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Grazza

Post Your Doom Picture (Part 2)

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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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Completed full layout of the map segment I showed on the last page. In an attempt to make it more alinear, I focused much of the rest of the map around the additional area I added, and the two new large areas are simply the boss battle arena and the segment afterwards with its totally-not-a-death-exit (it is based off of E1M8 after all)
Two notes:

  • I changed out the simple lift at the end of E1M8 into a teleporter so I had more room to work with.
  • The nukage in the boss arena doesn't do damage unlike in the rest of the map (where it is either 5%, 10% or instant kill depending on the area), but this is a design choice to allow for more maneuverability. And maneuverability is important because homing rockets.

e789bc474127f4fefed9fc5e9f5c88e2.png

 

And screenshots through the level's progression because why not (be warned, there's a lot):

Spoiler

Part of the new start area, before the lift into the barrel room:xKraMsW.png

 

The staircase after the barrel room:

X2iyd0T.png

 

The right ammo room (I IDDQD/IDKFA'd at this point to make sure I could take screenshots in peace):

AEtPSzj.png

 

After the switch is pressed:

rpZ8DWR.png

 

As soon as you leave the cavern:

RpwAuKK.png

 

After going around the left of the building:

ccBkMEG.png

 

After passing through the tunnel to the left of the last picture:

hNAyTim.png

 

Inside the building immediately in front of the last picture (and say hi to the Megatrooper in the window there, he's a new enemy I made):

EjcZdGQ.png

 

Inside one of the sections of the center building:

ir0Iat4.png

 

...which going in to unleashes this guy.

QWj2wSx.png

 

Inside another segment of the centre building at the yellow key card:

4buy8fR.png

 

The left ammo room:

k6xgF2y.png

 

...and after opening the switch (and say hi again to the Demon-Whisperer, another custom enemy of mine):

iTQRdPE.png

 

Passing through the teleporter leads you up here in the right building:

8wf4P2K.png

 

which can lead you up here:

dvnUHvv.png

 

In the blue keycard door in the centre building:

ssPIfXK.png

 

Ambush!:

PoROUj9.png

 

Okay, we found the light:

CjHKhbr.png

 

Falling down here is particularly ill-advised (the instant death pit I mentioned):

VrLVtuk.png

 

Oh, look where we are! And who turned up!:

wQpHxCQ.png

 

And what's that that's down there now?:

Qv1ZQ91.png

 

Are you ready now?:

e2a8cdH.png

 

You'd better be:

QstZiCg.png

 

Or else... (textures on these guys are temporary, and I wasn't lying about the homing rockets):

ZUEOOA2.png

 

Now what's that over there?:

cwZlbdH.png

 

Oh right. Yeah.

CX8QRAB.png

 

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@Big Ol Billy Awesome stuff! I'm glad you've found a use for it- and yeah feel free to edit too! That's what my stuff is all about, being free to use and toy with~

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Posted (edited)

I would never align those walls around corners myself. I would use a different border texture where one doesn't fit on a single linedef.

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34 minutes ago, Vermil said:

I would never align those walls around corners myself. I would use a different border texture where one doesn't fit on a single linedef.

the only time i do is when i have 84 pixel linedefs which is the amount that divides those textures into 3. I think it works quite well if you do it properly.

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2 hours ago, Vermil said:

I would never align those walls around corners myself. I would use a different border texture where one doesn't fit on a single linedef.

 

1 hour ago, Rhebiz said:

the only time i do is when i have 84 pixel linedefs which is the amount that divides those textures into 3. I think it works quite well if you do it properly.

 

I do agree, it does look kinda weird. The only reason I did this is because this map is based on Hell Beneath, and the starting area with similar SKIN textures is aligned like this. I have changed it to see which looks better. Honestly, I prefer the first one since it doesn't screw up the starting area layout.

DOOMSCREENSHOT11.PNG

DOOMSCREENSHOT12.PNG

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Posted (edited)
58 minutes ago, Scorpius said:

I do agree, it does look kinda weird. The only reason I did this is because this map is based on Hell Beneath

1

 

While it does look a lil weird, I immediately caught that you're making a level based on Hell Beneath. Definitely tell me when you post that, Hell Beneath is one of my favorite levels!

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It does look better, quite a bit better. I hate Hell Beneath except for the design so that gets a thumbs up from me.

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That looks very wesome already, Scorpius! Keep it up, I'll be looking forward to more screenshots.

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will be interesting to see. after all, Hell Beneath is the only map from E4 i managed to complete. ;-)

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Posted (edited)

I've taken a small break from Doom, the community, and mapping. However, today was a casual day of creating shit, including DOOM maps! Pics in the spoiler

 

I added an exit and began the creation of the red key-card area. As well began creating where the room where the blue keycard will be.
I plan to have three routes through the level, but one route will show part of map three in it. I plan for the player to return to map 1 after map 2, but you start in front of the exit of map 1, and the route through the level will reveal new areas previously impassible in map 1.

 

I learned an editing trick from Romero's Tech Gone Bad, where he used two barrels to denote secrets. Since this mapset is very focused on using the nukage floor textures & barrels, I feel like this is a classy way to denote secrets along with textures misalignment

20 minutes ago, dobu gabu maru said:

Lastly a "first few days of working on map" vs "last few days of working on map" from DB perspective:

 

You, my friend, are a God.

 

EDIT: Before anyone replies, I caught that there's a texture misalignment in the first screenie and it's since been corrected. The pain of making doom maps X_X

 

Spoiler

image.png.7c0d5ab29a801e49464850881bf0f06d.pngimage.png.ee4dc326076e49d663de6dcc52b163b2.pngimage.png.c7e2ecc83053cdc4b2f286bd9e647f1b.png

 

 

 

 

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27 minutes ago, Tango said:

that looks awesome @Dutch Doomer :D really like the shapes of the rocks

Been practicing a lot with making rocks look natural, as far as you can accomplish such a thing in Doom without the use of slopes. All that outside space is an secret area, guess making a small room with a few goodies isn't good enough for me anymore. This style of mapping is really time consuming, frustrating when your wishing to make progress fast.

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11 hours ago, The_SloVinator said:

Stuff

 I like that eerie vibe your screenshots give

 

55 minutes ago, Teder said:

Stuff

wip

 

 

Very nice, are those 3D models? Does your map lag too much?

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