Toilet_Wine_Connoisseur Posted August 3, 2020 4 hours ago, Novaseer said: is that a reference to what I think it's a reference to yesssss cannibal corpse 4 hours ago, Lila Feuer said: @Toilet_Wine_Connoisseur Kinda gives me Unloved vibes, which I highly recommend checking out if you haven't already. (The Doom WAD, not the game that went nowhere.) I loved Unloved, the weird spinoff roguelike was good as well 0 Share this post Link to post
zzzornbringer Posted August 4, 2020 just some random stuff. usually use the base textures. that's a bit different. (that's quake 1 textures of course) 21 Share this post Link to post
TheHambourgeois Posted August 4, 2020 (edited) working on a lo-fi leaning eternity set with some new weapons and I made a package warehouse because working at UPS is slowly rotting my brain gonna be some tech bases and some hell stuff too e: I was dilly dallying on implementing The Feature of Eternity because it seemed intimidating but I can't believe how easy this was??? Edited August 5, 2020 by TheHambourgeois 16 Share this post Link to post
TheOrganGrinder Posted August 6, 2020 The strange hell coral continues to grow and undulate... at this point I've still got to finish up the south-west corner of the map, set up some monster teleporters and sound-conveyance spaces, and then populate the rest of the level, not to mention throwing in an appropriate exit linedef, but it's about 85% done I guess? 14 Share this post Link to post
pcorf Posted August 7, 2020 (edited) Though I'd surprise you all here. Anyway the Zone 300 sequel is slowly coming along with 9 maps complete (started work in April), this time with 400 linedefs. In no rush to finish it, probably will release it within the next year. This will be my final solo Doom 2 megawad and for vanilla (v1.9 or complevel 9). But I'll still make occasional community project contributions and single maps. Levels will be designed for SP, Co-op and DM and will be linear but with no hub like design or backtracking. The music will be full of emotion and rock harder than ever! Episodes will be swampy base, space station, medieval (Hexen textures, etc) and a mixed hellish. I'm also going to try a more slaughterish approach, especially later in the megawad. Edited August 7, 2020 by pcorf 40 Share this post Link to post
Lorenz0 Posted August 7, 2020 On 8/3/2020 at 9:34 PM, Kuleshoff said: Looks pretty cool, reminds me of Drought. 1 Share this post Link to post
pcorf Posted August 7, 2020 57 minutes ago, VGA said: Zone 400! Have been planning to make it for many years. The title screen was designed in 2014. 11 Share this post Link to post
stewboy Posted August 7, 2020 (edited) MAP05 of my Eternity project 'Cubic Worlds' is going to be an E1-themed one, with a few additions here and there. It's a little bare in places at the moment but hopefully it's fun to run around in - I decided to put some portal shenanigans into this one. Should theoretically have it out next week - just need to add monsters, maybe put a bit more detail in, and write the music for it. Edited August 7, 2020 by stewboy 10 Share this post Link to post
Tango Posted August 7, 2020 12 hours ago, pcorf said: more slaughterish approac hell yeah!!! shots look awesome man, I love your work :D 0 Share this post Link to post
IRod54 Posted August 7, 2020 (edited) Edited August 9, 2020 by IRod54 17 Share this post Link to post
Smouths Posted August 7, 2020 (edited) Guess I'm finding out the hard way that waiting towards the end of designing the map is a bad time to start doing monster/item placement- my sense of scale has been way off this whole time lol. Guess I'll increase the enemy count or something but, yeah, oops. Getting better at avoiding visplane limits though at least. Also, switching to UDB has been pretty cool. 14 Share this post Link to post
TheOrganGrinder Posted August 7, 2020 10 minutes ago, Smouths said: Guess I'm finding out the hard way that waiting towards the end of designing the map is a bad time to start doing monster/item placement- my sense of scale has been way off this whole time lol. That's one of the reasons I'm in the habit of partially populating my maps as I go along, at least at my limited level of experience, though I find I tend to err in the opposite direction - rather than cavernous spaces that feel underpopulated, I end up with cramped interiors and the likes of mancubi and arachnotrons shuffling about all uncomfortable and frustrated because I don't have a proper appreciation of just how much room they need to work well. I suppose it's easier to throw more monsters into a larger-than-expected space than it is to rebuild architecture to properly accommodate the creatures it's otherwise too tight for, though! 3 Share this post Link to post
PeterMoro Posted August 8, 2020 Working on something new using Otex. It's so fun and easy to use! So many textures are perfect fits for what i want. This is a short map so it'll be out soon. Still working on the lighting / gameplay. 20 Share this post Link to post
Scuba Steve Posted August 8, 2020 I don't know why... but the texture at the top of the crate is strange... I'm so used to the solid color flat. 5 Share this post Link to post
PeterMoro Posted August 8, 2020 13 minutes ago, Scuba Steve said: I don't know why... but the texture at the top of the crate is strange... I'm so used to the solid color flat. I suppose that's why they were created but i still prefer to use the crate texture. i sometimes also use flats as wall textures and vice-versa, which bothers some people. 1 Share this post Link to post
Gifty Posted August 9, 2020 Working on a little something with all-original assets. Hope to tell more about it soon! 18 Share this post Link to post
Pierrot Posted August 9, 2020 (edited) A map full of brown textures at the moment Edited August 9, 2020 by Pierrot 16 Share this post Link to post
Mad Dal 85 Posted August 9, 2020 (edited) Been working on a new enemy; the doppelganger. A demonic version of Doomguy. Armed with his own arsenal of weapons (including a few inventory items of his own) and with a whooping amount of health, he is going to be a pain in the arse to deal with. But when you do kill him, you will get a s*** load of goodies as a reward. He only appears once in my mod, and is classed as a boss monster towards the end in the Hell themed maps. The story with this Doppelganger. The forces of Hell are sick and tired of being defeated by Doomguy time and time again. So they decided to create a demonic clone of him with increased abilities and a full arsenal of weapons to stop you. Trying to outrun him is no good. He is able to drop off from ledges up to a certain height and can run faster than you. Fire, Ice and Lightning based attacks are useless on him. And splash damage from explosives and BFG shots are not effective on him either. He can plant mines and also use the ElecPod too (see R667 about ElecPods) Chainsaw will be no use either as he can use his Berserk Fist on you if you're too close. Good luck! He's now finished and ready to go. I'll create a quick battle arena type map and do a video showing you all what he's like. Edited August 9, 2020 by Mad Dal 85 2 Share this post Link to post
Raleigh Posted August 9, 2020 (edited) Working on an edit of Map1 of doom2, Entryway: Have a highly Tech touch. Thats all Edited November 20, 2020 by Raleigh 4 Share this post Link to post
Onox Posted August 10, 2020 (edited) A cursed den of thieves for my Wrath of Cronos hexen campaign: 12 Share this post Link to post
zzzornbringer Posted August 10, 2020 On 8/9/2020 at 2:58 PM, Pierrot said: A map full of brown textures at the moment brown textures are always a good choice. 2 Share this post Link to post
Gifty Posted August 11, 2020 (edited) Messing with some normals for the textures I posted above. I'm pretty happy with them so far! Materialize can produce good results really quickly. I'm also still trying to crack the code of scripting an Undying-style two handed weapon system. It's nearly there, still has some weird kinks. 8 Share this post Link to post
smeghammer Posted August 12, 2020 Finally found some inspiration for my level, formerly known as Barracks... I renamed it Island Fortress, for some fairly obvious reasons. Some screenshots: Spoiler Approaching the gate: Down... And up:-) fiddly bits at the edge of the cliff: Descent to mooring platform: It's an extension to this. It's not finished but its getting there... 6 Share this post Link to post
Deadwing Posted August 12, 2020 Got 26 playable levels (with monster placement) for Ozônia and some solid ideas for the story, but the release itself will take a while =x 7 Share this post Link to post
DMPhobos Posted August 13, 2020 After working on other projects for some time, im now free to work on my boom project again! starting by tweaking one of the maps i had based on some feedback i got 34 Share this post Link to post
Stabbey Posted August 13, 2020 (edited) More Tricks and Traps Than You Require (MAP 08 replacement). It's almost ready for play-testing. EDIT: Now ready for play-testing! EDIT: Here are some newer, updated shots from the map: EDIT: The following screenshots are outdated, from parts of the WAD which no longer are in the current version, or are notably changed. Edited February 27, 2022 by Stabbey : Updated screenshot portfolio 15 Share this post Link to post