NokturnuS Posted March 8, 2019 (edited) My first Eternity Engine only level is 95% done, so here are some action shots. Left some difficult tuning and texture / flats alignments. Its fully playable , starting with pistol only, but only runs, for now, with non-official EE builds. 34 Share this post Link to post
Tango Posted March 8, 2019 that looks phenomenal @NokturnuS, super unique too! I love all the portal usage :D 0 Share this post Link to post
holaareola Posted March 8, 2019 5 hours ago, NokturnuS said: My first Eternity Engine only level is 95% done, so here are some action shots. Left some difficult tuning and texture / flats alignments. Its fully playable , starting with pistol only, but only runs, for now, with non-official EE builds. This looks bloody awesome. I really like how you've pushed the port features into the layouts. Much better than just using 3d floor abilities for the odd bridge or bit of decoration. Only caveat on the visuals would be that the lighting appears a bit even and washed out, I don't know if this is an Eternity thing. Anyway, looking forward to playing this, I especially savour vertical gameplay! 1 Share this post Link to post
NokturnuS Posted March 8, 2019 10 hours ago, holaareola said: This looks bloody awesome. I really like how you've pushed the port features into the layouts. Much better than just using 3d floor abilities for the odd bridge or bit of decoration. Only caveat on the visuals would be that the lighting appears a bit even and washed out, I don't know if this is an Eternity thing. Anyway, looking forward to playing this, I especially savour vertical gameplay! Thanks!. Looks way better ingame (1600 x 1200). Screenshots have some kind of gamma correction in EE i think. 0 Share this post Link to post
nue Posted March 8, 2019 Wow those look stunning Nokturne. Really nice level dude! 1 Share this post Link to post
Cacodemon187 Posted March 9, 2019 Oh my god. This looks absolutely awesome! I've seen detailed levels before but this is just... Wow. Keep up the good work man! 0 Share this post Link to post
DynamiteKaitorn Posted March 9, 2019 Just been updating my TMoD project. The spoiler below will show a small hint at what each of the 5 difficulties in tale. Spoiler First boss and his arena are completed! Hub 2 is now in progress and here Dynamite is hanging out with one of her friends, Sapphire! (may need to clean up her hitbox and her scale a little though Sapphire IS meant to be the tallest main character in the TMoD lore). Vanilla Villa! The first map you get to romp through (IF you choose to do this map first) for HUB 2. Also, when you play this mod, each HUB will now have a small snippet of the introduction of the map you're about to enter! Here's a couple from world 1: (First hub is this dark since it's meant to represent midnight) Act 1 AKA tutorial map (Frosty Beginnings) Act 2 - Frozten Woods Act 4 - Shiver-Freeze Caverns 8 Share this post Link to post
Cacodemon187 Posted March 9, 2019 How is this even possible with the Doom engine? It looks like if it was made with Unity or something. Amazing! 0 Share this post Link to post
STNpotato Posted March 9, 2019 A screenshot from my current project "The Toxic Vats" I've been working on it for the past couple weeks a bit each day, How does the glass effect look for the fluid tanks? I want this map to be as good as it can be, including it's visuals. 3 Share this post Link to post
NiGHTMARE Posted March 9, 2019 (edited) If I may derail this thread slightly to "What Were You Working on?", I just stumbled upon a big batch of screenshots of old unfinished levels and thought I would share some of my favourites. Apologies for the mixture of sizes. The third version of MAP01 for a PC called Paradox, a project which I think was started before even Mordeth E2:). In its current form, it's extremely corridor heavy - I'm tempted to knock down the right hand wall and put a big pit in its place, with the rest of the level branching off from it. The opening area of a ZDoom-enhanced tribute to Memento Mori, which was mainly inspired by Matthias Worch and the Muller brothers' levels. This of course predates stacked sectors and portals. I believe this map was originally started for Twice Risen. This is one of my favourite unfinished levels, so I really hope to get it released some day. The above four levels were all started for a 10 map personal project called Wrath. It looks like my intention was for each map to be as different as possible :). The red, green, and brown 3rd map is by far the closest to completion while the bottom one is my favourite, so these are two more I hope to finish in the future. This level was also going to be in Wrath, however it was originally intended for a team project called L.I.N.K. where multiple authors would work together on the same maps. IIRC this room was mainly (entirely?) designed by Chris Hansen. E1MAP02. This is another one I really hope to finish and release someday! Wasted 3. Yet another one I'd like to finish. A map started for Community Chest 3, back when it was going to be a ZDoom project. This was part of a new starting area for Knee Deep in ZDoom Z1M2, which I somehow managed to delete and never got around to remaking. Another WIP-KDIZD shot, this time as a proof of concept for translucent nukage in Z1M5. Stacked sectors were very new at the time. A Sandy Petersen-style level I started for D2TWID, mainly inspired by Doom 2 MAP01 and MAP10. The Shores of ZDoom Z2M1. If the project ever gets released, the final version will look very different as it was passed over to another level designer, DezzTech. I've also incorporated elements of this into E2M1 of my personal Doom 1 level enhancement project (currently untitled). TSOZD Z2M5. I haven't been in contact with anyone on the team for quite some time, so I don't know who (if anyone) took over development. Edited March 9, 2019 by NiGHTMARE 17 Share this post Link to post
PeterMoro Posted March 9, 2019 @NiGHTMARE Please finish and release this wad. Pleeeease. Don't make me get out of my chair and come find you. Where do you live? (LOL) 1 Share this post Link to post
Vorpal Posted March 9, 2019 As a member of the Church of NokturnuS, I must plug CRFE for anyone who was interested in the above screenshots - it's got to be the craziest unknown/passed over mapset there ever was. 1 Share this post Link to post
Doom_Dude Posted March 9, 2019 Those look snazzy Nightmare. I for one wouldn't mind playing some new Nightmare maps. :D 1 Share this post Link to post
Hellbent Posted March 9, 2019 Old wad I made years ago and never thought much of. Rediscovered it yesterday and was very pleasantly surprised how fun it is! 2 Share this post Link to post
BLλZING_DUST Posted March 9, 2019 I've made some more progress on my map. It's interconnected so much that you can finish it without finding any of the 2 keys now (ofc via secret routes). 9 Share this post Link to post
zzzornbringer Posted March 9, 2019 On 3/8/2019 at 5:08 AM, Egg Boy said: Stock textures are actually pretty versatile. I'm glad I gave myself this limitation! love the color composition. looking forward to trying this map. 2 Share this post Link to post
Egg Boy Posted March 9, 2019 4 hours ago, zzzornbringer said: love the color composition. looking forward to trying this map. Thank you I was inspired by the color green! For real though I appreciate the positive feedback I've been getting for these screens, don't expect it to be playable for a while though, I just deleted a pretty large portion of the map because I was unhappy with it (It was the room with the pillars and those surrounding it). And I still have to make the rest of the episode (oh dear). 0 Share this post Link to post
Hellbent Posted March 10, 2019 (edited) DM map I made today. Edited March 10, 2019 by Hellbent 2 Share this post Link to post
bemused Posted March 10, 2019 @STNpotato id personally try using a translucent SHAWN variant on the outer layer of those green things.. not too sure how it would look but translucent SHAWN is commonly used for "glass window" effects 0 Share this post Link to post
Hellbent Posted March 10, 2019 Annihilation of r in another forgotten about wad that I never released. I think I need to find some tougher opponents.... 1 Share this post Link to post
Marlamir Posted March 10, 2019 (edited) Finaly found out how to make some nice looking floor fog effect in gzdoom. 0 Share this post Link to post
Empyre Posted March 10, 2019 1 hour ago, Marlamir said: Finaly found out how to make some nice looking floor fog effect in gzdoom. The torches are bobbing. How about a translucent non-solid 3D floor with that animated texture on it? You could make the ceiling of the control sector waggle, and the non-solid 3D floor wouldn't make the torches bob. 0 Share this post Link to post
Aquila Chrysaetos Posted March 10, 2019 23 minutes ago, Empyre said: The torches are bobbing. The entire scene is, I think Marlamir just had flight enabled. I'm pretty sure that he did exactly what you're suggesting in that video. 1 Share this post Link to post
dac Posted March 11, 2019 A bit of context: first real map, kind of like those congestion 1024 maps (1536x1536 in this case). I restricted myself that way simply to keep it small and not shatter my teeth trying to create a sprawling epic, so in the end I can release something. And so far, it's working. 11 Share this post Link to post