tsocheff Posted May 18 here is an update on the first image i posted of this, normally i wouldn't post about the same map again but im really liking how this is turning out. if you couldn't tell what this was an inspiration of now you definitely should. 15 Share this post Link to post
ViolentBeetle Posted May 18 I am continuing fiddling with my MBF21 bestiary. Dissatisfied with an imp that blasts you with a projectile that explodes in a shrapnel that deals damage comparable to direct hit with a rocket, I decided to have it explode prematurely when close to target. It still hurts a lot if you catch enough projectiles with your face, but this mostly likely would require jumping in front of the intended target. 5 Share this post Link to post
wxndxx Posted May 18 (edited) On 5/3/2023 at 7:52 PM, wxndxx said: I am making something non-slaughter this time Release! 9 Share this post Link to post
eharper256 Posted May 21 I CAST FIST!! Because every good Magister should be able to cast fist if they want to. :D Anyways, Geomancy for Walpurgis is basically in final gold. 0.98 is due out at the end of May. 6 Share this post Link to post
spd7693 Posted May 22 If you wonder what is happening to my Chase.wad, here are some samples of what soon will become Map 21 - Tartar. If all goes well, in the summer this map will be published for testing. Not sure if that counts to you as locked switch marking, but to me it does. If not, please offer a better solution. Just mind that I don't really want to attach the skulls to the wall. The red switch has been flipped as you can see by the raised bars. It's the fleshy one. 1 Share this post Link to post
eater29 Posted May 23 Still working on that really brown MBF21 map... 20 Share this post Link to post
dmh094 Posted May 24 (edited) Working on a map for Constriction 1024: And 2 maps for Wolfhound and my own Megawad: so doing a lot at the moment 😂😂 2 Share this post Link to post
NinjaDelphox Posted May 24 Corruption Map 34, should be releasing either today or tomorrow :) Spoiler 10 Share this post Link to post
Geniraul Posted May 24 2 hours ago, nicolas monti said: the passion for startan and nukage It reminds me of E1M8B. 1 Share this post Link to post
RDETalus Posted May 26 (edited) 2 hours ago, Jack9955 said: Can anyone tell me if this looks good? 1st picture: The lighting difference between light and dark areas is good. The ground and ceiling are kind of monotonous because it's a large area of the same texture. Maybe try extruding / lowering those ceiling lights out of the ceiling, and maybe add a little bit of height variation to the center floor of the room. 2nd picture: It's a good looking room. Might want to try rotating the crates a tiny bit so they aren't all aligned at right angles. 3rd picture: The layout of the slime pool, the lower floor, and the upper floor is good. Good texture variation between the cobblestone wall and cracked concrete wall. But like the 1st picture, ceiling is monotonous. 1 Share this post Link to post
Metal_Slayer Posted May 26 All of them only have angles of 90 degrees, adding more variety to the walls would be good. 0 Share this post Link to post
nicolas monti Posted May 26 (edited) On 5/24/2023 at 5:04 PM, Geniraul said: It reminds me of E1M8B. Going to check it! EDIT: so the Romero map, I take it as a compliment 1 Share this post Link to post
Jack9955 Posted May 26 Isn't changing ceilling textures and not changing the sector height a doom sin? 0 Share this post Link to post
Jack9955 Posted May 26 Quote All of them only have angles of 90 degrees How can I rotate the walls? 0 Share this post Link to post
RDETalus Posted May 26 1 hour ago, Jack9955 said: Isn't changing ceilling textures and not changing the sector height a doom sin? Yes. So change the sector height. Draw a rectangle in the center of your room, raise / lower it by 16 units, and give it a different ceiling texture 1 hour ago, Jack9955 said: How can I rotate the walls? He meant draw the walls at different angles. Maybe have some 45 degree corners, or maybe create some round walls. 0 Share this post Link to post
Naarok0fkor Posted May 26 10 hours ago, Jack9955 said: Can anyone tell me if this looks good? It's a good start. It needs more decoration and slanted sectors... 0 Share this post Link to post
dmh094 Posted May 26 On 5/25/2023 at 2:27 AM, DynamiteKaitorn said: Ladies and gentlemen! ITS GO TIME! That looks trippy as. Is that a texture pack? 0 Share this post Link to post
Treehouseminis Posted May 26 18 hours ago, Jack9955 said: How can I rotate the walls? You can add more vertices, breaking up the wall with more lines and move them around for more shapes. If you meant literally rotate sector's then highlight or have a sector selected and go into "edit selection" menu. 0 Share this post Link to post
invictius Posted May 27 Not my wads exactly, but tweaking a gameplay mod because it's too OP and combined all realm667 doom style weapons into one file which brings them up with multiple presses of the number keys and/or scrolling (It was repetitive to do but worth it): 0 Share this post Link to post
Treehouseminis Posted May 27 Experimenting with fake floors. This map04.is gonna be a big slaughter map, and it's more detailed and intricate than anything else I've made before lol. 14 Share this post Link to post
DynamiteKaitorn Posted May 28 On 5/26/2023 at 6:06 PM, dmh094 said: That looks trippy as. Is that a texture pack? 100% Drawn by me! :) 2 Share this post Link to post
dmh094 Posted May 29 (edited) 11 hours ago, DynamiteKaitorn said: 100% Drawn by me! :) Holy linedef! thats alot of work I'd actually love to make a map like that 0 Share this post Link to post
Fernito Posted May 29 (edited) Have been obsessed with fivefold symmetry (Penrose tiling and stuff) lately :P These are some experiments I've been doing in boom format, I think it looks cool 36 Share this post Link to post