Aquila Chrysaetos Posted October 9, 2018 @Marlamir, I think you should add something to the ceiling. Doesn't have to be a sky window or anything like that, it just needs to be something to make it less bare. I think that's what's missing from your shot. 3 Share this post Link to post
Marlamir Posted October 9, 2018 @Aquila Chrysaetos Exactly my feelings, i don't know i'm thinking about fallen/ruined ceilings maybe? Not sure how i will do it but it's the only idea i have. 0 Share this post Link to post
Chopkinsca Posted October 9, 2018 13 minutes ago, Marlamir said: @Aquila Chrysaetos Exactly my feelings, i don't know i'm thinking about fallen/ruined ceilings maybe? Not sure how i will do it but it's the only idea i have. Perhaps some support beams coming off the pillars on the left of the screenshot. I like messing around with voodoo doll scripting in Boom. I made this needlessly complicated door that I'm not even sure if I'll keep. 3 Share this post Link to post
PeterMoro Posted October 9, 2018 1 hour ago, Marlamir said: I still feel like this place is missing something yet i don't know what, does someone have some ideas? Ceiling looks a little bare. Try some spikes / poles coming down from the ceiling? Or maybe a new light source on the lower area near the water? 1 Share this post Link to post
Marlamir Posted October 9, 2018 54 minutes ago, Chopkinsca said: Perhaps some support beams coming off the pillars on the left of the screenshot. 52 minutes ago, PeterMoro said: Ceiling looks a little bare. Try some spikes / poles coming down from the ceiling? Or maybe a new light source on the lower area near the water? You gave me a good idea from your post and i thank you very much for this. Finally happy with the look of it. I think it's way better now. Thank you everyone for such a awesome help. With my lack of skills i really appreciated your help :) 17 Share this post Link to post
elend Posted October 9, 2018 Those screenshots look like you don't lack much skills. Keep it up! 4 Share this post Link to post
Mithral_Demon Posted October 9, 2018 My Doom 64 EX map I'm making when I stream it. But its not apart of the CP in Wads.https://gyazo.com/946d11b3974d63ab5913d1955bb84110 Oh, scripts. Yeah. https://gyazo.com/1238859318afa8751f281606d3c73c86 0 Share this post Link to post
franckFRAG Posted October 10, 2018 I imagine that the UAC is equipped with a ladder to read computer screens at the top. 4 Share this post Link to post
Dragonfly Posted October 10, 2018 Pretty sure you'd be able to read that; They're no different from the screens that say train times, for example. :P 3 Share this post Link to post
Tango Posted October 10, 2018 21 hours ago, NiGHTMARE said: [images] these look awesome. is there a release on the horizon for these and the other similar maps you've showed off in the past? :D 0 Share this post Link to post
NiGHTMARE Posted October 10, 2018 (edited) 2 hours ago, Tango said: these look awesome. is there a release on the horizon for these and the other similar maps you've showed off in the past? :D Previously I was just working on random maps (both Doom 1 & Doom 2), but recently I've decided to focus on Doom 2 MAP01-MAP07 so I can at least get some maps released in the near-ish future. 1 Share this post Link to post
Tango Posted October 10, 2018 very cool mate, hope to be able to play them soon! 0 Share this post Link to post
Walter confetti Posted October 11, 2018 more speed mapping yesterday, but i'm not fully satisfied with it... 4 Share this post Link to post
Chopkinsca Posted October 11, 2018 I was poking around in the long abandoned Phocas 2.5 and I forgot about this nearly complete map. I should do something with it instead of holding out for finishing Phocas 2.5 21 Share this post Link to post
SOSU Posted October 12, 2018 (edited) Working on a small E4 map for vanilla :) 19 Share this post Link to post
baja blast rd. Posted October 13, 2018 (edited) 8 hours ago, SOSU said: Working on a small E4 map for vanilla :) Nice use of a pair of contrasting colors. I spot two general things that can be quite useful here: 1) More willingness to play around with architecture and other structural features that essentially change the contours (and perceived structure) of the room. The way the insets and metal slabs all preserve the initial contours leads to a generally underwhelming presentation, given how reserved they are. 2) More attention to the neatness of feature transitions. Bigdoor as it is currently used doesn't look right to me. There are also doors and detailing slabs that cut abruptly at at points in the GStone where they really shouldn't. (And on the subject of contrast, the third shot could benefit from a different ceiling texture on the highest one, to improve the 'legibility' of the scene. It would also break up the big uninterrupted stretch of green.) I'd offer 50 Monsters m27 as a vanilla map with a couple of similar general properties as your WIP -- two primary colors (for architectural features + a third for highlights, which in your case is the sky) and a preference for orthogonal design* -- that does #1 and #2 well and looks good. You can see how the architecture ends up pretty much defining the spaces, rather than acting as a fairly reserved form of garnish for them. *I was tempted to point towards a very strong adherence to the latter as a problem with the shots above too, but I think that is misleading. Edited October 13, 2018 by rdwpa 4 Share this post Link to post
RonLivingston Posted October 13, 2018 (edited) I do want to also figure out leveling up and xp mechanism for my heretic wad 6 Share this post Link to post
Moustachio Posted October 13, 2018 Episode 3 of Atonement is shaping up nicely: 11 Share this post Link to post
Rook Posted October 14, 2018 I've very nearly completed a small, invasion-style map set within an ice base. This may turn out to be the beginning of a sequel to Sucker Punch, or may be released standalone. Ice Station Buffalo (working title) 11 Share this post Link to post
NoReason Posted October 15, 2018 Here are some screens of a new map. Also, I kept the purple map and finished it. It turned out a lot better than I thought it would initially, although it might be a bit too easy. 10 Share this post Link to post
pcorf Posted October 15, 2018 (edited) THE NEXT DOOM ODYSSEY Screenshots. E2M1 Shogun (Kristian Nebula 30% and Pcorf): An unfinished map for 2002ado started by Kristian way back in 2001 that I finished. E4M3 Mysteries of Hades (Pcorf) Total maps complete 15 Edited September 18, 2019 by pcorf 24 Share this post Link to post
Marlamir Posted October 15, 2018 I'm Working hard on finishing map. Hopefully it will be released today :) 14 Share this post Link to post
Chopkinsca Posted October 15, 2018 6 hours ago, Marlamir said: I'm Working hard on finishing map. Hopefully it will be released today :) That looks great. I assure you, there is no gameplay in this screenshot. 15 Share this post Link to post