Misty Posted March 17, 2018 Crossposting from doom picture thread, but this time I decided to make it more alive and did small gif. 8 Share this post Link to post
doomero-21 Posted March 18, 2018 (edited) another boss battle in map04, spider mastermind. 3 Share this post Link to post
Novaseer Posted March 18, 2018 For a standalone Hell map. Worship the chaingun. 6 Share this post Link to post
Bridgeburner56 Posted March 19, 2018 I've started a dedicated thread for those who are interested in this ... 9 Share this post Link to post
riderr3 Posted March 19, 2018 (edited) Sketches made just in 2 hours, specially for 3DGE community project. I've underestimated curve usage before. Edited March 19, 2018 by riderr3 9 Share this post Link to post
Misty Posted March 21, 2018 (edited) Starting area. Somehow I'm happy with my work and it looks. Edit: I'm adding prboom+ version too, because it's more lighter. 7 Share this post Link to post
Bridgeburner56 Posted March 22, 2018 1 hour ago, SOSU said: Dude that's a lot ._., That's a short list. They won't all necessarily make it to play. Realm667 is pretty awesome though 0 Share this post Link to post
SOSU Posted March 22, 2018 5 hours ago, Bridgeburner56 said: That's a short list. They won't all necessarily make it to play. Realm667 is pretty awesome though Ah alright then.But remember this,quality >>> quantity in Doom :) 1 Share this post Link to post
Dragonfly Posted March 22, 2018 Sounds like another "R667 showcase wad". I hope for your sake the asset choices feel consistent. :P 0 Share this post Link to post
TabbiKatt Posted March 22, 2018 screencap of the church from journey. just in case people are curious how i go about making these maps i just start designing rooms that hopefully look interesting. when i decide that all of it looks good in terms of length and design i choose which doors are locked with a key and or switch and what sector ends the map and then i add the player starts. monsters and the rest are added around that c: this second screen is of map02 in progress. the player 1 start is there for testing purposes c: 2 Share this post Link to post
-Votterbin- Posted March 22, 2018 I can't get the chainsaw to work how I want it to for the life of me. I want it to not be in your weapons thing when you throw it, but it stays with you when you do. And it doesn't spawn the chainsaw where it hits a wall or an enemy, it just spawns it where you are. (I already posted this picture in the Post Your Doom Picture thread, but I thought I might just put it in here as well since it's part of my mod) 3 Share this post Link to post
Bridgeburner56 Posted March 22, 2018 6 hours ago, Dragonfly said: Sounds like another "R667 showcase wad". I hope for your sake the asset choices feel consistent. :P I'll be doing my best but that's one of the reasons I'm be releasing earlyish material for play testing. Get some feedback on new monster usage. Just because I think something is cool doesn't mean that other people do 1 Share this post Link to post
Barry Burton Posted March 23, 2018 2 hours ago, Impie said: :O I NEED THIS. 0 Share this post Link to post
VanaheimRanger Posted March 23, 2018 (edited) My very first map, still work in progress but it is playable. I started in UDMF format so I can have lots of bells and whistles. Going to be tweaking it quite a bit with more detail, better lighting, and better combat encounters. i've been inspired quite a bit by @Dragonfly @Mechadon and @Nevander who has been helping me learn UDMF quite a bit, so huge thanks to all of those guys. Exterior Entrance is a line portal, thanks Dragonfly for the tutorial, lol. Some okay lighting for the reception area I guess. The useless slime room (there is still no reason to enter here yet) A bit of freakiness. Thanks to @Gez for tip on flipping the textures. Encounter in the "Memento Mori Maze" A line portal in a super secret area to get the blue key early. Server room? Obligitory crate maze. Overhead Second map is also off to a fine start. Glowy. SSG reward. Still very early in progress Also a video of me running through the first one live on the twitch: Edited March 23, 2018 by guitardz 15 Share this post Link to post
SuperArjunaButt Posted March 23, 2018 11 hours ago, guitardz said: A bit of freakiness. Thanks to @Gez for tip on flipping the textures. Flipping the textures upside down is a GREAT idea. I might do that in my WAD. 2 Share this post Link to post
nervewar Posted March 23, 2018 22 hours ago, SayWhatOneMoreTime said: Too many wads right now. Never! :) 0 Share this post Link to post
Major Arlene Posted March 23, 2018 A little bit of an oops moment that produced some interesting results. note to self: make note of your tags on your dummy sectors, and what's attached! 9 Share this post Link to post
Major Arlene Posted March 23, 2018 One more screenie from the pink room because I actually really like this room :D 11 Share this post Link to post
wallabra Posted March 23, 2018 (edited) Sum operando ad aliquis WAD, qui creabit automatarium "lusores" (bots), independens de IWAD electus: ZetaBots. Latin aside, this WAD I'm working on is called ZetaBots, and they are ZScript bots (they were controllers that held player classes, but now they just hold a monster pawn class that tries to emulate as closely possible a player pawn) that aim for intelligence with more humanistic behavior. Edited March 24, 2018 by Gustavo6046 1 Share this post Link to post
CoronaRadiata Posted March 24, 2018 (edited) Hello everyone. I'm an absolute noob. These are some pictures of my first map ever made in Doom. I hope you like them. The idea is that it is a single huge map and that finishing it costs at least one hour minimum. Status 25%. 12 Share this post Link to post
Fonze Posted March 24, 2018 Looks great for a first map, and nice even for a non-first map :) 4 Share this post Link to post
CoronaRadiata Posted March 24, 2018 19 minutes ago, Fonze said: Looks great for a first map, and nice even for a non-first map :) aw, thanks! 1 Share this post Link to post
riderr3 Posted March 25, 2018 Almost done with my 3DGE community map. Thankfully, this theme and layouts are well known to me. 8 Share this post Link to post
SaladBadger Posted March 25, 2018 it sometimes seems the only real way I make big spaces is to make a succession of levels, but I'm trying super hard with Legendary Sea of Stars to get them in there and have stuff more exciting than just room by room encounters. I also need to look into some aquatic textures or something for this map, heh. and for fun current layout 4 Share this post Link to post
VanaheimRanger Posted March 25, 2018 22 hours ago, CoronaRadiata said: Where do you get the cool mourge textures? Is it from the Blood texture resource? Map looks awesome overall :) 1 Share this post Link to post