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Post Your Doom Picture (Part 2)

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Damn a lot of these HD textures are crazy clean. I'm always surprised by what modders can do.


On 6/11/2019 at 8:02 AM, Urthar said:

Finally found a set of Dev'textures I like, so I can focus on just blocking out levels and gameplay.


Got a link? That looks fly

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Working on this, I plan to finish it but I'm not sure when. Currently detailing and giving the rooms height. Right now there really aren't many height differences between rooms and sectors. In the spawn room, I plan to add stairs that ascend to the north and descend to the south leading to the room before the big waste pit in the southeast of this screenshot.


I just finished texturing lots of the map as seen in fullbright screenies below








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It's for Vanilla







Made it just today!


Edited by Unregistered account

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More quick sketchy doodle action from tonight, just trying to calm my mind down, maybe I should take all these unfinished layouts from the past year and a half and actually turn them into maps!

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I'm on vacation, and I saw that Delta Touch got a recent update; Where it supports Zandronum 3.0 now, so I decided it pick it up.


And for what it is, Doom with touch-screen controls isn't as bad as I imagined it to be, but aside from that, I was playing some random wads off of Wad Archive and found this gem.


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Made a good bit of progress and ironed out a lot of bugs. I cleaned up the outside part, extended the acid pit platforming section and removed some enemies from it. I also added stairs on either side of the spawn. I'm planning on working in a secret path through the level along with the main path, and a completely optional section.

My greatest hurdle so far was getting doors to work. I didn't know that linedefs had a direction until reading this wiki page about doors





On 6/13/2019 at 6:13 PM, Bauul said:

Slow progress at the moment thanks to real life, but chipping away at an Egyptian themed map for Elementalism.


This looks amazing, and are those palm trees 3D?

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The third secret level of this same project aside, this is probably the most difficult segment of map I've made. Map's premise is a new layout for (and semi-Go 2 It revamp of) Phobos Anomaly from KDitD (this entire segment basically branches off of the right ammo room down the corridor, aside from the secret area at the bottom middle-to-right, which branches off from the automap lift at the start and just has a view into this area)


I felt like I wanted to make a 'large' layout for once. For the most part, my levels are rather condensed, with a few token open areas. But this is the first time I've experimented with a large, non-linear open area akin to Industrial Zone and similar maps.


Also a little bit of platforming because why the hell not.


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On 6/17/2019 at 8:10 AM, Teder said:


most epic dude, it looks great!



On 6/17/2019 at 7:55 PM, Jimmy said:
On 6/16/2019 at 9:20 PM, Crunchynut44 said:

Already making levels from the influence of Sigil, what a fantastic mapset that is!


You're not the only one!


Is there a Sigil survivors support group for the rest of us?


Now for some of my doom pictures, still building "gamma station"

gamma_stations_wip_20190618 (1).png

gamma_stations_wip_20190618 (2).png

gamma_stations_wip_20190618 (3).png

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More screenshots of two maps I completed on UV without saves for my personal reviews.


I) "Lich" by Death-Destiny (Map 11 from Dark Resolution 2008)


A very hard map located in a hell castle with low ammo and strictly no armor.






II) "Night Town" by Paul977


A moderately difficult exploration map with many little traps involving mainly mid-tier monsters. Beautiful map while staying classic with a massive use of stock textures from Doom2 and Plutonia.




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