Cacowad Posted April 6, 2015 Is a little better now? i'll try scifista approach next. On a side note, i'm trying to make "convincing" outdoors again. 0 Share this post Link to post
Memfis Posted April 6, 2015 On the first pic you could give each brown step different alignment values to make the repetition less evident. Compare this to this. This is something Eternal taught me a few years ago. 0 Share this post Link to post
schwerpunk Posted April 6, 2015 fveitsi said:this is one of my accidentally taken screenshot. btw, what level is this taken from? https://i.imgur.com/kopOTQt.png Are those pink BFGs on the right?? 0 Share this post Link to post
Cacowad Posted April 6, 2015 scifista42: :D Memfis: seems good, i'll keep that in mind, thank you. schwerpunk: well, you got some keen eyes there, i didn't noticed until you pointed it out! that pic is strange. 0 Share this post Link to post
joe-ilya Posted April 6, 2015 schwerpunk said:Are those pink BFGs on the right?? It's the infinite BFG from the slaughterfest series. E1M2 of my chex project. 0 Share this post Link to post
joe-ilya Posted April 6, 2015 Sorry for my stream of maps, but here's another one. E1M3 Don't bother the flatness of this one, this has horde gameplay. 0 Share this post Link to post
joe-ilya Posted April 6, 2015 Breezeep said:2 maps already made in a single day? I make them short and there aren't that many textures and monsters to use, I also can't put much detail in this because there are too few textures. So, uh making maps for chex quest 1 is nothing hard. 0 Share this post Link to post
Mechadon Posted April 6, 2015 Whoops, I forgot that I posted a screenshot in here. Sorry for not responding, and thanks for the comments. Here have another one, this time more of a w.i.p. view. Obsidian said:Not sure how the ZIMMER contributes to the gothic feel. Probably because it isn't dark and depressive enough. :P Yea, its probably not your standard gothic theme, so maybe that's not the best description :P. The city bits are meant to be human construction that's old/decaying and being taken over by demonic stuff in places. Also I was originally using ZIMMER3/SP_ROCK combo for the mountainous stuff, but I decided to experiment with what you see now. NiGHTMARE said:Hellbound MAP24 might provide some ideas - it has a very similar theme (just with REDROCK instead of TANROCK and ZIMMER) and also has a similarly epic vertical scale. Thanks for the tip, I'll definitely give that map a spin. So far it feels like my city buildings have been really plain, so I'm trying to get some good references on what a Doom cityscape can look like. By the way, there's been some very nice shots posted in here in the past few pages. Nice job everyone! 0 Share this post Link to post
Tango Posted April 6, 2015 a lot of awesome shots in the last few pages :D 0 Share this post Link to post
joe-ilya Posted April 7, 2015 Secret map from my chex episode : MAPPING LIKE I'M IN THE 90'S! WOOHOO! 0 Share this post Link to post
joe-ilya Posted April 7, 2015 E1M5 : The final map This is a slaughterfest map, or should I say "slimerfest"? 0 Share this post Link to post
AD_79 Posted April 7, 2015 "Slaughterfest" as in a room? You can do better than that. 0 Share this post Link to post
TimeOfDeath Posted April 7, 2015 joe-ilya said:It's the infinite BFG from the slaughterfest series. The pink BFG actually came from pppp.wad 0 Share this post Link to post
Memfis Posted April 7, 2015 ? Do u need this? - http://www.doomworld.com/vb/doom-editing/64477-sky-transfer-prefab/ 0 Share this post Link to post
Walter confetti Posted April 8, 2015 inspired by the startan project, i put up a map for the DW Megawad Project... making a map that is primarly BLAKWAL1 and SP_FACE2. What am i doing with my life. 0 Share this post Link to post
AD_79 Posted April 8, 2015 walter confalonieri said:IMAGES inspired by the startan project, i put up a map for the DW Megawad Project... making a map that is primarly BLAKWAL1 and SP_FACE2. What am i doing with my life. Very good. 0 Share this post Link to post
darkreaver Posted April 8, 2015 Memfis said:? Do u need this? - http://www.doomworld.com/vb/doom-editing/64477-sky-transfer-prefab/ Fuck, thanks! I might actually finish a map of mine now lol. Been postponing it for a couple of YEARS because of the massive sky transfer work. 0 Share this post Link to post
Inkie Posted April 8, 2015 joe-ilya said:MAPPING LIKE I'M IN THE 90'S! WOOHOO! D_RUNNIN thru the 90's 0 Share this post Link to post
joe-ilya Posted April 8, 2015 This map will replace the current one at DWMP2015 : 0 Share this post Link to post
dannebubinga Posted April 8, 2015 Memfis and darkreaver: I don't need no prefab. I just make 10 sidedefs and then copy/paste them into a square of about 100-200 sidedefs. Then when the map is 100% finished, I just select the sidedefs and use my super-cool tag-range plugin and set tag i.e. 0-200 and then I tag them with the sky transfer action and set the texture offsets to 0. The picture was mostly just because it looked stupid since I had all the sectors there tagged since it uses another sky than the other areas of the map. :) 0 Share this post Link to post
scifista42 Posted April 8, 2015 @walter confalonieri: Looks good, the texture combination works well. @joe-ilya: The Chex textures are ugly, and it seems that you just pasted them over a simplistic rough-shaped architecture. Not good at all, as I see it. At least you could try making more elaborate structures with details using fitting materials. Otherwise I don't think you would "sell" these textures in an appealing-enough way. Your Doom screenshot is OK, although it doesn't show a lot. @Mechadon: That's an impressive scene, and really impressive usage of stock textures! 0 Share this post Link to post