xdarkmasterx Posted October 17, 2017 (edited) a screenshot from my lastest map and also anothers but isn't finished (but maybe somewhere) Edited October 17, 2017 by xdarkmasterx 8 Share this post Link to post
baja blast rd. Posted October 17, 2017 The SSGreload-plasmastuff-automap-HOM texture is criminally underused. 12 Share this post Link to post
Scotty Posted October 17, 2017 I've been working some more on a vanilla Plutonia project recently (i shared some other screens from it several months ago here) having been inspired by playing PRCP for the megawad club. Got a decent few maps done now, and the goal is still an 11 map episode. My MO is my own rough interpretation of the TWiD series style mentality, in that i am actively trying to create a Plutonia 'feel' in terms of environment and gameplay and use of Casali tropes, although i am being pretty liberal in their use, combining things from each brother as feels necessary to make a decent map. I see a lot of people posting about how they dislike Vanilla limits but i actually find them pretty liberating in terms of map detailing, compared to things i have made for Boom in the past. Having a hell of a lot of fun with making these, it's nice just thrashing out maps over a day or two, whenever inspiration hits. Made this latest map over the last 48 hours, here's a screenshot taken in Crispy Doom: Here's some layouts of 3 of the completed maps, for odd people like me who find layouts interesting to look at for whatever reason: 29 Share this post Link to post
Memfis Posted October 17, 2017 (edited) I like it but I wonder if ZIMMER on top is not the best choice here... Somehow it seems unfitting to me, can't explain why though. Like it doesn't look "strong" enough or something. 2 Share this post Link to post
scifista42 Posted October 17, 2017 It certainly doesn't fit to the brick flat below it. 2 Share this post Link to post
SuperCupcakeTactics Posted October 17, 2017 (edited) 16 minutes ago, Memfis said: I like it but I wonder if ZIMMER on top is not the best choice here... Somehow it seems unfitting to me, can't explain why though. Like it doesn't look "strong" enough or something. Looks more like a long floral foam block that can't sustain those wooden pillars. I think it just needs either a texture rework for a border sector to imply more structural integrity, or I guess just more support pillars. Edited October 17, 2017 by SuperCupcakeTactics 2 Share this post Link to post
NeedHealth Posted October 17, 2017 1 hour ago, Scotty said: <sinppity-snabb> Here's some layouts of 3 of the completed maps, for odd people like me who find layouts interesting to look at for whatever reason: Can't see what's wrong with posting layouts. \(¨,)/ please post more. 2 Share this post Link to post
Pirx Posted October 17, 2017 (edited) On 16.10.2017 at 3:58 PM, Memfis said: Doom Millennium screenshots from 2002: Wow. Has anything releasable remained of that project? I asked about it here, even forgot about it : Eh, this is newer: So, nothing new. Edited October 17, 2017 by Pirx 1 Share this post Link to post
Xyzzу Posted October 17, 2017 (edited) What a story indeed... Image by @Shadow Hog Edited October 18, 2017 by Xyzzy01 11 Share this post Link to post
wheresthebeef Posted October 17, 2017 !kraM ih hO !TON did I !reh tih ton did I !tihsllub s'tI !eurt ton s'ti ,reh tih ton did I 7 Share this post Link to post
nxGangrel Posted October 17, 2017 I like how his brain is just a black void. 5 Share this post Link to post
RedDash16 Posted October 17, 2017 Random screenshot from a map of mine https://i.imgur.com/9WwviF9.png 0 Share this post Link to post
Ichor Posted October 17, 2017 1 minute ago, nxGangGirl said: I like how his brain is just a black void. Yeah, he sure has a lot of Room up in there. 6 Share this post Link to post
nxGangrel Posted October 17, 2017 12 minutes ago, Ichor said: Yeah, he sure has a lot of Room up in there. I bet that's Lisa, up there, tearing him apart. 4 Share this post Link to post
galileo31dos01 Posted October 18, 2017 (picture taken from STRAIN map26) Doesn't it look adorable? 3 Share this post Link to post
RonLivingston Posted October 18, 2017 A map that I've been working on which will be for one of my projects 4 Share this post Link to post
Master O Posted October 18, 2017 13 minutes ago, RonLivingston said: A map that I've been working on which will be for one of my projects How about some in-game screens? 1 Share this post Link to post
RonLivingston Posted October 18, 2017 (edited) 21 minutes ago, Master O said: How about some in-game screens? Here they are 3 Share this post Link to post
nxGangrel Posted October 18, 2017 That's some very lovely sci fi levels there Mr. Hall. 2 Share this post Link to post
Lila Feuer Posted October 18, 2017 @Da Werecat Nice alpha atmosphere, not completely faithful but a refreshing spin that looks closer to the finished game while retaining a similar feeling. 2 Share this post Link to post
nxGangrel Posted October 18, 2017 Been working on an outdoor mountainous viewing for one of my levels. It's not much to look at, but granted you're not supposed to be out there anyway. Any suggestions? 9 Share this post Link to post
Obsidian Posted October 18, 2017 I feel like a trim texture wouldn't go amiss, but admittedly that's my pedantry talking and you might be only using stock textures. The flat could stand to be broken up by different ones as well so the whole thing doesn't look too uniform. Good stuff though, some nice looking cliffs there. 2 Share this post Link to post
scifista42 Posted October 18, 2017 The scene would benefit from including more than one texture, one flat, and one theme (grassed rocks) - for example water pools and waterfalls, man-made structures, differently colored surfaces representing different materials (sand, vines...), caves or rocky overhangs that can be walked under... Perhaps including everything from the above list at once would be too much, I'm just giving ideas to pick from. 1 Share this post Link to post
nxGangrel Posted October 18, 2017 15 minutes ago, scifista42 said: The scene would benefit from including more than one texture, one flat, and one theme (grassed rocks) - for example water pools and waterfalls, man-made structures, differently colored surfaces representing different materials (sand, vines...), caves or rocky overhangs that can be walked under... Perhaps including everything from the above list at once would be too much, I'm just giving ideas to pick from. The design was supposed to be an arid and baron mountain/hill side, which the level itself is built on the side of. I added the grass to give it a bit of color, but it was mostly meant to be lifeless. I didn't want to add too much detail since it is just a visual and not something that is accessible to the player (the level doesn't contain any actual outdoor locations) but I wasn't sure what other details I could put in to make it look a little less dull. In my head, I pictured a fortress built on/inside a mountain top. 1 Share this post Link to post
baja blast rd. Posted October 18, 2017 (edited) Looks okay. It has a decent shape going for it, which is important. It looks far from arid to me, however. I wouldn't be thinking of the aridity or literal substances in-game, but if I did those would look quite fertile to me, like blocks of topsoil with newly planted grass. (Which also happen to be arranged in cliffs because Doom logic.) Water would complement it quite well, adding a new color and breaking up some of the uninterrupted shapes (big flat regions of grass with pools of water, bare rock faces intersected by waterfalls). Without water, I'd be tempted to interrupt the largest grass sector with a big, shallow, neatly contoured pit of dirt or two, and add some TANROCK insets or outcroppings at well chosen intervals to the largest rock faces. 58 minutes ago, nxGangGirl said: arid and baron mountain/hill side At least this is easy to address during thing placement. Edited October 18, 2017 by rdwpa 1 Share this post Link to post