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everennui

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

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On 4/3/2021 at 9:25 AM, Remilia Scarlet said:

p5Fy3Jd.png

The lighting~ using spotlights?

 

3 hours ago, Fiendish said:

Making progress on the second map for a limit-removing-compatible episode I'm working on, picking up where my first map left off. Gameplay is almost there, then I just have to finish the detailing/cleaning some things up aesthetically.

 

Screenshot_Doom_20210404_204257.png.404135f898bf64bf34f7ada9ba8baa33.png

Screenshot_Doom_20210404_200001.png.c60a1ed9d54bbcd419c6255a447ab046.png

I like the way the archs are made, and always a fan of detailed pillars

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53 minutes ago, GBTS said:

The lighting~ using spotlights?

Nope, just standard point lights.  The engine is K8Vavoom though, hence the shadows ^_^

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Screenshot_Doom_20210406_155059.png.83a54261bc5fd7490c8a4e62d9d6b11f.png

 

 

Been working on my outdoor areas, this is from a new WAD I'll probably have out by the end of the week, as its mostly done now. Its another pretty short map, visually inspired by the later maps of Scythe II in part.  

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2 hours ago, pcorf said:

Episode 4 style map for future release.

E4M8_2.png

 

I'm easily pleased. I see green marble and orange sky, and I hit the like button. Looks good!

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Posted (edited)

My current effort is a seven day speedmap for @ViolentBeetle's Skulltiverse. I'm calling it Terminal Decay.

 

I now have 2.5 evenings to finish detailing, put in all the encounters and balance it out properly.

 

I got this. I got this.

 

unknown.png

unknown.pngunknown.png

 

😅

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1 hour ago, LordEntr0py said:

My current effort is a seven day speedmap for @ViolentBeetle's Skulltiverse. I'm calling it Terminal Decay.

 

I now have 2.5 evenings to finish detailing, put in all the encounters and balance it out properly.

 

I got this. I got this.

 

unknown.png

unknown.pngunknown.png

 

😅

Exciting set of sectors! It would take me weeks to get to something like this... ;-)

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5 hours ago, pcorf said:

Episode 4 style map for future release.

E4M8_2.png

 

Damn if you aren't tickling me stupid with this screenshot.

 

AND it's inspired by my favourite episode: Thy Flesh Consumed. I can barely contain myself here.

 

I've been spending some of my free time adding Wads/Maps to my ever expanding list for when I can play them. I can't play anything at the moment (on meds for post-surgery) but when do you plan to release this? Is it a standalone map or part of an episode...or even a full Wad?

 

A rough estimate will suffice!

 

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37 minutes ago, sectrslayr said:

Exciting set of sectors! It would take me weeks to get to something like this... ;-)

Thanks! The restrictions helped on this. Most notably that the entire playable area must remain inside the cross-shaped space marked by the dead lost souls around the outside. That and a strong concept about being led on a criss-cross path back and forth through an interconnected level.

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Showing off the mana drain mechanic that will be implemented in the upcoming Abysm 2: Pharaoh's Judgement - Mission Pack.

The Soulbite Ring will recover your White Mana each time you hit a melee attack, while The Mindbite Ring will do the same but for Black Mana.

 

Code by: Jekyll Grim Payne

 

 

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6 hours ago, Final Verdict said:

 

Damn if you aren't tickling me stupid with this screenshot.

 

AND it's inspired by my favourite episode: Thy Flesh Consumed. I can barely contain myself here.

 

I've been spending some of my free time adding Wads/Maps to my ever expanding list for when I can play them. I can't play anything at the moment (on meds for post-surgery) but when do you plan to release this? Is it a standalone map or part of an episode...or even a full Wad?

 

A rough estimate will suffice!

 

 

The linear map will progress into a dirty brick base with Death Tormention 2 brick textures before ending underground with a battle against spider masterminds, the map will contain tons of ambushes, that is the plan, replaces E4M8 and is part of an upcoming megawad. I may even consider inviting a well known and respected mapper (like Ribbiks, joepallai, Doomkid for example) to create a map for the project (open slots are E2M5, E3M5, E3M9, E4M7), we'll see anyway. Next month I will create some more maps for my other 400 linedef vanilla Doom 2 megawad project which is 24/32 complete.

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9 hours ago, VisionThing said:

 

I'm easily pleased. I see green marble and orange sky, and I hit the like button. Looks good!

 

And I will make sure it plays good as well despite it's linear progression.

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5 hours ago, Rook said:

MAP07: Tomb Eternal

 

That sky texture goes incredibly well with the map. Also is the title a play on words of "Doom Eternal"?

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15 hours ago, pcorf said:

Episode 4 style map for future release.

E4M8_2.png

 

I’m used to seeing your work as very square structures. I’m surprised and as happy to see that you try more tortured structures. I can’t wait to see more.

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6 hours ago, pcorf said:

 

The linear map will progress into a dirty brick base with Death Tormention 2 brick textures before ending underground with a battle against spider masterminds, the map will contain tons of ambushes, that is the plan, replaces E4M8 and is part of an upcoming megawad. I may even consider inviting a well known and respected mapper (like Ribbiks, joepallai, Doomkid for example) to create a map for the project (open slots are E2M5, E3M5, E3M9, E4M7), we'll see anyway. Next month I will create some more maps for my other 400 linedef vanilla Doom 2 megawad project which is 24/32 complete.

 

Sounds great, I'll keep an eye on it. 

 

Thank you for going into some detail about it. I will hopefully give it a spin in a few weeks, I should be healed up by late April or early May. Unfortunately I can't do anything gaming related at the moment, so I bide my time hunting for Wads/Maps to add to my list. I'll take a look at the other project too when I get the chance.

 

What is the title for the 2nd project?

 

Actually what is the title for the first one heh, I forgot to ask. I'm a few cans short of a six-pack at the moment, but I have a valid excuse for a change.

 

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Hi all! We're a small team that's developing an indie game that has a lot of influences from Doom, though it's top-down 2D. To prototype the flow of some of our levels, we've been mapping them out in DoomBuilder. We thought it might be cool to even polish some of them up into nice looking Doom maps and release them for people to play, that might help us get some feedback that we could implement into our actual game!

 

Anyway, here's some screenshots of a prison level that's in the works:

832750931_Confinement_v02at2021_04.0909-52-21.889R2787.jpg.2c2480e010ed08cff0735201bcf7211c.jpg

etrn07.png.06e841f2117f2538471aa71e5b5d0967.png

 

And a crypt-themed level that has given some extra TLC to look like a bit nicer in Doom:

879021303_CycleOfSorrow_v07_4(editarea)at2021_04.0909-35-24.062R2787.jpg.dfa71449f39d26dd752eae1abfb8f684.jpg1774991320_Screenshot(1).png.71bfaa55904cc62c8b9be3eca37ab696.png

etrn04.png.a57bfd2f74f9e1882d225d7641459b2b.pngetrn03.png.f0f59f22372e7ad7e0739a98301ae181.png

 

 

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18 hours ago, Denim Destroyer said:

 

That sky texture goes incredibly well with the map. Also is the title a play on words of "Doom Eternal"?

 

It does, there are some excellent skies in the OTEX texture pack but I think this one best suits the theme. There will be three maps in this desert tomb style. And yes you have successfully identified my not-so-subtle pun!

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Making progress on my hell themed map, A Nail in the Skin of the World:

 

Spoiler

 

Nails...

1.png?raw=true

 

Deep in the bowels of Hell:

2.png?raw=true

 

3.png?raw=true

 

4.png?raw=true

 

5.png?raw=true

 

Yes, more 3D floors...


 

 

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1 hour ago, smeghammer said:

Making progress on my hell themed map, A Nail in the Skin of the World:

 

  Hide contents

 

Nails...

1.png?raw=true

 

Deep in the bowels of Hell:

 

 

 

oh, the nails map  :D

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31 minutes ago, Pirx said:

oh, the nails map  :D

Yeah. I know where I am going with it now.

 

A descent into Hell...

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This one's a WAD that I stopped working on for a while because I wasn't satisfied by the fact that I used the regular Doom format that doesn't allow for any gzdoom features or custom assets, and so I worked on another wad for a bit. But now, I've decided to make this WAD a with the purpose of just having normal level design and nothing insane.

 

It's called "The Unspoken Operator" and the story goes that you're a Cadet that has just graduated to an advanced academy on Phobos. Eventually a demon attack happens on the base and on Earth and now you have to fight your way to the demonic mastermind behind the portals AKA "The Operator".

TITLEDOPE.png.65317d71ab1f58737a41778688785850.png

E1M3 acid room

Screenshot_Doom_20210409_160256.png.2e6fcb8c355ec8bc074d05da9a67713c.png

E1M3 terraformed room

Screenshot_Doom_20210409_160301.png.fbc9e02d3ba5a77495cc779b53685a4f.png

E2M1 demonic swarm at a park

Screenshot_Doom_20210409_160332.png.e81e3c40d3866e6d05bdf2473380276b.png

E2M1 gazebo-y room

Screenshot_Doom_20210409_160401.png.89504e93d6f325afaca5e28864fa41c7.png

E2M1 wooden hell room

Screenshot_Doom_20210409_160348.png.44f87a1cd30f5e7175127c74266c01e3.png

E3M1 dark hell fort

Screenshot_Doom_20210409_160409.png.ffc5a9799d980448aaee7a847b925348.png

E3M1 triple Cyberdemon escape!

Screenshot_Doom_20210409_160419.png.f9ef97ba012f5cfd6ea96dfbf261750e.png

E3M8 unfinished "Operator" fight

Screenshot_Doom_20210216_133827.png.219ac3012e433b9be07c6369f2d4b841.png

Episode 4 will be set in a demon swarmed paradise

Screenshot_Doom_20210409_160510.png.97c2b64d22a7ec0e72b7cc9d2d21fee9.png

 

As you can see, It's not fully complete, currently holding E1M3, E1M9, E2M1, E3M1, E3M8, and E4M1. It won't have much custom stuff in it cause literally I can't with the format I'm using. So expect this to be a regular old Doom 1 WAD. I'm also trying to up the spook factor which made Doom so great in the first place. I sure I'm still allowed to have custom level names and all so that's fine. You will also have pretty much the same monsters throughout because you'll meet every demon in the first episode I'm pretty sure, so in turn I'll have to make the level design enough of a challenge.

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Posted (edited)

Showcase for Mission 01 with Playerclass "Yaeska" and"Lux".

 

Edited by DerTimmy

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1 minute ago, floatRand said:

hopefully getting ths piece of shit done this weekend to some extend. then it is time to detox with smaller maps

 

 

It's been a while since you made Disjunction, I can't wait for another one of your wads

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