DynamiteKaitorn Posted May 4, 2020 Everything is fine. There's nothing cursed about this image. :) 10 Share this post Link to post
Tango Posted May 4, 2020 (edited) this isn't for Mayhem 2020, but I made a map this weekend with similar limitations: 15 sectors, 5 textures, and 5 flats admittedly the playspace is a little flat, so I'll probably try to squeeze out some height variation and geometry changes with the remaining 5 sectors (to get the total to my self-imposed limit of 20), or just disregard the limits entirely and go full crudreams edit: I just realized I had 4 unused dummy sectors way off to the side that I forgot to delete. so... apparently this is only 11 sectors Edited May 5, 2020 by Tango 47 Share this post Link to post
BluePineapple72 Posted May 4, 2020 40 minutes ago, Tango said: this isn't for Mayhem 2020, but I made a map this weekend with similar limitations: 15 sectors, 5 textures, and 5 flats admittedly the playspace is a little flat, so I'll probably try to squeeze out some height variation and geometry changes with the remaining 5 sectors, or just disregard the limits entirely and go full crudreams Wait, if you could only do 5 sectors, how do you have all them pillars and shits? 1 Share this post Link to post
Tango Posted May 4, 2020 (edited) On 5/4/2020 at 10:04 AM, BluePineapple72 said: Wait, if you could only do 5 sectors, how do you have all them pillars and shits? what you see pictured is 15 sectors - but I was aiming for a limitation of 20, so I've still got 5 extra sectors to play around with :D edited the text to be a little clearer about that though, my bad edit: @BluePineapple72 I think maybe I misunderstood your question - my bad if so. the pillars themselves aren't sectors, so they don't expend any of the sector budget. they're all hollow on the inside (which you can accomplish by basically highlighting a pillar sector and then deleting it in doom builder) Edited May 7, 2020 by Tango 3 Share this post Link to post
Pixel Fiend Posted May 4, 2020 Map titles and more screensh here https://steamcommunity.com/id/disintegration/screenshots/ 28 Share this post Link to post
Pierrot Posted May 4, 2020 A submission for Steve88's Pandemonium Speed Mapping Event 22 Share this post Link to post
Fletcher` Posted May 5, 2020 17 hours ago, DynamiteKaitorn said: Everything is fine. There's nothing cursed about this image. :) Kate would be so proud. <3 1 Share this post Link to post
Kristian Nebula Posted May 5, 2020 I was messing around with Doom Eternal Photo Mode and took this and added some extra fx on it. Also sent it to the Slayer's Club Fan Art submissions. 9 Share this post Link to post
Master O Posted May 5, 2020 21 hours ago, Tango said: this isn't for Mayhem 2020, but I made a map this weekend with similar limitations: 15 sectors, 5 textures, and 5 flats admittedly the playspace is a little flat, so I'll probably try to squeeze out some height variation and geometry changes with the remaining 5 sectors (to get the total to my self-imposed limit of 20), or just disregard the limits entirely and go full crudreams edit: I just realized I had 4 unused dummy sectors way off to the side that I forgot to delete. so... apparently this is only 11 sectors It looks like Gothic DM. 3 Share this post Link to post
CRV7 Posted May 5, 2020 I certainly see just how well liked Back to Saturn X is with you guys: 7 Share this post Link to post
NiGHTMARE Posted May 5, 2020 (edited) I'm not adding too many new areas in my Doom level revamps, but there will be a few. A good majority of these will be easter-eggs, but here's a non-eastery one from Downtown that I'm currently working on. You may spot the Doom 2 Reloaded and Hellbound influences. In case you're wondering where this has been added in the map, it's through the fence here: 31 Share this post Link to post
BluePineapple72 Posted May 5, 2020 Here's the (almost) finalized version of this: https://www.doomworld.com/forum/post/2119214 13 Share this post Link to post
dr_st Posted May 5, 2020 7 hours ago, Kristian Nebula said: I was messing around with Doom Eternal Photo Mode and took this and added some extra fx on it. Also sent it to the Slayer's Club Fan Art submissions. Who's that jumping dwarf with the gun? Is that Gimli or Tyrion Lannister? 1 Share this post Link to post
Kristian Nebula Posted May 5, 2020 1 hour ago, dr_st said: Who's that jumping dwarf with the gun? Is that Gimli or Tyrion Lannister? Hahaha :D FOV is 120 so Doom Slayer is still mid air between the buildings about 1,5 meters away from the edge so he does look smaller than he is :D :D 0 Share this post Link to post
Russell_P Posted May 6, 2020 Updating a 17 year old map (credit to Brutal Doom for the new pistol sprites). 44 Share this post Link to post
MFG38 Posted May 6, 2020 A couple screenshots of a WIP map for a "community" project. Having to work in Hexen format is proving to be quite a challenge after experiencing UDMF and all its conveniences. 20 Share this post Link to post
Ledillman Posted May 7, 2020 On 5/5/2020 at 9:16 PM, Russell_P said: Updating a 17 year old map (credit to Brutal Doom for the new pistol sprites). I'm in love with this 0 Share this post Link to post
NiGHTMARE Posted May 7, 2020 (edited) I loved Doom Raider back in the day :) 2 Share this post Link to post
Walter confetti Posted May 7, 2020 Yeah, Doom Raider was awesome when i played it... incredible that are passed already 20 years! 1 Share this post Link to post
TwinBeast Posted May 7, 2020 Sprites rendered from completely untextured models. Maybe I'll do the level textures with a minimalistic style without noise, maybe just some light fades on them, since the sprites have that. 17 Share this post Link to post
Dragonfly Posted May 8, 2020 On 5/6/2020 at 2:16 AM, Russell_P said: Updating a 17 year old map (credit to Brutal Doom for the new pistol sprites). Doom Raider Remake? Oh HELL YES! 1 Share this post Link to post
tgawt Posted May 8, 2020 did some touching up on the map i posted here a while back... havent got very far in its creation had to redo this whole part, finished map will be much larger. so far proud of its design. the design before this was very labyrinthian but not in an interesting or necessary way. sorta looks like a coathanger 4 Share this post Link to post
Old-Doomguy Posted May 8, 2020 On 5/4/2020 at 9:21 PM, <<Rewind said: Map titles and more screensh here https://steamcommunity.com/id/disintegration/screenshots/ What's this and what do I need to play it? 1 Share this post Link to post
Pixel Fiend Posted May 8, 2020 (edited) 44 minutes ago, Old-Doomguy said: What's this and what do I need to play it? (copied from txt, may have changed a bit recently) Sourceport: GZDoom / ZDL / doom2.wad Add-Ons: Project Brutality 3 Latest From Github / Pixel Retro FX + BNoise Dither / Mari FX Shader Suite / Sprite Shadow / Items With Rotations / Bethesda Medikits Sprite / Target Spy / Crimson Assault Soundpack / Liquid Texture Pack / DHTP Texture Allterations / Musical Silencer / Hitmarkers / Sky Texture Mods Display: Sliders Default / Fake Contrast Smooth / Sprites & Particles All Hardware Rendering: Sector Light Doom / Sprite Clipping Smarter / Multisample Off Postprocessing: Ambient Occlusion Medium / All Else Off Texture Options: Texture Filter None (Nearest Mipmap) / All Else Off Video Mode: 1920x1080 / Vertical Sync Off / Interpolation On / Linear Scaling Off Retro FX: Pixel Scale 4 / Bit Depth Scaling 32 / Dither Spread 20 Mari FX: Luma Sharpen Adjusted / Color Grading Adjusted Project Brutality: Blood Amount Overdrawn / Janitors On / Screen Effects Off Zmove: Movement Doom / Friction 2.1 Custom Difficulty: DamageFactor 0.75 / SpawnFilter Hard / Health Regeneration 50 / Spawn Preset Chaotic Random Mari FX must be loaded after Retro FX Wads in the screens are Hell Ground (Werewolf Moon) and Epic 2 (Hentiamenti) I adore this after having started playing Doom Eternal Edited May 8, 2020 by <<Rewind 1 Share this post Link to post