Demon of the Well Posted July 14, 2014 The natural terrain in that first shot is what's really working for me. 0 Share this post Link to post
purist Posted July 14, 2014 @Walter: looks nice but to answer your question there's probably too many texture changes for it to be mistaken for a Plutonia map. @Skillsaw: some really complex looking stuff in those screens. I like those light squares too. Would be cool if they worked as fake 3D air tunnels, if that's possible to do. 0 Share this post Link to post
kmxexii Posted July 14, 2014 There is always room for more skillsaw maps 0 Share this post Link to post
Alter Posted July 14, 2014 Maybe skillsaw you should make a collection of those unfinished maps and call it a mini-megawad. 0 Share this post Link to post
Malinku Posted July 14, 2014 Still slowly working on his map. someday I'll it will be finished. 0 Share this post Link to post
purist Posted July 14, 2014 In the DB shot I thought "looks a bit orthaganol" and then in the screens "oh, that's why". I'm not one to complain about this, I have a compulsion for square shapes myself and I think you'll get away with it with you interconnected layout and clean texturing. I like the bold architecture in the middle pic. 0 Share this post Link to post
mouldy Posted July 14, 2014 Those shots remind me of Portal. Looks like a map to get lost in. 0 Share this post Link to post
Tango Posted July 14, 2014 very square indeed but it looks great! also skillsaw those shots look fantastic took. are those maps basically done? 0 Share this post Link to post
Tristan Posted July 14, 2014 Temple of Life, take 2 Now with 50% more temple! I've put Garden by stewboy in to this map as a placeholder MIDI, this should help for inspiration while testing. 0 Share this post Link to post
The_MártonJános Posted July 14, 2014 Malinku: there are times squares must look great. And it's not the case of a "rectangular ROCKRED*'s all over the place with MFLR8_2 and/or RROCK04"-type '96 wad, it's your style that shows how to deal with rectangular rooms in order not to get them boring. 0 Share this post Link to post
NuMetalManiak Posted July 14, 2014 i am jealous of just about everyone in this thread right now. 0 Share this post Link to post
Walter confetti Posted July 14, 2014 purist said:@Walter: looks nice but to answer your question there's probably too many texture changes for it to be mistaken for a Plutonia map. Ok, thanks for the advice... And OMG that space level shot, skillsaw! 0 Share this post Link to post
skillsaw Posted July 14, 2014 @Tango: Yes, these maps are all done-ish, except for the lunar map, which has no thing placement yet. @purist: I think it would be possible to make the light bridges into tunnels but I suspect the implementation would end up being too clumsy. hmm. It would look really cool though. @alterworldruler: I'm not giving into the temptation to release early [again], it'll be finished when it's finished :P @Ed: Nice stuff! I think on the third shot the central structure could use some more structural depth on the right side exterior, if you can find the space to work with. 0 Share this post Link to post
Phobus Posted July 14, 2014 A Plutynia submission I've just thrown in: http://i.imgur.com/dWyILxm.png I'll admit, 1024 was a bit harder to work with than I'd hoped. 2048 seems more ideal. 0 Share this post Link to post
IMX Posted July 15, 2014 A.Gamma said:Still making Mayan themed maps... I'm getting a little tired of them by now. Please don't, we don't have enough pre-hispanic themed maps 0 Share this post Link to post
Cupboard Posted July 15, 2014 @ Ed: The Nick Bakery is enormous, man, props and congratulations on hopefully weaving it seamlessly into the standard decor. IMHO, it is tasteful. 0 Share this post Link to post
Obsidian Posted July 15, 2014 The pentagrams on the walls give me a mental image of demons emerging from them at a 90 degree angle and falling splat on their faces. :P Also nice shots, but that goes without saying. 0 Share this post Link to post
traversd Posted July 15, 2014 skillsaw said:Thanks guys. The light bridges are animated such that the gradient of colors moves forward and backward along the bridge. Awesome looking stuff there mate :) Although I must admit I am having visions of Soundwave creating a long line of energon cubes! Very cool. 0 Share this post Link to post
lupinx-Kassman Posted July 15, 2014 So many nice shots on these last few pages. All I want to say to you guys is...keep on trucking. There are more shots of this map here. 0 Share this post Link to post
NuMetalManiak Posted July 16, 2014 experimenting a bit with my Mayhem map figuring out how to make a mostly monotextured map pretty. 0 Share this post Link to post
The_MártonJános Posted July 16, 2014 lupinx-Kassman said:So many nice shots on these last few pages. All I want to say to you guys is...keep on trucking. http://www.majhost.com/gallery/Kassman/Miscellaneous/ea909.png And that's how to make proper use of the Plutonia and TNT texture pack merged into each other. I'm dropping dead at your creativity. 0 Share this post Link to post
scalliano Posted July 17, 2014 I'll just leave this here: http://i.imgur.com/IWjTrfZ.png 0 Share this post Link to post
Tristan Posted July 17, 2014 Oh wow :D edit: hoooolllly shit it's a community project. 0 Share this post Link to post
Jaxxoon R Posted July 17, 2014 That's brilliant. Will you throw Lost Souls instead of Koopa shells? 0 Share this post Link to post
scalliano Posted July 18, 2014 All that has still to be finalized. Let's just say that it won't be a total SMK clone ;) 0 Share this post Link to post
Breezeep Posted July 18, 2014 ITS HAPPENING by the way, can you link me to that community project thread? (if it exists) edit: nvm, found it: http://forum.zdoom.org/viewtopic.php?f=19&t=46324 0 Share this post Link to post