Roofi Posted June 18, 2019 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. 13 Share this post Link to post
Big Ol Billy Posted June 18, 2019 Another map for Alien Bastards! Shoutout to @Fuzzball for their groovy new medikit sprite, slightly reworked and Halloween Harry-ized here 39 Share this post Link to post
Scorpinax Posted June 19, 2019 (edited) i'm hot garbage at making guns, so im in the process of making this dual laser gun... Can't improve otherwise. i scanned my hand for reference. Now i know how they felt back in 93! 13 Share this post Link to post
Novaseer Posted June 19, 2019 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. 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: The staircase after the barrel room: The right ammo room (I IDDQD/IDKFA'd at this point to make sure I could take screenshots in peace): After the switch is pressed: As soon as you leave the cavern: After going around the left of the building: After passing through the tunnel to the left of the last picture: 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): Inside one of the sections of the center building: ...which going in to unleashes this guy. Inside another segment of the centre building at the yellow key card: The left ammo room: ...and after opening the switch (and say hi again to the Demon-Whisperer, another custom enemy of mine): Passing through the teleporter leads you up here in the right building: which can lead you up here: In the blue keycard door in the centre building: Ambush!: Okay, we found the light: Falling down here is particularly ill-advised (the instant death pit I mentioned): Oh, look where we are! And who turned up!: And what's that that's down there now?: Are you ready now?: You'd better be: Or else... (textures on these guys are temporary, and I wasn't lying about the homing rockets): Now what's that over there?: Oh right. Yeah. 7 Share this post Link to post
Fuzzball Posted June 19, 2019 @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~ 3 Share this post Link to post
Scorpius Posted June 20, 2019 (edited) A screenshot of a map in progress for my first, upcoming WAD. 16 Share this post Link to post
Vermil Posted June 20, 2019 (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. 3 Share this post Link to post
nue Posted June 20, 2019 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. 0 Share this post Link to post
Scorpius Posted June 20, 2019 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. 5 Share this post Link to post
Nymbus_Hustle Posted June 20, 2019 (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! 2 Share this post Link to post
nue Posted June 20, 2019 It does look better, quite a bit better. I hate Hell Beneath except for the design so that gets a thumbs up from me. 0 Share this post Link to post
elend Posted June 21, 2019 That looks very wesome already, Scorpius! Keep it up, I'll be looking forward to more screenshots. 0 Share this post Link to post
ketmar Posted June 21, 2019 will be interesting to see. after all, Hell Beneath is the only map from E4 i managed to complete. ;-) 1 Share this post Link to post
Breezeep Posted June 21, 2019 A collab map I recently finished off. This is my first foray into UDMF map editing. Development on this didn't go as smooth as I'd hope for, but it turned out alright in the end. 37 Share this post Link to post
dobu gabu maru Posted June 21, 2019 This is what happens when I'm allowed to keep working past a deadline Lastly a "first few days of working on map" vs "last few days of working on map" from DB perspective: 45 Share this post Link to post
Nymbus_Hustle Posted June 21, 2019 (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 2 Share this post Link to post
valkiriforce Posted June 21, 2019 Memento Mori II, MAP28 Plutonia 2, MAP02 Plutonia 2, MAP06 Plutonia 2, MAP09 28 Share this post Link to post
Dutch Doomer Posted June 22, 2019 (edited) More of the same from me, uninspired trash as usual. See where this ends up. Edited June 23, 2019 by Dutch Doomer 47 Share this post Link to post
Tango Posted June 22, 2019 that looks awesome @Dutch Doomer :D really like the shapes of the rocks 2 Share this post Link to post
Dutch Doomer Posted June 22, 2019 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. 1 Share this post Link to post
ZealknightMR Posted June 23, 2019 @Dutch Doomer: Your outdoor maps looks amazing. I couldn't even come anywhere close to doing something like that, lol. here's some more work in progress of my map. 35 Share this post Link to post
Jimmy Posted June 23, 2019 9 hours ago, Dutch Doomer said: "uninspired trash" You are hereby banned from ever using these words again. 23 Share this post Link to post
Angry Saint Posted June 23, 2019 Having fun in Ashes, with perspective and collapsed buildings 10 Share this post Link to post
Bridgeburner56 Posted June 23, 2019 @ZealknightMR loving those light sequences 1 Share this post Link to post
mIMAS Posted June 23, 2019 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? 0 Share this post Link to post