Walter confetti Posted January 18, 2019 I like it, it looks like that alien infested bases on duke nukem 3d! 1 Share this post Link to post
riderr3 Posted January 18, 2019 Nothing too fancy, just making vanilla map for 1000 lines project. Pipes, tunnels and some rocks. 18 Share this post Link to post
Dutch Doomer Posted January 18, 2019 Working on the caves in the lower left corner, last bit of editing I have to do. Think I didn't plan it to become this big and this detailed, got carried away again. Want this thing done and out the door, focus on something else after, more enjoyable I hope. 17 Share this post Link to post
zzzornbringer Posted January 19, 2019 more progress. still long ways to go. 3 Share this post Link to post
zzzornbringer Posted January 20, 2019 man, this is exhausting. feels like i don't make any progress at all. certainly doesn't look like much. but i've been working on this all day long. tweaking, moving around stuff, even though some rooms are barely touched. also a nightmare to move things around, because everything's connected. you move or scale one thing, all other things are affected. the curved lines don't make this any easier. really need to stop that and focus on finishing all the room layouts first. i also have some symmetry ocd which makes this really hard. anyways, i will get there eventually. 4 Share this post Link to post
elend Posted January 20, 2019 @zzzornbringer Yeah, I get what you mean. Sometimes I map for hours, but you can barely see any real "progress". It's a weird feeling and not nice, but oh well... refinement is also important. 1 Share this post Link to post
DJVCardMaster Posted January 20, 2019 working on 2 maps for different projects. This is for the 1k community project: The next one is for Akeldama project, you can playtest it on the Akeldama topic on the forums: 15 Share this post Link to post
nrofl Posted January 20, 2019 This room: Became this Still not done yet, but more progress. Also heres another unfinished room: 6 Share this post Link to post
zzzornbringer Posted January 20, 2019 (edited) finally something i can actually call progress. this particular room gave me a lot of trouble. that's supposed to be the computer room in e1m1. you know, with the computers on the side walls and hanging from the ceiling. i wanted to come up with something that was very different to the concept of this room. i'm a little limited with what i can do because of the limited texture variety. yesterday i decided to make something with crates, because crates are awesome. but just putting them into the room would've been a bit lazy and uninspired. today, like with all inspiration, it hit me all the sudden. have an elevator in the center of the room and put crates on it. fun fact: as i type this, i remember i even want this to raise when the player enters the room. i'll see about that. but that's what i have so far. i think you can get that this is sort of an elevator with a closed "hangar" door on the ceiling. there's more crates on the side for decoration. more crates will come, probably. ;) that's just a connecting hallway that i think looks nice. a little progress on that room. ceiling's going to be tricky. 2d overview 8 Share this post Link to post
Misty Posted January 22, 2019 DMPhobos was kind enough to help me and did this key side. Mine side is still in progress and not worth to show yet. 16 Share this post Link to post
zzzornbringer Posted January 22, 2019 (edited) more progress. getting close to being in a release state. i've populated the map already and constantly iterate on monster amount, type and positions. there's currently a pretty steep difficulty curve at the end which i'd like to flatten a bit. it's doable though. there's also a secret that makes the map significantly more easy. have to do something about that as well. entrance room. have done very little here but that's because i'm very happy with it. skybox now replaced with quakestyle sky. this one as well. only small scale adjustments, item and monster re-positioning. added another curve to the ceiling. the crate room. removed some crates on the elevator to make room for a second elevator. the one with the crates actually moves up when the player enters the room. the other is just for aesthetic reasons, because there was just a flat floor and ceiling prior. more crates behind the wall to add more detail to the room and a little bit of depth. that's the last connecting hallway before the end of the level. hard to make a good screenshot there but maybe you get an idea. the outside area. center top you see the start area. the curved walls there can actually be used as an elevator. all elevators in the map have red arrows in front of them. the two pillars on the side were just added. another struggle room, because i couldn't figure out what to place there. it's fine when it's empty but it's nicer to have some detail. on the right top you see the window to the crate room. both the crate room and the bridge room (no screenshots for this one this time) have their windows opened when the players enters. i had issues with monsters aggroing too early and moving to positions that caused bad gameplay. now everything just reacts when the player enters these rooms. 10 Share this post Link to post
molten_ Posted January 24, 2019 I may or may not be back into mapping. 11 Share this post Link to post
Bauul Posted January 24, 2019 On 1/22/2019 at 3:44 PM, zzzornbringer said: more progress. These look good! Although there doesn't seem to be much (if any?) lighting variation. Are you planning on adding that in once all the geometry is finished? 1 Share this post Link to post
zzzornbringer Posted January 24, 2019 28 minutes ago, Bauul said: These look good! Although there doesn't seem to be much (if any?) lighting variation. Are you planning on adding that in once all the geometry is finished? maybe through some more dynamic lights. i'm also trying to draw some shadows but it looks like the architecture is already too complex to make that work. changing some brightness values isn't an issue. i think it looks fine as is and with ambient occlusion i don't really feel the map needs a lot of light variations. 0 Share this post Link to post
elend Posted January 24, 2019 @zzzornbringer It's never too late for more sectors and linedefs. I think a bit more shadow would give the whole thing more depth and improve it quite a lot, but yeah... it seems best to have a vague idea of light levels before detailing much. 0 Share this post Link to post
DJVCardMaster Posted January 24, 2019 Are this sector marks welcome, so you don't get lost on the sewers? I actually like them, it's the only thing I could think on fixing MAP06 lack of orientation (Trial to Hell) 8 Share this post Link to post
Novaseer Posted January 24, 2019 I spent about 20 minutes fleshing out an otherwise blank room. Here are my results. Before: After: 10 Share this post Link to post
Misty Posted January 27, 2019 Now, I can show my side of this map(still very wip: Also this place looks like deformed ghost or alien or even some kind of cell from 2d view 9 Share this post Link to post
Terrcraft Posted January 27, 2019 starting room of map 30 for iconography 2 Share this post Link to post
FrancisT218 Posted January 28, 2019 @Crunchynut44For Cereal Killer or your UD megawad? Looking forward to both! :D Screens very promising looking regardless of project. :) 0 Share this post Link to post
Hellbent Posted January 28, 2019 On 1/17/2019 at 1:54 PM, cambreaKer said: m invasion screenshot https://www.moddb.com/games/worstinvasionever Oooohhhh!! I LOVE the look of this! Can I sign up as playtester? Need any help making maps for this? :D 1 Share this post Link to post
GhostPlayer Posted January 28, 2019 Part 2 of the Eternal Nightmare (already complete 6 maps), I hope to complete all 32 levels. Coming soon more Info Map 21: Map 25: 11 Share this post Link to post
Quebiy Posted January 28, 2019 while this is a map I made as a proof of concept of a map I wanted to make, or even a multi level wad. castle2.zip there it is if any of you want to check it out, the name is quite self explanatory, but it is a castle themed wad 1 Share this post Link to post
Quebiy Posted January 28, 2019 On 1/17/2019 at 12:54 PM, cambreaKer said: m invasion screenshot https://www.moddb.com/games/worstinvasionever this looks pretty fun, I'd love to test it for you 1 Share this post Link to post
Crunchynut44 Posted January 28, 2019 13 hours ago, FrancisT18 said: @Crunchynut44For Cereal Killer or your UD megawad? Looking forward to both! :D Screens very promising looking regardless of project. :) UD project, almost finished ;) 1 Share this post Link to post