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everennui

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

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BRIDGE v2bridge1.JPG.084086dc13bc2969bcbc19c0d0f3a0dd.JPG

 

Bridge v3

bridge2.JPG.fc3a75e1dd26bf2cbc44917220557a4c.JPG

 

HARD HEAD v2HARDHEAD.JPG.cd2d263b75f7178e7e0501765884660f.JPG

 

HARD HEAD v3HARDHEAD2.JPG.71a7dfbd1ebf133822086277d257b713.JPG

 

Just imagine what the initial versions looked like?

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56 minutes ago, Szuran said:

Just something in the making.

 

Screenshot_Doom_20200925_224520.png.de4b0d215a4cd2faa552151deccc58eb.png

DAMN. This looks amazing, the style is beautiful and original.  On post-its, hahah, you nutter. You get stuck in a lot of meetings or something?

 

Either way, the limitation appears to be working out --- and I think the choice will pay off bumper when promotion time comes round. Clever.

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4 hours ago, Mr. LBN said:

BRIDGE v2bridge1.JPG.084086dc13bc2969bcbc19c0d0f3a0dd.JPG

 

Bridge v3

bridge2.JPG.fc3a75e1dd26bf2cbc44917220557a4c.JPG

 

HARD HEAD v2HARDHEAD.JPG.cd2d263b75f7178e7e0501765884660f.JPG

 

HARD HEAD v3HARDHEAD2.JPG.71a7dfbd1ebf133822086277d257b713.JPG

 

Just imagine what the initial versions looked like?

 

Isn't this called 'scope creep'? I find it difficult to stop as well...

 

These look really good.

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It has been a long while, hasn't it? I put off Plutonia 2/PRCP in PSX Doom off for so long and now I've just gotten back into it.

 

I have gotten 44/64 of the levels done, both Level 30's of each have been merged into 1 for the final map. Map 33, Chocolate, comes after Black Ice, renamed Cooling Point. But now, I've been going through my old conversions and making sure that each map sticks to the rules, of flats/texture limits.

 

Here's a screenie of Map 5 from Plutonia 2 on the old TC engine (yes, I was still doing Doom in Hexen but will merge to UDMF at some point) of Collider Complex.

 

Collider_Complex.png

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1 hour ago, holaareola said:

DAMN. This looks amazing, the style is beautiful and original.  On post-its, hahah, you nutter. You get stuck in a lot of meetings or something?

 

Either way, the limitation appears to be working out --- and I think the choice will pay off bumper when promotion time comes round. Clever.


It's just that one day I looked at a post it and thought "this looks like an empty 64x64 texture". :) It's perfect - the proportions and size are always the same, it's really easy to turn it into a Doom texture.

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This looks amazing, Guardsoul.

 

Also I actually like that monitor in the corner, hah. It looks... cool.

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4 hours ago, Nootrac4571 said:

Over-detailing a ceiling:

 

ceiling.jpg.9fb596a93a77e7d7e89d28f66400e7c0.jpg

bF6fpr7.png

 

C'mon man, go all the way!  Btw, while we're here, loved Demonastery. Nobel prize for midtex usage.

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2 minutes ago, holaareola said:

C'mon man, go all the way!

 

Haha, not gonna lie, I genuinely considered it.

 

Thanks for the praise! And yeah, holy heck I love me some midtextures. I'm very slowly working on a giant texture pack that's literally about 40% midtextures. You can never have too many bars, railings, arches or windows.

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Well, i'm doing a remake of a level called HellCityV2, i'm using OTEX from Ukiro and hopefully i'll finish it this year, i don't consider myself a really good mapper, but i'm trying to give it a Doom 2016/Eternal kind of gameplay.
 

(Any criticisism is accepted, don't worry xd)

 

Some screenshots:

Spoiler

 

image.png.f0341ad554977157dfff7419e01aa4b5.png
image.png.60dfe341a7679c5ded3f6945fe8a7bfc.png

image.png.ecda4e47bf86e82a7a1d2dc273c68a4c.png

 

 

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On 10/9/2020 at 12:08 PM, SilverMiner said:

@Cryo

Some question:

Had you fixed a cornered computer screen in a berserk/red skull room?

image.png

 

 

that's one of those flexible oled screens

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backpacks to the remaining 8 remaining AMO

. the glass is functional

.wolf 3D is removed by texture aligned enemy goes gradually up etc. at this level 1/4 i will do the second 

 

 

Edited by paja

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Short Burst v1 (MAP01)434684585_ShortBurst1.jpg.246a9ac22ef9c6b511dcc9bf71ff17db.jpg

Short Burst v3

226209140_ShortBurst2.JPG.c97d935888753c82a3ee0959f0cc53b6.JPG

 

Open Set v1 (MAP02)2036654848_OpenSet1.jpg.b4e44a4b95b6d0f9acaeb3f6138f45fb.jpg

 

Open Set v3

2127141902_OpenSet2.JPG.ad96f773625cbdcd17c4279dfa6cd421.JPG

 

Bust Out v2 (MAP03)

1243699169_BustOut1.jpg.01489a6e306ba4f38c90300880df7cb0.jpg

Bust Out v6

678361213_BustOut2.JPG.04b155771ff5acc2a75c53a93f990926.JPG

 

Here's some more "Scope Creepin"

 

Boring Fact: Bust Out has the most versions as it was one of my first releases, and was originally meant to be a MAP01 of a project I'm kinda working on, but kinda not.

Edited by Mr. LBN

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Here are some screenshots...

https://imgur.com/a/fGyiKb7

 

And a link (I need to resubmit it to the archives because the title does not conform so google drive for right now)

https://drive.google.com/file/d/1CvnnhH7T4f1jaHZvoOZTC2ZHrbmAORhL/view?usp=sharing

 

This is a WAD I've been working on casually on and off since 2015. It's a limit removing Doom 2 WAD with classic vanilla style gameplay, monsters, textures, etc. Tested with Zandronum(software) and GZDoom(hardware). Vertical look is not required and no jumping! It's a large single map WAD. I wanted the map to feel like a condensed campaign without being tedious, but it will probably take some time to beat the whole thing. I focused on a semi-Resident Evil style layout and progression with classic Doom combat. I'd love to get some feedback!

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