jointritual Posted May 11, 2018 Quote @Bridgeburner56 shouldn’t those crosses be inverted in your last screen? Other than that it looks sufficiently hellish. 0 Share this post Link to post
Cheshire Sphinx Posted May 11, 2018 That looks awesome as all, @BKT. Really curious to see it in action 🙂 It's been a long while since I've worked on anything due to some RL health issues. Figured I'd start simple and work up... I'm still boxing out my level, I'm about 5 hours in as of right now. Not much to show, but I'm chipping away at it. >_> Approach Something familiar 5 Share this post Link to post
Bridgeburner56 Posted May 11, 2018 8 hours ago, jointritual said: @Bridgeburner56 shouldn’t those crosses be inverted in your last screen? Other than that it looks sufficiently hellish. "The Hell Design Review Committee has finished it's appraisal of your design" "Yes ..." "Well, it's just not sufficiently Hellish" "What" "It falls short of the criteria we put forward in the design brief" "It's a lake of blood bristling with arcane structures and home to 2000 demons" "Even so" "Sigh. OK" *goes back and adds 50 more demon face marble textures. Inverts ALL the crosses* But in seriousness that is a good point 6 Share this post Link to post
Swalzi Posted May 11, 2018 (edited) I thought I should post a couple pictures of a map I'm working on with MAYhem2018 Purple resources. I'm having a lot of fun with the new textures and custom monsters. The map is about 45-50% complete. I started it on May 4th. The map is meant to be compact and small with a bit of chaos. Still need to add/fix little details, like the light coming from the pillar in the 2nd pic above. I've started on several maps in UDMF but never finished them, but I'm aiming to complete this one in BOOM format. Even if it takes me past the deadline due to my mapping inexperience. Edited May 11, 2018 by Swalzi : Added the color of MAYhem2018 I'm editing with. 8 Share this post Link to post
Bridgeburner56 Posted May 11, 2018 So map 4 is pretty much done now. And this has become this Sexy montage will be on the main thread sometime today. 15 Share this post Link to post
Quagsire Posted May 13, 2018 Finally starting some work on the next (and probably central) part of my map. Here's a little look at it so far! 4 Share this post Link to post
doomero-21 Posted May 14, 2018 (edited) still working on my last level of Revenge of Evil, this time showing a progress of the boss of this hell level, the maledict. 3 Share this post Link to post
Quagsire Posted May 15, 2018 Still actively adding more to this spot, but I'd say this is good progress. I'll allow you the freedom of guessing what else I did! 1 Share this post Link to post
Aquila Chrysaetos Posted May 15, 2018 What little I've got so far from my map for Zekhmet. Those columns raise when they're shot, and the switches in the corners re-lower them. Just an idea of the platforming to come, among other things. 7 Share this post Link to post
Jon Posted May 15, 2018 (edited) I shouldn't be working on this but I had some inspiration for layout changes so I've hacked them in. Back to the other WAD I'm trying to finish. Edit to add a picture of the WAD I *should* be working on (progress/detail in this thread) Edited May 15, 2018 by Jon 2 Share this post Link to post
Dragonfly Posted May 15, 2018 Where the sky is flipped it looks a little bit like an anus in the sky... Otherwise it all looks good. :P 1 Share this post Link to post
DOOMGABR[RU] Posted May 16, 2018 More and more tricks. Port: Doom Retro, Map Format: Boom/Limit Removing 7 Share this post Link to post
Marlamir Posted May 16, 2018 1 hour ago, DOOMGABR[RU] said: I saw similar room in one old map. Anyway nice screenies i like them. 0 Share this post Link to post
dybbuk81 Posted May 16, 2018 No photo in here, but I'm working on a 500+ map monstrosity of primitive bad levels from years ago as a bonus hidden level hub to a real level I plan on releasing mostly circa 1995 3 Share this post Link to post
Moustachio Posted May 17, 2018 Some Interception II map screenshots (very, very rough)... Map05: Spoiler Map12: Spoiler 9 Share this post Link to post
GhostPlayer Posted May 17, 2018 (edited) In case you did not read the thread (I hope you do not take this as a spoiler D':) Here I left you my WAD that will have 32 levels (I'm working on the difficulty still) the videos that you see are not definitive, they will change in a future. 1 Share this post Link to post
Deadwing Posted May 17, 2018 Just finished the last map for Moonblood X :D So far it's going to be 23 levels (2 no-gameplay levels + 2 secrets + 19 standard ones). There's still a lot to do, though. I'll have to compose and fix some MIDI's, add secret areas and test the whole thing several times. Hopefully, by the end of this month I'll have a beta avaliable 7 Share this post Link to post
doomero-21 Posted May 17, 2018 (edited) Here the death scene for Maledict boss. 4 Share this post Link to post
PeterMoro Posted May 18, 2018 Not sure when my new map is going to be ready. I'm a slow but steady mapper. Hopefully I'm done before the end of summer. 9 Share this post Link to post
Spectre01 Posted May 18, 2018 Here is something I can hopefully finish in time for the orange version of Mayhem. I have secretly wanted to make a Scythe-style cave which sticks to one main colour scheme: 13 Share this post Link to post
DOOMGABR[RU] Posted May 18, 2018 9 hours ago, PeterMoro said: Hopefully I'm done before the end of summer. Cool stuff. Is this mappack has DW topic? 0 Share this post Link to post
Swalzi Posted May 18, 2018 (edited) I'm lagging behind and to keep myself on track, I've decided to post the evolution of an area of the map I've been working on. It's nice to keep backups for progression which I'll probably delete after the map is finished. Spoiler I went a bit outside my comfort zone and I'm glad I did. I had a hard time visualizing the area as I haven't played a lot of outdoor maps that were memorable. I used Map17 (Canyon of Blood) from Scythe 2 as a reference for the use of vertices outdoors and outdoors in general. Lowering the brightness from 192 to 176 for this area could be a good idea as it looks kind of bad in software rendering. This major encounter is pretty much finished at this point, but I like to experiment with Action 19 tricks here. Some of the enemy positions can see through the waterfall cave even with Ambush property set and will happily walk down to the entry the player goes through. I need to test with NoClip then NoTarget in GZDoom to see the agitators. Make sure to fully move around that area where the enemies spot the player through the cave. Edited May 18, 2018 by Swalzi 2 Share this post Link to post
PeterMoro Posted May 19, 2018 5 hours ago, DOOMGABR[RU] said: Cool stuff. Is this mappack has DW topic? "Is this mappack has DW topic?"......um, sorry? Not sure what the question means. DW=DoomWorld? 0 Share this post Link to post
Quagsire Posted May 19, 2018 He might be referring to whether or not the megawad he's talking about has it's own topic, for others to post on. 0 Share this post Link to post