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everennui

what are you working on? I wanna see your wads.

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@Misty Without looking at the poster i could immediately tell that those recent pics where from a map you made :D
Dat style

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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. 

 

1397374629_FirstStage.png.fafcf82cb8f422877c9d6255b45cb0e1.png

 

 

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yeah, i thought maybe to make a second part, where the player fights in the deserts of Egypt 

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5 hours ago, Eradrop said:

Screenshot_Doom_20190130_110138.png

 

Looks nice ! What are those enemies.. demons with horns? I suppose they climbed up in rank, haha!

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7 hours ago, zzzornbringer said:

very basic layout done. now the detail work begins. *sigh*

map02q (edit area) at 30.01.2019 21-41-23.jpg

 

Underhalls 2?

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On 1/29/2019 at 5:19 PM, riderr3 said:

The simplicity of green marble never gets old. From my WIP mapset.

OEqo1CQ.png

a64hSkA.png

v8szNZJ.png

bii4R7Z.png

Well I am loving this pretty much. I will keep an eye on it

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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

 

hell.jpg.fa9b67e2932668cf45f3069b49e2cedb.jpg

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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.

 

Screenshot_Doom_20190202_005955.JPG.2169dadbfae532d3a5972f46cf98bb64.JPG

 

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.

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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

 

DOOM00.png.8b6da4a3d2858f37bfdb0f8aee64e8eb.png

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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.

 

bre_1k_1.PNG.d3abf3b41248d220d5eef2d498319a46.PNG656242870_MAP01(25).png.b1d5f9da2a5e773b61480fd3823f588d.png

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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.

 

corridor2.gif

 

Trim.png?width=686&height=386

 

gun.png?width=512&height=514

 

gifgun.gif

 

 

gifgun.gif

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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.

 

1YqYb5I.pngrf8Nswc.pngvGjQKaf.pngH1CxQsk.png

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