Arctangent Posted September 30, 2016 For some reason I get really major MAP01 vibes from that, even though it looks nothing like it. Maybe it's just how some parts are positioned? 0 Share this post Link to post
Lila Feuer Posted September 30, 2016 I'll never understand how this science behind this secret area works. Running over the affecting linedefs back and forth [x] amount of times will open the wall faster some times, whereas other times it seems to do nothing. 0 Share this post Link to post
Urthar Posted September 30, 2016 GoatLord said:E1M1 remake for Doom 2. I featured a dramatic opening, where you're outside the facility. There are nods to all of the familiar sections, although the corridor leading to the outside armor is now, as you can see, a chamber for growing vegetation. http://i.imgur.com/260Tkv4.png http://i.imgur.com/MyColAZ.png http://i.imgur.com/B6qdDUi.png http://i.imgur.com/NTnqmqp.png The 2nd and 4th shots look really good. 0 Share this post Link to post
Dragonfly Posted September 30, 2016 Arctangent said:For some reason I get really major MAP01 vibes from that, even though it looks nothing like it. Maybe it's just how some parts are positioned? I personally don't see it. Perhaps if you meant map01 of TNT I'd get it more? :P That said, the map looks nothing like Map01 when you play it. The mapping aspect of it is finished, but I'm still tinkering with gameplay and thing positioning. Map should be ready in the next couple of days. 0 Share this post Link to post
scifista42 Posted September 30, 2016 Cyanosis said:http://i.imgur.com/7SocJIc.png I'll never understand how this science behind this secret area works. Running over the affecting linedefs back and forth [x] amount of times will open the wall faster some times, whereas other times it seems to do nothing. The only one affecting linedef for this secret is this one. You also might have skipped it if you ran fast.Dragonfly said:I personally don't see it. Perhaps if you meant map01 of TNT I'd get it more? :P I'm sure he meant MAP01 of Doom 2. I can see a similarity between the layouts too. 0 Share this post Link to post
maggot_army Posted October 1, 2016 Currently working on a small town for a romero style zombie mod. Heres an in progress shot, no ingame shots yet because I've got way too many dev textures at the moment. 0 Share this post Link to post
dobu gabu maru Posted October 2, 2016 Mapping vanilla has continued to break my spirit down until I can no longer make complex shapes 1 Share this post Link to post
Soundblock Posted October 2, 2016 Title screen for imminent megawad Echelon... 0 Share this post Link to post
glenzinho Posted October 2, 2016 C'mon Sverre, ya gotta give us more than a title screen :( 0 Share this post Link to post
Fonze Posted October 2, 2016 You're gonna get a lot more than that soon, glen... very soon. But for now, here's something special from echelon: (I wonder what this means...) 0 Share this post Link to post
Spectre01 Posted October 2, 2016 Reminds me of the start in Sunder's Furnace map. 5k+ monsters please. 0 Share this post Link to post
Soundblock Posted October 2, 2016 rileymartin said:Reminds me of the start in Sunder's Furnace map. 5k+ monsters please. I think that's where I got the inspiration from actually, watching someone play it on YouTube. Man that Sunder is art. Mine's just a modest quicksnack, no very big levels. Still, its a megawad. Here's some fruit of the loom: Watch out in Wads & Mods forum over the next couple of days - there will soon be a thread for it, with a downloadable playable. 0 Share this post Link to post
maggot_army Posted October 2, 2016 maggot_army said:http://i.imgur.com/ENXxef9.png A Small shot of what the town looks like so far, not giving away too much right now. 0 Share this post Link to post
Tristan Posted October 2, 2016 ^ Awesome, the hi-res textures compliment the overcast twilight theme perfectly. 0 Share this post Link to post
glenzinho Posted October 2, 2016 maggot_army: Looks like a nice place to live, I'm sure :) Looking forward to your release, Soundblock! 0 Share this post Link to post
Albertoni Posted October 3, 2016 @Sverre: Not a fan of the clash between the clean computer textures and the gritty metal. It doesn't looks bad, but it doesn't fits 100%. Architecture is fine tho. @Pedro: Nice sprites, but oh my god that much bloom feels like I'm playing Oblivion again lol I've done this and I'm afraid of what I might unleash: I spent like half an hour doing math so I could align three layers of transparent FIREBLU to a pixel-perfect degree. Gave up when rounding errors in GZDoom broke things, ended up accepting half-a-pixel of error as good enough. 1 Share this post Link to post
Memfis Posted October 3, 2016 The first pic reminded me of LA-Waterworld. 0 Share this post Link to post
Gez Posted October 3, 2016 I'd suggest a marble flat on the baron head cube, instead of more dirt-n-grass. 0 Share this post Link to post
Urthar Posted October 3, 2016 maggot_army said:A Small shot of what the town looks like so far, not giving away too much right now. http://i.imgur.com/9aaCaJL.jpg It's not often you see a custom sky and environment fit together this well in a doom map. Nice :) 0 Share this post Link to post
dobu gabu maru Posted October 5, 2016 Woooaaahhh, you're a beast antares! 0 Share this post Link to post
kaleb. Posted October 5, 2016 I'm actually gonna try finishing this map 1 Share this post Link to post
Bauul Posted October 5, 2016 What's a nice demonic castle without a nice fancy fountain as the lobby centerpiece? Nothing, that's what! 0 Share this post Link to post
valkiriforce Posted October 7, 2016 KalebNoobMaster said:I'm actually gonna try finishing this map More like KalebMoodMaster; nice work. Live video of me in Florida: 0 Share this post Link to post
Dragonfly Posted October 7, 2016 Heh, nice little gif there. I have a friend on holiday (vacation), who has gone to Florida. Turning out to be a pretty shitty holiday, been told he's not allowed to leave the resort he's at for safety. 0 Share this post Link to post