Dragonfly Posted January 11, 2019 Looks good for the most part, but those stretched/distorted pentagram symbols really are distracting. :P 0 Share this post Link to post
Tango Posted January 11, 2019 maybe because I'm on mobile or something, but they look good to me personally. agreed that the whole scene looks awesome though, love that theme 0 Share this post Link to post
DJVCardMaster Posted January 11, 2019 Finally finished 3 more maps, gonna take my time to continue, since I have another project going on. 2 Share this post Link to post
hardcore_gamer Posted January 11, 2019 Working on a horror 3D mod for Doom. So far only a few textures and basic models are done but I still like the look of what I have made thus far. Reminds me of Alien 4. 3 Share this post Link to post
zzzornbringer Posted January 12, 2019 (edited) this is a variant of doom 2's e1m1 with quake textures i'm currently working on. just some editor shots, because it's still heavily work in progress. some rooms already look ok i guess. kinda afraid of the outdoor area. i'll probably just have a big indoor area instead of an actual open area but i'll see. will be the biggest challenge of this map. i got inspired to build a map using quake textures after playing cacoward winner "dimensions of the boomed": (don't let the low res screenshots fool you. this is an excellent .wad. i also recommend the other maps the author has created. fantastic stuff.) 12 Share this post Link to post
Tango Posted January 12, 2019 7 hours ago, Serious_MOod said: this looks beautiful. love the lighting 1 Share this post Link to post
zzzornbringer Posted January 12, 2019 here's an attempt of an outdoor area. it's meh but i just can't do this any better. if you have any suggestions, let me know. this map is now almost done. going to do a little more polish, adjust monster spawns and then i'm hoping someone will play it and give feedback on gameplay and stuff. 11 Share this post Link to post
Tango Posted January 13, 2019 1 hour ago, zzzornbringer said: here's an attempt of an outdoor area. it's meh but i just can't do this any better. if you have any suggestions, let me know. looks sweet! something that I think really helps outdoor areas is varying the height of the buildings vs rock walls, and rock walls vs other rock walls. for example... this is approximately what I see, geometry-wise: Spoiler but if I do a bit of work with the rock geometry, and make those rock walls 2-sided instead of 1-sided (so they have a sector behind them now), you can do something like this: Spoiler in the editor, the comparison would look something like this, with the original on the left, and the new on the right: Spoiler 8 Share this post Link to post
zzzornbringer Posted January 13, 2019 (edited) thanks for the suggestions. the problem i have with this is the depth of the building. when the rocks are lower than the building, you could technically see the entire building from the side. from the outside it would look different than what it actually looks like in the inside. that's why i tend to have the rocks at the same height. so the building technically disappears inside the rocks. if i put some more thought into it, maybe look at some other maps, i'll may get a better result. i already have changed a couple of things. i do have some slopes that give it a little more diversity. the doom engine is very limited with indoor/outdoor transitions. it's a pain for me but i'm happy with what i came up with. i force myself not to worry about it too much, because there's no perfect outcome for me. the map is also ready for "playtesting". going to create a topic for it tomorrow. 1 Share this post Link to post
Empyre Posted January 14, 2019 How about making the rocks taller than the building at that point, so it looks like the building is carved into the rock? I have use that trick before. 3 Share this post Link to post
elend Posted January 14, 2019 Overview of my map so far. Structure should be finished soon (still missing: outdoor area) and will then be followed up by enemy placement and encounter refining. 35 Share this post Link to post
Dragonfly Posted January 14, 2019 Wow, That looks incredible Elend! Looks like the hours of effort are going to pay off! 2 Share this post Link to post
franckFRAG Posted January 14, 2019 1 hour ago, elend said: Overview of my map so far. Structure should be finished soon (still missing: outdoor area) and will then be followed up by enemy placement and encounter refining. This layout deserves to be published on this thread. It reminds me a bit the layout of Miasma. 2 Share this post Link to post
elend Posted January 14, 2019 Thanks guys. Let‘s see how it‘ll play. I am scared of monster placement and optimization. ;/ 0 Share this post Link to post
Van Daemon Posted January 14, 2019 5 hours ago, elend said: Overview of my map so far. Structure should be finished soon (still missing: outdoor area) and will then be followed up by enemy placement and encounter refining. Love it! 2 Share this post Link to post
Tango Posted January 15, 2019 15 hours ago, elend said: Overview of my map so far. Structure should be finished soon (still missing: outdoor area) and will then be followed up by enemy placement and encounter refining. how tf do you deal with all that otherwise orthogonal geometry at a slight angle? it looks incredible visually, looks like a nightmare to deal with in the editor though haha 7 Share this post Link to post
elend Posted January 15, 2019 @Tango To be honest, at this point I don't care anymore. I constantly work in 1 pixel gridsize and basically freeform draw everything making extensive use of the curve tool, stair builder and rule of thumb. The map is a mess of non-straight lines and endless verteces. 8 Share this post Link to post
Novaseer Posted January 15, 2019 13 hours ago, elend said: I constantly work in 1 pixel gridsize I see why what you're making isn't a techbase. 2 Share this post Link to post
zzzornbringer Posted January 15, 2019 (edited) so, now this is actually e1m1, not map01 that i confused it with last time. very early but i'm making good progress. considered the feedback of my other map being very blocky. here you see some round stuff and some other shape variations which i think look nice so far. again, very early still but i'm pleased with what i got so far. this map actually uses the texture resources from the "dimensions of the boomed" map pack. it adds some more texture variants that work really well with doom's engine limitations. for reference here's the link (again): <- play this map pack! 7 Share this post Link to post
Tango Posted January 17, 2019 looks incredible Lorenz0. what project is this map for? 0 Share this post Link to post
Lorenz0 Posted January 17, 2019 36 minutes ago, Tango said: looks incredible Lorenz0. what project is this map for? Still unnamed, but it's gonna be a 10 or so level wad, made with Ancient Aliens textures exclusively. This is the 5th completed map. 1 Share this post Link to post
cambreaKer Posted January 17, 2019 m invasion screenshot https://www.moddb.com/games/worstinvasionever 7 Share this post Link to post
Scorpinax Posted January 18, 2019 This level called "spelunking" has a bunch of underwater cave sections which terminate in some buried alien tech and a super secret base... Still needs some more detail but the green light looks amazing underwater 16 Share this post Link to post