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everennui

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

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13 hours ago, Mr. LBN said:

 

So is we prepping for QUAKE 3 Deathmatch here 'cuz this is what it looks like I'm lookin' at.


Well, it's more like Quake 3 Coop, since Hunter's Moon purpose is to cover the only department Quake 3 itself lacks, proper PvE.

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Here's some screenshots of a vanilla Doom 1 boss level WAD that I am considering cancelling.

 

DOOM50.png.3fae37c845eadba2adfb218b1b050037.pngDOOM49.png.f1da9b9f0386ed5ce8e689f0e1ee9cf0.pngDOOM48.png.2332d7ec2021daffc1a1e5b3cabcb27a.pngDOOM47.png.d65b124987ebe084f52318945e9e2cf9.pngDOOM46.png.974e064f11c1fb688696fd93cda539bc.pngDOOM45.png.d58778cbc3ebf1a808678db0df78ffaa.pngDOOM44.png.1d81379154eb74b0c87105061eac7222.pngDOOM43.png.51555c86ee911cffb7b3c67ecc45525a.png

 

It doesn't have a lot of detail because it's a huge open city level and I was afraid of stepping over the visplanes limit.

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Screenshot_Doom_20211014_192459.png.cfb1e88adf1e93630d921845053731fc.pngScreenshot_Doom_20211014_192129.png.73a47989ecb29eeb31f94092936ff4d2.pngScreenshot_Doom_20211014_192615.png.98ab163d2261f29d777dfe3a710655e4.png

Lately I've been going through trial and error while blindly mapping unfinished levels  to keep me going. I've started re-creating an area from an RPGMaker game in a perspective of the npc's. Right now I'm trying to re-learn heights and squares.

 

 

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So here are two maps that I made (or still making in the case of Gothic one) for deathmatch & this is the first time I delved into deathmatch map making.

Quite proud of it.

 

- E1M7 - Gamma Base - The Ultimate TWANGO [Complete]

- Map 08 - [Name not yet given] - Gothic21 [WIP]

 

431174757_ScreenHunter518.png.7f7ae9cba8d73a2c41ab1006fe8a39e3.png

 

687091757_ScreenHunter519.png.e2e543a6fa0835cd6862235ed8cbea4e.png

 

1575482239_ScreenHunter520.png.e8afac7d52e55f2b1a13f11e053ef014.png

 

1833324732_ScreenHunter521.png.735a6a609b590a5b89a7720297cab787.png

 

 

Screenshot_Doom_20211014_143957.png.f114c153d483fcb053dbe1c5dbafb84f.png

 

Screenshot_Doom_20211014_144004.png.1fbb498919a503fc65f4e38ad65a8dd7.png

 

Screenshot_Doom_20211014_144042.png.c916ef0980b114260f43169551373e0c.png

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To hell with the shadowing...These sectors look great as is.

 

I sense an adventure style pWAD?

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5 minutes ago, Mr. LBN said:

I sense an adventure style pWAD?

Yeah, I am planning on 6 large maps, each one with a totally different environment and theme. I was really inspired after playing through Lost Civilization, Dimension of the Boomed, and Epic 2.

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On 10/16/2021 at 12:07 PM, RDETalus said:

I've been working on lighting and shadows. It's extremely tedious work, but at least it's straightforward. Most of the work is 1) manually raycasting to figure out where the light rays are obstructed by an object to create a shadow, and 2) figuring out how multiple light sources interact together to create additive brightness. There is also a bit of work with simulating highly reflective or shiny surfaces. For example, 1) all the white marble surfaces are brighter than the surrounding objects to simulate shininess, and 2) objects that are near white beach sand have lighter shadows compared to objects near brown dirt because the white beach sand reflects a lot of sun light.

These animated .GIFs show the before and after (rendered in GLBoom):

fBvUMUi.gif

Q4XMyD6.gif

9teLeUK.gif

tFkMo7H.gif

It definitely creates a fantastic environment.   Good job

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Blood Circuit Death Match 2 meets the criteria for this thread, so I will mention it here, seeing as even though it reached its final version, it still counts a project that took over 50 combined hours to complete.

 

Blood Circuit Death Match 2 is a short and small level meant for intense Deathmatch sessions, and only uses, by default, hit scan weapons found in Doom 2: Shotgun, Super Shotgun, and the Chaingun.  Combined with the somewhat cramped space, this facilitates an arena where frags can come quickly and consistently.

 

There are five bullet ammo clips(enough combined for a box of bullets) and 5 small 4-count shells(effectively enough for a box of shells).  There is also a Berserk Pack.  This, of course, means that making every shot count is a part of most strategies used within this Deathmatch map.

 

Blood Circuit Death Match 2 supports AltDeath, Deathmatch 2, and Deathmatch 1 parameters, and also synergies well with dmflags such as ones that control whether players drop their currently held weapon when fragged.  Being one step ahead of your opponent, regardless of what Deathmatch settings are used, can increase your chances of triumphing.

 

It was already mentioned within Doomworld forums before here, but here are screenshots not used for that post:

 

 

Blood_Circuit_Death_Match_2_Preview[2].png

Blood_Circuit_Death_Match_2_preview[4].png

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unknown.png

Technically I've been done working on it for a week or so now, but I'm still putting down finishing touches.

 

E2M5 for my own Solar Struggle CP.

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