dg93 Posted April 4, 2014 Deathmatch Revival: 35 Cross Compatible Maps Made By the Doom Community Offically released! Get it here on /idgames: http://www.doomworld.com/idgames/?file=levels/doom2/deathmatch/Ports/megawads/dmr_2014.zip 0 Share this post Link to post
Woolie Wool Posted April 4, 2014 A Squire, a much weaker Hell noble I created to be fought in Doom 1 maps with the single shotgun. 0 Share this post Link to post
Gez Posted April 4, 2014 Isn't it found in Eternal Doom IV too? I think these colors were also used for the Satyr before he got new sprites in KDIZD. 0 Share this post Link to post
gemini09 Posted April 4, 2014 Demon of the Well said:On that note, I also like the sense of space and scale in your outdoor shot there, Gemini09, but it looks like it needs some additional lighting work done--some folks don't appreciate big monotextured areas like that in Doom because of tiling/tessellation issues, but I think they can be very striking/pleasing visually (even when they use few textures or textures that don't tile particularly well) with some skillful lighting choices. Thanks for your feedback. The map isn't done, so I should be able to improve the lighting. I'm currently reworking on the area between the two lava falls, and I do plan to improve the "organic flow" of the rock architecture as well. 0 Share this post Link to post
NaturalTvventy Posted April 5, 2014 Demon of the Well said:That's brilliant, NaturalTvventy, really. Looks like the same map you posted a shot from last time (and it's been a while), but now with more lighting in place. And what a difference it makes. Thanks homie! Yep, it's the same map. As per usual NT style, it's growing way out of hand. 0 Share this post Link to post
DeathevokatioN Posted April 5, 2014 As some people might have guessed; I'm really loving using pink lately haha. I guess it's because it fits into the 80's sci fi vision of what the future might be like.... as portrayed by movies like Blade Runner and Akira... DOOM DESOLATION HIGH TECHNOLOGY NEON LIGHTS Sometimes I wonder if I'm still mapping for the right game haha. Latest screenshot: cue some more retro synth music: ps: great stuff NaturalTvventy, love the atmosphere man ;) 0 Share this post Link to post
kmxexii Posted April 5, 2014 DeathevokatioN said:As some people might have guessed; I'm really loving using pink lately haha. I guess it's because it fits into the 80's sci fi vision of what the future might be like.... as portrayed by movies like Blade Runner and Akira... DOOM DESOLATION HIGH TECHNOLOGY NEON LIGHTS Looks pretty sweet! Wonder if you'd ever thought of making some neon dystopian city maps while channeling your current music tastes. 0 Share this post Link to post
Katamori Posted April 7, 2014 ...and Woolie Wool, your stuff is nice too. A little bit plain, not sure whether it's meant to be, or you are just a beginner, but nvm 0 Share this post Link to post
Tristan Posted April 7, 2014 As progress slowly continues on MAP02 of thing... 0 Share this post Link to post
Tango Posted April 7, 2014 looks neat Eris. not enough good gothic sp mapsets out there eh 0 Share this post Link to post
Tristan Posted April 7, 2014 Thanks. I wouldn't have thought of it as a Gothic theme actually. Aside from some Gothic textures, I'm going for more of a Plutonia/Aztec look with this one. If I can keep this up though, there should be some very Gothic maps eventually. Since I decided I'm done with this room, here's another one. Sure it's a bit obvious, but I don't think of it as a trap. I think of it as a reason to use the new weapon as soon as you get it. 0 Share this post Link to post
NuMetalManiak Posted April 7, 2014 it seems as though I've started ZDoom mapping for the very first time. with a jokemap of sorts with an interesting story and adventure :). 0 Share this post Link to post
Woolie Wool Posted April 7, 2014 Katamori said:...and Woolie Wool, your stuff is nice too. A little bit plain, not sure whether it's meant to be, or you are just a beginner, but nvm I suppose you could call me a "beginner" since that's the only SP Doom map I've actually finished (I did a couple of really awful DM maps and I'm a fairly accomplished Wolfenstein mapper with over 100 released maps) and I basically relearned how to map to make it. However, I intentionally went for a rather sparse, Romero-like style with it. Spending hours and hours putting greebles on the walls doesn't appeal to me, I've been down that road before. I made a few Skulltag SP maps in 2004 or 2005 that never got released, they had like 8000 linedefs but bland, boxy layouts. Eris Falling said:Thanks. I wouldn't have thought of it as a Gothic theme actually. Aside from some Gothic textures, I'm going for more of a Plutonia/Aztec look with this one. If I can keep this up though, there should be some very Gothic maps eventually. Do a Gothic SP map with the gray stone and black metal textures. Dooooooo iiiiiiiit Hurricyclone said:it seems as though I've started ZDoom mapping for the very first time. with a jokemap of sorts with an interesting story and adventure :). Not ugly enough. Add more slopes, border flats, and red/blue color contrast. Make it look like Tormentor667's Detail Guide puked all over your maps. 0 Share this post Link to post
mrthejoshmon Posted April 8, 2014 Pfft, fuck cohesive themes and detail: (2 out of 3 images have STARTAN in them, OH THE HORROR!) 0 Share this post Link to post
Memfis Posted April 8, 2014 That's a really neat structure on the second shot! 0 Share this post Link to post
Marnetmar Posted April 8, 2014 That looks really awesome Joshmon, where is it from? 0 Share this post Link to post
mrthejoshmon Posted April 8, 2014 Memfis said:That's a really neat structure on the second shot! Thanks, I made it to stick out (With it being nothing like the building it is inside), trying to make every room unique. Marnetmar said:That looks really awesome Joshmon, where is it from? Thank you :D it is from The experimental (And WIP) MAP15 of this megawad. 0 Share this post Link to post
Woolie Wool Posted April 8, 2014 Some sort of idea I have going for an E2M2-ish warehouse/crate maze section of a level. The waffle iron pattern with the big fluorescent lights above, crates galore below. The walls are kind of blank but all the crates will likely distract from that. EDIT: Better idea. Light fixtures will be added at various points along the STARBRN wall to add visual interest. And finally, awaiting texture alignment and crates: And finally... The brown paneling is only on one side of the warehouse so far because I have to decide how the other half (which is inaccessible from the start) will connect to the rest of the map. 0 Share this post Link to post
NuMetalManiak Posted April 8, 2014 Woolie Wool said:Not ugly enough. Add more slopes, border flats, and red/blue color contrast. Make it look like Tormentor667's Detail Guide puked all over your maps. ah, but you see, the large amount of rancid detail is part of the map story. there's an interesting moral about detail at the very end which I won't spoil. still don't know how to do slopes as of yet but i'll try to figure it out myself as well as the other ZDoom stuff that I've never done before. :) btw apologies if that cursor in the screenies is too big. I forgot to turn it off. 0 Share this post Link to post
Obsidian Posted April 8, 2014 Action 181: Plane Align Slope. Here's a video if you need a visual guide. 0 Share this post Link to post
Fletcher` Posted April 8, 2014 Obsidian said:Action 181: Plane Align Slope. Here's a video if you need a visual guide. Barring that, in 04 I made a wad to teach Scuba Steve how to use slopes..which he never used. That bastard. :P 0 Share this post Link to post
purist Posted April 8, 2014 @Woolie Wool: I like the use of lighting in your crate room pic. 0 Share this post Link to post