elend Posted October 4, 2018 40 minutes ago, Empyre said: @elend To make your in-editor screenshots look better, press H to get rid of the highlighting and press T twice to get rid of the boxes around the things. This will make the map look more like it would in-game. After you take the screenshots, press H and T again to bring it back to normal. Other than that, your screenshots look awesome! Oh, haha, I did not know these shortcuts yet. Thanks for that. Although, those are just random work in progress screenshots and things might change anyway. But turning highlights of can be helpful, definitely can use that in the future. 0 Share this post Link to post
Phade102 Posted October 4, 2018 21 hours ago, elend said: Well, some hellish stuff I am working on at the moment. Those Revenants are waiting for a fist fight. My bet is on the Revenant. I love the first pic, the architecture is just gorgeous. 4 Share this post Link to post
Bridgeburner56 Posted October 4, 2018 On 10/4/2018 at 1:56 AM, elend said: Well, some hellish stuff I am working on at the moment. Those Revenants are waiting for a fist fight. My bet is on the Revenant. Those are some sexy screens 4 Share this post Link to post
Novaseer Posted October 4, 2018 (edited) Little play-around for my personal project's MAP08. What's behind the player here is a linedef which teleports monsters to a voodoo doll that telefrags the player, including the spawn of the (immobilised) Pain Elementals shown here. Of course, this is a very early in development screenie here - everything from sky, to textures, to the amount of enemies present is subject to change. Might throw in a few Chaingunners for the sake of being evil. EDIT: Apologies for the Berserk tint. Edited October 4, 2018 by Novaseer 2 Share this post Link to post
Chopkinsca Posted October 6, 2018 No pictures, but I'm doing something different. Every map I've made, I'd do the layout and detailing first, leaving monster placement last. This meant I made the monster placement fit the layout I mapped. I'm doing a map now, where the monster placement is being done first, with very minimal detailing (less than Doom 1 quality). The added benefit is that if I abandon this at some point, I have the monsters down and it will at least play well. I might do another thing differently, it might be a shorter map. I'll see where it goes. 5 Share this post Link to post
Megalyth Posted October 6, 2018 On 10/1/2018 at 7:25 PM, Marlamir said: (hyped voice) so... are you gonna do it? Making the layout with stock resources would be a simple matter, but an authentic reproduction would require extensive texture and sprite work. 0 Share this post Link to post
Doomsday Posted October 6, 2018 Im thinking of making a doom wad with 9 (one is a secret map) maps but im not sure what to call it. 0 Share this post Link to post
Novaseer Posted October 6, 2018 2 minutes ago, Doomsdλy1993 said: Im thinking of making a doom wad with 9 (one is a secret map) maps but im not sure what to call it. If we could see some screenshots, I'm fairly certain somebody on this forum will be creative enough to come up with a name for it. 2 Share this post Link to post
Major Arlene Posted October 6, 2018 4 hour speed map exploring Doom 64 sector coloring https://www.dropbox.com/s/hhn4brlql1318j0/funny piece of shit.wad?dl=0 2 Share this post Link to post
Marlamir Posted October 6, 2018 1 hour ago, Megalyth said: Making the layout with stock resources would be a simple matter, but an authentic reproduction would require extensive texture and sprite work. That really sound unnecessarily time consuming. 0 Share this post Link to post
Walter confetti Posted October 7, 2018 A simple techbase speedmap made now: 6 Share this post Link to post
elend Posted October 7, 2018 Techbases always get me unreasonably excited. 3 Share this post Link to post
Gez Posted October 7, 2018 On 10/4/2018 at 10:51 PM, Novaseer said: Little play-around for my personal project's MAP08. What's behind the player here is a linedef which teleports monsters to a voodoo doll that telefrags the player, including the spawn of the (immobilised) Pain Elementals shown here. Monsters cannot telefrag the player except on MAP30. Unless you use ZDoom and then you can enable it on other maps with a MAPINFO keyword. 0 Share this post Link to post
Novaseer Posted October 7, 2018 6 hours ago, Gez said: Monsters cannot telefrag the player except on MAP30. Unless you use ZDoom and then you can enable it on other maps with a MAPINFO keyword. I enabled it with MAPINFO. Trust me. 0 Share this post Link to post
Guydoom Posted October 7, 2018 (edited) Some half decent amatuer stuff I'm working on, nothing special, but lots of puke green. 10 Share this post Link to post
PeterMoro Posted October 7, 2018 Too much green for me but everything else rocks! (Even the status bar is green LOL) 0 Share this post Link to post
bemused Posted October 7, 2018 Feeling bored today, so I'm randomly spamming a collection of screens from my growing collection of unreleased/unfinished maps. 20 Share this post Link to post
elend Posted October 7, 2018 Dear lord, what is this sector madness? Amazing. How does this look ingame? Why are they unreleased, they look quite okay from above. :D 2 Share this post Link to post
bemused Posted October 7, 2018 Thanks... they look "acceptable" ingame. (some screens can be found earlier in this thread - like page 40 or something) Theres nothing stopping the release as such.... im just waiting on a friend who is making some similarly obnoxious maps so they can all be released together in one go :) 3 Share this post Link to post
Paul977 Posted October 7, 2018 Really cool bemused, I dig your gradients usage 3 Share this post Link to post
DMPhobos Posted October 8, 2018 This has been a hard map to work on, but now i got a clearer idea of how it will progress 12 Share this post Link to post
Bridgeburner56 Posted October 8, 2018 @bemused your linedef counts are getting close to mine :p 1 Share this post Link to post
Chopkinsca Posted October 8, 2018 90% gameplay. Not sure what the other 10% is yet. 5 Share this post Link to post
Marlamir Posted October 9, 2018 I still feel like this place is missing something yet i don't know what, does someone have some ideas? 1 Share this post Link to post
Major Arlene Posted October 9, 2018 3 minutes ago, Marlamir said: I still feel like this place is missing something yet i don't know what, does someone have some ideas? maybe that back wall at the beginning of the stairs could use a lamp or decoration of some sort 2 Share this post Link to post
Marlamir Posted October 9, 2018 We have the same feelings but i'm not sure what is should be to not destroy the look of it. Not sure if light or lamp will destroy look of it. Ohh why my brain have holliday? :) I feel like the biggest problem is the ceiling but since is underground window will not work. 0 Share this post Link to post