, I'm gonna change the ceiling to some lighting. I was gonna say the candelabra, but it's there by coincidence tbh >-<

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Posted (edited)

4.PNG.7bfc5db75a53488b246fba78afa5a294.PNG1.PNG.dc141b0010e26688a33c9845bf02dc2c.PNG2.PNG.7ee176d7c70a1af9e3c01f27ff71b7cb.PNG3.PNG.64dd6d3e238ca1e4df813273f28ca5a4.PNG

11 minutes ago, DespairDev said:

I know, I figured out when I was testing him today -_- But it looked kinda cute. If I adjust the sprites to be shorter, I may actually get it to work -_-

Buuut

Edited by DespairDev

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56 minutes ago, DespairDev said:

I know, I figured out when I was testing him today -_- But it looked kinda cute. If I adjust the sprites to be shorter, I may actually get it to work -_-

Another way to make it work is to make the snake in a cobra pose, so it's, like, kinda standing up. That would mean it's gonna be a perfect box.

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6 hours ago, DespairDev said:

These are 4 new levels I made for Maps of Evil, but you can tell easily that they are still under progression. I just wanted to hear someone's ideas on how they could be better (I strongly suggest you read the txt file, there are directions about certain parts of the map.)

 

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evilv01

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evlv012

 

Also map 15 is pretty cool for deathmatch, it's really fun.

 

1.PNG.94de0fa8a70eb3ac905f9594af42774c.PNG2.PNG.3486645b5c309a86650aed4c568114fc.PNG3.PNG.f562a09601d340140437595ea68342e5.PNG4.PNG.fc71ce87231d4267bbb4bc7a0f97b7cd.PNG5.PNG.5b60e9a910331dcc62d0776a68957239.PNG6.PNG.be4cf70f003745ba7979f389aa50a9b7.PNG7.PNG.048c12dd9b8b3cd4d4aaf56d8df092d2.PNG8.PNG.c4c4f19cdd6bf5b5356542f3bcccd283.PNG9.PNG.b9e5aae4aa14c2757d028b16937e52c7.PNG10.PNG.c8db4f9495252e13e80ed400fc88c3e3.PNG11.PNG.0f60ff26cef2ac800980b12281a6bd52.PNG12.PNG.1ba1c7d45bbf94be55ea1c34ec8c0ddf.PNG13.PNG.3c8686faefb7d5f5cceb44aabfa61888.PNG14.PNG.bc631bc6e059848755754f85af203b78.PNG15.PNG.ca0ddf1dc3b5ba927e05ba076136827e.PNG16.PNG.1c7ebbde05662f7070846bc6c3bff867.PNG

I'm changing this to another forum

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Posted (edited)

I'm happy to see screenshots. Some of the screenshots look rather good. They have a charm in an old school sort of way.

 

Now to pick it apart. As another has pointed out, your ceilings need a bit more dazzle. Lighting, different heights and so on. Objects and light sources will also help once you get around to that process.  The blankness and height of some of the walls could be improved upon so it's not just a single solid texture. You've already got a lot going for you and I see a positive direction for you and this level pack.

 

Not every part of your maps need to be glorious beacons of beauty, but if you're taking a screenshot of the less glamorous areas, be prepared for some feedback.

 

If an area looks or feels dull when empty. Let's roll a dice:

1) Earth quake happened here

2) Hanging lights and various heights of BOTH the ceiling and floor

3) Add pillars, boxes and other features to the interior or near the walls.

4) Add crowning or overhangs

5) Detail the walls by indentation and then add cells, windows, paintings, light fixtures, fire or logos.

6) Roll again. Someone else can think of #6

 

Here are some of the problem shots:

 

15.PNG

 

10.PNG

 

13.PNG

 

1.PNG

Edited by geo

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7 hours ago, DespairDev said:

What do you know, I'm dummy thicc and the clap of my ass cheeks is merging two forums.

 

What

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1 hour ago, geo said:

1.PNG

I really really appreciate your suggestions! Thank you! But this screenshot is just to show off the Snake King, not really a map.

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interesting, you might end up needing more than 1 hitbox though for the snake, as it takes radius only apart from height. I realized this when making the Guided Missile Launcher for a weapons mod

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The lighting looks off. My thinking is you should make sure it looks adequate with just the default palette before using advanced sourceports. I don't know a lot about sprite work though. 

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Posted (edited)
1 hour ago, yorivdood said:

interesting, you might end up needing more than 1 hitbox though for the snake, as it takes radius only apart from height. I realized this when making the Guided Missile Launcher for a weapons mod

Great idea. Even 3 should decrease the width if hitboxes are forced to be square ish.

 

Also to comment on the snake, I hope the attack animations is poised up to be more threatening and in your face.

 

Seeing as how you've gotten into some basic modeling, AI might be a good next step to set yourself apart from other mod makers and give it some extra wow factor.

 

If you're able to get more detailed with AI, you can always program it to spit venom from a far and be in your face like a cobra even if a snake this size would be a "crusher" snake that would squeeze the Doommarine, that's far harder to get that feel with a FPS. Unless it just clings to you and sticks in your face until you punch it or shoot it enough times. Clings to you as in you can walk around with it while it damages you, but that's just imagination going wild because there aren't too many serpents in Doom.

 

If you don't want to get into AI (which is understandable)... there's still a giant snake, I hope the architecture will reflect some sort of snake shrine. After all, it is the "snake king." Perhaps snake tiles, wall textures or giant serpent heads you walk into. There I go talking out loud again.

Edited by geo

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14 minutes ago, geo said:

Great idea. Even 3 should decrease the width if hitboxes are forced to be square ish.

 

Also to comment on the snake, I hope the attack animations is poised up to be more threatening and in your face.

 

If you're able to get more detailed with AI, you can always program it to spit venom from a far and be in your face like a cobra even if a snake this size would be a "crusher" snake that would squeeze the Doommarine, that's far harder to get that feel with a FPS. Unless it just clings to you and sticks in your face until you punch it or shoot it enough times. Clings to you as in you can walk around with it while it damages you, but that's just imagination going wild because there aren't too many serpents in Doom.

 

Seeing as how you've gotten into some basic modeling, AI might be a good next step to set yourself apart from other mod makers and give it some extra wow factor.

 

If you don't want to get into AI... but there's still a giant snake, I hope the architecture will reflect some sort of snake shrine. After all, it is the "snake king." Perhaps snake tiles, wall textures or giant serpent heads you walk into. There I go talking out loud again.

I don't know much about AI. But it does spit venom and cling into you, so it has a range and melee attack. And yes, the final level will be an underground shrine.

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Hey those map screenshots, look drastically better than your previous maps you submitted. Good job.

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