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everennui

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

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man, this is exhausting. feels like i don't make any progress at all. certainly doesn't look like much. but i've been working on this all day long. tweaking, moving around stuff, even though some rooms are barely touched. also a nightmare to move things around, because everything's connected. you move or scale one thing, all other things are affected. the curved lines don't make this any easier. really need to stop that and focus on finishing all the room layouts first. i also have some symmetry ocd which makes this really hard. anyways, i will get there eventually.

 

1789919131_e1m1q(editarea)at20_01.201900-53-10.jpg.da8044cc9bf4520c74e9b522f597e5e7.jpg

 

 

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@zzzornbringer Yeah, I get what you mean. Sometimes I map for hours, but you can barely see any real "progress". It's a weird feeling and not nice, but oh well... refinement is also important.

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This room:

aaaaaaaaaaaaaaaaaaaaaaaaaa.PNG.f091a10119753b4000214eee825f356d.PNG

Became thiswowzakids.PNG.8153e8b9e0593d0aa9cd5882e9556ad4.PNG

Still not done yet, but more progress. Also heres another unfinished room:wowzachildren.PNG.c54199d81c51197cc28d8e81a57a35a2.PNG

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finally something i can actually call progress. 

 

Screenshot_Doom_20190121_003249.png.d7c68508d387593647a63debffb11c79.png

 

this particular room gave me a lot of trouble. that's supposed to be the computer room in e1m1. you know, with the computers on the side walls and hanging from the ceiling. i wanted to come up with something that was very different to the concept of this room. i'm a little limited with what i can do because of the limited texture variety. yesterday i decided to make something with crates, because crates are awesome. but just putting them into the room would've been a bit lazy and uninspired. today, like with all inspiration, it hit me all the sudden. have an elevator in the center of the room and put crates on it. fun fact: as i type this, i remember i even want this to raise when the player enters the room. i'll see about that. but that's what i have so far. i think you can get that this is sort of an elevator with a closed "hangar" door on the ceiling. there's more crates on the side for decoration. more crates will come, probably. ;)

 

Screenshot_Doom_20190121_003213.png.1ce6c95ff6739e8d331d389f004ac60c.png

 

that's just a connecting hallway that i think looks nice.

 

Screenshot_Doom_20190121_003316.png.579aeaed813b9fb38b4ad1a5eca09f3c.png

 

a little progress on that room. ceiling's going to be tricky.

 

308380896_e1m1q(editarea)at21_01.201900-25-28.jpg.b82e8c8178104aa511c4c10d9222713c.jpg

 

2d overview

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more progress. getting close to being in a release state. i've populated the map already and constantly iterate on monster amount, type and positions. there's currently a pretty steep difficulty curve at the end which i'd like to flatten a bit. it's doable though. there's also a secret that makes the map significantly more easy. have to do something about that as well.

 

Screenshot_Doom_20190123_001522.png.862fa608b661ffd87111073c71f61e79.pngentrance room. have done very little here but that's because i'm very happy with it. skybox now replaced with quakestyle sky.

 

Screenshot_Doom_20190123_001611.png.f3e2478fe81187e01e9caeea41ed076c.pngthis one as well. only small scale adjustments, item and monster re-positioning. added another curve to the ceiling.

 

Screenshot_Doom_20190123_001759.png.df59cafb7361cd0e9afcbd45ca0103bb.pngthe crate room. removed some crates on the elevator to make room for a second elevator. the one with the crates actually moves up when the player enters the room. the other is just for aesthetic reasons, because there was just a flat floor and ceiling prior. more crates behind the wall to add more detail to the room and a little bit of depth.

 

Screenshot_Doom_20190123_002108.png.ca8f60f1d7d4992459402e5b40c874a4.pngthat's the last connecting hallway before the end of the level. hard to make a good screenshot there but maybe you get an idea.

 

Screenshot_Doom_20190123_001900.png.964e4bd35dbb02a271d486eafcb4ceee.pngthe outside area. center top you see the start area. the curved walls there can actually be used as an elevator. all elevators in the map have red arrows in front of them. the two pillars on the side were just added. another struggle room, because i couldn't figure out what to place there. it's fine when it's empty but it's nicer to have some detail. on the right top you see the window to the crate room. both the crate room and the bridge room (no screenshots for this one this time) have their windows opened when the players enters. i had issues with monsters aggroing too early and moving to positions that caused bad gameplay. now everything just reacts when the player enters these rooms.

 

 

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On 1/22/2019 at 3:44 PM, zzzornbringer said:

more progress.

 

These look good!   Although there doesn't seem to be much (if any?) lighting variation.  Are you planning on adding that in once all the geometry is finished?

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28 minutes ago, Bauul said:

 

These look good!   Although there doesn't seem to be much (if any?) lighting variation.  Are you planning on adding that in once all the geometry is finished?

 

maybe through some more dynamic lights. i'm also trying to draw some shadows but it looks like the architecture is already too complex to make that work. changing some brightness values isn't an issue. i think it looks fine as is and with ambient occlusion i don't really feel the map needs a lot of light variations.

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@zzzornbringer It's never too late for more sectors and linedefs. I think a bit more shadow would give the whole thing more depth and improve it quite a lot, but yeah... it seems best to have a vague idea of light levels before detailing much.

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Are this sector marks welcome, so you don't get lost on the sewers? I actually like them, it's the only thing I could think on fixing MAP06 lack of orientation (Trial to Hell)

1.png

2.png

3.png

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Now, I can show my side of this map(still very wip:
base_v2_at_2019.01.27_22-49-38.338_R3045

Also this place looks like deformed ghost or alien or even some kind of cell from 2d view

base_v2_at_2019.01.27_22-44-28.766_R3045

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Part 2 of the Eternal Nightmare (already complete 6 maps), I hope to complete all 32 levels. Coming soon more Info

 

Map 21:

image.png.cc5caaf0e4a2b7acc188c6eb2ba884b7.png

Map 25:

image.png.93e874b0e15c127c5878f705fc9d7870.png

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while this is a map I made as a proof of concept of a map I wanted to make, or even a multi level wad. 

 

castle2.zip

 

there it is if any of you want to check it out, the name is quite self explanatory, but it is a castle themed wad

 

castle2start.png.e0f0dbab9aeb364adaee833d1a68afb3.pngcastle2library.png.c72cf4dc94d81d0ea6e36285574ea889.png

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