slush59134 Posted November 20, 2019 welp I'm noob of wading. I'll use S.. what .. ah, SCR... nope, that... ahh oh, SLADE. pww..... I'll just work harder than I thought at first... 0 Share this post Link to post
obake Posted November 20, 2019 Though I cannot upload screenshots currently, I will say that the wad I am working on has two new weapons, and many new monsters! 1 Share this post Link to post
CrocketRocket Posted November 21, 2019 Map 03 of my wad. I'm going over whats the best course of action to for it. Either go by what I did on my sketeches or just simply play more wads. Spoiler would appreciate if someone could be brutally honest on this one. In case I'm going down the looks good but plays like shiet route. 8 Share this post Link to post
reflex17 Posted November 21, 2019 (edited) 49 minutes ago, CrocketRocket said: would appreciate if someone could be brutally honest on this one. On first glance as a concept it looks good. Using symmetrical areas is something players usually don't like, but this is a small hallway so it's fine here. The detailing is above average and breaks it up a little with the computer panel on the left being taller, varying detail heights is a good way to mix it up. The metal support trims and indented channels in the floor on either side fit well and look alright. My favorite part of the shot is how the dark metal pillars in the back corners overlap with the brown wall behind them, it looks like actual structure as if the place was really made by someone. The curving arch support on the ceiling is a nice detail too which helps to focus eventually on the door at the end of the hallway. The one thing in this screenshot I would personally change is the way the 3 sectors along the middle are lit. The ceiling texture around the grates is lit up and pulls away from a potentially stronger focus in the shot, imho. If the sectors were reworked or the grates pulled up into the ceiling maybe, and focusing the light only on the ground, I think it would look more realistic and help the composition. I know it's a limitation of how sectors are lit up in the Doom engine, so it's up to you. Another option is UDMF which supports the shading of each surface individually. I would encourage you to experiment with lighting, and keep up the style of detail and border texturing. It can be helpful to establish a theme early on and then add variations on that theme as you progress along to other parts of the level. Set up a consistent style like in this shot, but mix it up, or the player will expect everything before it happens. A theme is a good thing most of the time, but you don't want every part of your map to look the same or navigation will be frustrating. People build things with symmetry in real life and in-game, so once in awhile it's fine - like in a cathedral or something like that. Breaking up symmetry in larger areas can also be a way to add more interesting gameplay and progression in many cases. 1 Share this post Link to post
CrocketRocket Posted November 21, 2019 48 minutes ago, reflex17 said: On first glance as a concept it looks good. Using symmetrical areas is something players usually don't like, but this is a small hallway so it's fine here. The detailing is above average and breaks it up a little with the computer panel on the left being taller, varying detail heights is a good way to mix it up. The metal support trims and indented channels in the floor on either side fit well and look alright. My favorite part of the shot is how the dark metal pillars in the back corners overlap with the brown wall behind them, it looks like actual structure as if the place was really made by someone. The curving arch support on the ceiling is a nice detail too which helps to focus eventually on the door at the end of the hallway. The one thing in this screenshot I would personally change is the way the 3 sectors along the middle are lit. The ceiling texture around the grates is lit up and pulls away from a potentially stronger focus in the shot, imho. If the sectors were reworked or the grates pulled up into the ceiling maybe, and focusing the light only on the ground, I think it would look more realistic and help the composition. I know it's a limitation of how sectors are lit up in the Doom engine, so it's up to you. Another option is UDMF which supports the shading of each surface individually. I would encourage you to experiment with lighting, and keep up the style of detail and border texturing. It can be helpful to establish a theme early on and then add variations on that theme as you progress along to other parts of the level. Set up a consistent style like in this shot, but mix it up, or the player will expect everything before it happens. A theme is a good thing most of the time, but you don't want every part of your map to look the same or navigation will be frustrating. People build things with symmetry in real life and in-game, so once in awhile it's fine - like in a cathedral or something like that. Breaking up symmetry in larger areas can also be a way to add more interesting gameplay and progression in many cases. Hey thanks man. I'll get it fixed up once I wake up 0 Share this post Link to post
Octillion Posted November 21, 2019 This map.... I don't even know what am I building anymore. It's becoming too alien from what I had in mind. Even though I'm using the "Not shown on map" feature.... This already looks like a giant mess and it's nowhere near done. 9 Share this post Link to post
DynamiteKaitorn Posted November 21, 2019 WOOOOOOOOO!!!! CUSTOM ANIMATED FLAT TEXTURE! Okay to be fair I have NO idea how to implement the full animation I wanted to use but the fact that simply naming 4 flats the exact same as the flats used in vanilla seems to work is good enough for me! <3 6 Share this post Link to post
Skootroot Posted November 21, 2019 15 minutes ago, DynamiteKaitorn said: Why are the sewers so crusty? 1 Share this post Link to post
DynamiteKaitorn Posted November 21, 2019 That's just the custom palette. The maps I'm making work around the palette I'm using whereas DooM II maps kinda look like vomit. 0 Share this post Link to post
Doomenator Posted November 21, 2019 7 hours ago, DynamiteKaitorn said: I have NO idea how to implement the full animation I wanted to use If you have a full texture cycle, it's easy enough. Use ANIMDEFS. Spoiler TEXTURE FWATER1 pic FW001 tics 1 pic FW002 tics 1 pic FW003 tics 1 pic FW004 tics 1 pic FW005 tics 1 pic FW006 tics 1 pic FW007 tics 1 pic FW008 tics 1 pic FW009 tics 1 pic FW010 tics 1 TEXTURE FWATER2 pic FW001 tics 1 pic FW002 tics 1 pic FW003 tics 1 pic FW004 tics 1 pic FW005 tics 1 pic FW006 tics 1 pic FW007 tics 1 pic FW008 tics 1 pic FW009 tics 1 pic FW010 tics 1 TEXTURE FWATER3 pic FW001 tics 1 pic FW002 tics 1 pic FW003 tics 1 pic FW004 tics 1 pic FW005 tics 1 pic FW006 tics 1 pic FW007 tics 1 pic FW008 tics 1 pic FW009 tics 1 pic FW010 tics 1 TEXTURE FWATER4 pic FW001 tics 1 pic FW002 tics 1 pic FW003 tics 1 pic FW004 tics 1 pic FW005 tics 1 pic FW006 tics 1 pic FW007 tics 1 pic FW008 tics 1 pic FW009 tics 1 pic FW010 tics 1 However there are options with shaders or zscript. 0 Share this post Link to post
DynamiteKaitorn Posted November 22, 2019 I'm using chocolate DooM. It doesn't support ANIMDEFS, shaders OR Zscript. XD 0 Share this post Link to post
[Vitz!] Posted November 22, 2019 I worked on this "vanilla" map for two weeks or more. It's big and I tried adding as much detail as I could possibly put, but it's nothing that special. There are some Oblige textures (just the lavafall and the waterfall) and stuff. This map hates being played in software mode though. I don't play on high resolutions, hence why the image looks like that. Also there is this video (and more info about the map in the description of it) with a 100% playthrough I did of this map cuz why not? Spoiler There are two oblige maps I did before this one though. I say I did because I modified them enough to improve gameplay, monster variety and added other stuff. It was a good way to experiment with Doom Builder. I won't be posting them here because I'm not interested in getting crucified by fellow doom mappers for using >oblige. ¯\_(ツ)_/¯ 10 Share this post Link to post
CBM Posted November 22, 2019 @octillion: I really like the alien look you have accomplished :) 0 Share this post Link to post
Doomenator Posted November 22, 2019 16 hours ago, DynamiteKaitorn said: I'm using chocolate DooM. It doesn't support ANIMDEFS, shaders OR Zscript. XD Then like this: https://doomwiki.org/wiki/ANIMATED 0 Share this post Link to post
CBM Posted November 22, 2019 (edited) simple.wad in the making Edited November 22, 2019 by CBM 3 Share this post Link to post
The_SloVinator Posted November 23, 2019 Decided to get my hands on Heretic mapping. WIP 7 Share this post Link to post
CBM Posted November 23, 2019 Just having fun with Doombuilder... this might make it in to a doom episode at some point 6 Share this post Link to post
CBM Posted November 24, 2019 (edited) update, made a nice little temple in the sky Edited November 24, 2019 by CBM 5 Share this post Link to post
CBM Posted November 24, 2019 did a little work on simple.wad changed textures and working with better lighting 3 Share this post Link to post
Marlamir Posted November 24, 2019 I made some more bare layouts for speedmapping megawad. Now only 3 left to 30. 8 Share this post Link to post
Chris Hansen Posted November 25, 2019 My next release. 3 levels for Doom II, nothing too fancy, short and sweet. Coming soon! 13 Share this post Link to post
Scorpio Posted November 26, 2019 In the rare moments of rest, I continue to do the map. Of course, this is not the end result. Most likely, everything will be redone :) 13 Share this post Link to post
Andromeda Posted November 26, 2019 1 hour ago, Kuleshoff said: In the rare moments of rest, I continue to do the map. Of course, this is not the end result. Most likely, everything will be redone :) Gives me some No Rest for the Living vibes! 0 Share this post Link to post
Scorpio Posted November 26, 2019 11 minutes ago, Andromeda said: Gives me some No Rest for the Living vibes! What are you talking about? 0 Share this post Link to post
Andromeda Posted November 26, 2019 1 minute ago, Kuleshoff said: What are you talking about? This 0 Share this post Link to post
Scorpio Posted November 26, 2019 А 2 minutes ago, Andromeda said: This And? I did not see any parallels. 0 Share this post Link to post
Austinado Posted November 26, 2019 A little glance of my second map that im working on. 12 Share this post Link to post
Misty Posted November 26, 2019 I'm working on map01 remake for my personal project. 32 Share this post Link to post