SOSU Posted January 28, 2019 @Misty Without looking at the poster i could immediately tell that those recent pics where from a map you made :D Dat style 1 Share this post Link to post
zzzornbringer Posted January 29, 2019 messing with various concepts of how to do the outside area of map02 with quakestyle textures. 10 Share this post Link to post
4everDoomed Posted January 29, 2019 Currently working on a new "opener" for my episode. I had to scrap my first attempt afterwards, it didn't fit somehow. It's gonna be plain Doom II graphics and gameplay though, so there's nothing "special" to expect. I kinda like the old school type and can't get tired of it. However, I must also appreciate most of other mappers work, there are incredibly good looking textures and layouts lurking around. 6 Share this post Link to post
riderr3 Posted January 29, 2019 The simplicity of green marble never gets old. From my WIP mapset. 22 Share this post Link to post
Firedust Posted January 30, 2019 @Eradrop omg are you making more Avactor maps? <3 2 Share this post Link to post
Eradrop Posted January 30, 2019 (edited) yeah, i thought maybe to make a second part, where the player fights in the deserts of Egypt 11 Share this post Link to post
4everDoomed Posted January 30, 2019 5 hours ago, Eradrop said: Looks nice ! What are those enemies.. demons with horns? I suppose they climbed up in rank, haha! 4 Share this post Link to post
zzzornbringer Posted January 30, 2019 very basic layout done. now the detail work begins. *sigh* 4 Share this post Link to post
Walter confetti Posted January 30, 2019 My map for omega project, central section: 9 Share this post Link to post
Jaska Posted January 31, 2019 7 hours ago, zzzornbringer said: very basic layout done. now the detail work begins. *sigh* Underhalls 2? 1 Share this post Link to post
zzzornbringer Posted January 31, 2019 4 hours ago, Jaska said: Underhalls 2? yes. with quake textures and some personal twists that i have yet to figure out. 0 Share this post Link to post
Van Daemon Posted January 31, 2019 On 1/29/2019 at 5:19 PM, riderr3 said: The simplicity of green marble never gets old. From my WIP mapset. Well I am loving this pretty much. I will keep an eye on it 1 Share this post Link to post
4everDoomed Posted February 1, 2019 Created a tech base recently, it might contain a very nasty secret, hehe... Also experimenting with some superficial "RPG" elements, to make the storyline more interesting. I hope it won't end up too heavy though, we shall shoot and not read all the time, LOL 7 Share this post Link to post
zzzornbringer Posted February 2, 2019 doing the polish thing. see those light cones? these are not dynamic lights. they're drawn with the vertex curve tool. very annoying to do. depending on the sector you have to manually edit lines as well so they have the correct light values. i will not draw any shadows, that's for sure. this illusion of lightning is good enough and i probably cannot add any more shadow sectors, even if i wanted. i tried but it fucked up entire sectors. i have no intention to work this out. i'm happy with what i came up here. i have also added a metric ton of scripts and optimized existing scripts. hard to make screenshots. here, i put something into a spoiler tag: (if you plan to play this map when i release it very soon, do not read the spoiler.) Spoiler script 102 (void) //randomizer script ///////////////////////////////////////////////////////////// { int rndroute=random(0,1); if (rndroute==1) //route 1 (outside): opens big plat to outside, enables repeatable outside plat { plat_downbyvalue(9,8,-1,32); //lower big outside plat delay(350); setlinespecial(5,80,5); //repeatable outside plat enabled } else //route 2 (inside): spawn monsters { /////////////////////////////////////////////// playsound(98,"plats/pt1_strt",0,1.0,0,0); delay(70); playsound(98,"plats/pt1_stop",0,1.0,0,0); delay(35); plat_downbyvalue(30,32,-1,16); //inside route: trigger trap doors /////////////////////////////////////////////// int rndmonster=random(0,2); switch (rndmonster) { case 0: spawnspotfacingforced("shell",33,0); spawnspotfacingforced("armorbonus",34,0); for (int x=0;x<2;x++) { //spawnspotfacingforced("teleportfog",31,0); //spawnspotfacingforced("teleportfog",32,0); spawnspotfacingforced("doomimp",31,35); spawnspotfacingforced("doomimp",32,35); } delay(1); thing_hate(35,0,0); break; /////////////////////////////////////////////// case 1: spawnspotfacingforced("stimpack",33,0); spawnspotfacingforced("armorbonus",34,0); for (int y=0;x<2;x++) { //spawnspotfacingforced("teleportfog",31,0); //spawnspotfacingforced("teleportfog",32,0); spawnspotfacingforced("shotgunguy",32,35); spawnspotfacingforced("zombieman",31,35); } delay(1); thing_hate(35,0,0); break; /////////////////////////////////////////////// case 2: spawnspotfacingforced("rocketammo",33,0); spawnspotfacingforced("armorbonus",34,0); //spawnspotfacingforced("teleportfog",31,0); spawnspotfacingforced("revenant",31,35); for (int z=0;z<2;z++) { //spawnspotfacingforced("teleportfog",32,0); spawnspotfacingforced("demon",32,35); } delay(1); thing_hate(35,0,0); while (thingcountname("revenant",35)>0) { delay(35); } delay(35); spawnspotfacingforced("teleportfog",39,0); delay(35); spawnspotfacingforced("rocketlauncher",39,0); break; } /////////////////////////////////////////////// } } Spoiler that's a randomizer script that triggers when you pick up a certain item. it either opens a door to route a or spawns a randomized group of monsters and leads you to route b. if revenants spawn, you'll get rewarded with a rocketlauncher. my brain hurts. 7 Share this post Link to post
mgr_inz_rafal Posted February 5, 2019 (edited) New Vanilla map is soon to be released under the name that promises a lot: Virulent depths of the elderly Kututu-Ishnu tribe from Enceladus 10 Share this post Link to post
mrthejoshmon Posted February 5, 2019 Nothing fancy, just lazily constructing something... Well technically I'm constructing everything. 16 Share this post Link to post
Breezeep Posted February 6, 2019 Been working on and off on a map for the 1000 lines CP. I'm currently at 830 lines and I'm getting a feeling that I'll have to scrap some details and maybe some areas to get it within the limit. 14 Share this post Link to post
hardcore_gamer Posted February 8, 2019 (edited) Working on a 3D mod that takes full advantage of the new PBR features. So far it's in it's early stages but I have already pumped out some textures and a weapon model that currently has a simple firing animation. The wall texture on screen 2 is stretched so it won't actually look like that in-game (actually that whole area will be re-done to be honest, but at least it's a nice screen to show off for now. 12 Share this post Link to post
Mister Xiado Posted February 10, 2019 Just a little stream of consciousness project that will crash DooM, despite being wholly vanilla, and a little something else made from vanilla DooM assets. I have yet to actually make a map and release it. I think that what's in the last image will be my first map will be my first public release, since what I was working on back in 1996 was lost. Yes, 1996. The projects are for my throwback website project, which is supposed to be set in and around the early to mid nineties, so I may need to make a less complex map to be era-appropriate, since "Cake, too" is waaay too new for that. 9 Share this post Link to post
Barry Burton Posted February 11, 2019 Finally finished my CTF map for Metroid Dreadnought. 8 Share this post Link to post
bemused Posted February 11, 2019 I usually shy away from using marble textures as i really dont like how they look.. but figured i should at least try and make something out of my comfort zone.. Still not entirely pleased with the visuals, but it'll do 23 Share this post Link to post
nrofl Posted February 11, 2019 saw the first few already but it looks really nice 1 Share this post Link to post
elend Posted February 11, 2019 @bemused Great screenshots! Love them. So much gorgeous stuff in this thread, my pants are constantly wet. T_T 1 Share this post Link to post
elend Posted February 11, 2019 Meanwhile I finally started my outdoor area without any clue what will be happening there. Still WIP and not finished. 36 Share this post Link to post
nrofl Posted February 11, 2019 (edited) @elend Jeez that looks finished to me. makes my architecture look like a joke. Keep it up. 1 Share this post Link to post
Space Marinara Posted February 11, 2019 Set out to do a subterranean thing and ended up doing the complete opposite: 18 Share this post Link to post