DMPhobos Posted September 20, 2018 This map is taking a life of its own growing and growing, but now it's closer to completion 13 Share this post Link to post
Fonze Posted September 20, 2018 Looks cool DMPhobos! I've been getting a bit more progress done on a map I've been slowly chipping away at: ^Green stone misalignment has been fixed Ultra hi-res map view spoilered: Spoiler At this point I only have a few areas on the western end to detail, as well as the large, eastern area. Following that will be balancing, tweaking, polishing, (plus maybe redoing the 'mapping face' encounter) and some form of Hell that the battle against all the omg-slime trails everywhere because the node-builders just don't like my irresponsible mapping habits will be, then it'll finally be done. This map ballooned far out of the scope I had originally intended but I'm happy to see a light at the end of the tunnel on this one; ready for it to be over and done with, heh. Something I've been experimenting with in this map, aside from non-action-242 lighting, (since this is limit-removing) is trying to subtly convey a probably abstract sense of faux-3d within both the map's general architecture and some more specific scenes, such as the darkened area behind the red bars in the first screenie, as well as in the window of the screenie with the green light in my previous post in this thread, and a couple other ones in that set as well. This map has been a lot of fun to work on but all this said I've put way too much time into it and it's about time to move on; I'm finding myself with little patience and motivation to detail the remainder of these areas, which sucks this close to completion. 23 Share this post Link to post
elend Posted September 20, 2018 @DMPhobos @Fonze Both your maps look gorgeous! Especially the map layout views. I wish my next map would look like this. 2 Share this post Link to post
Novaseer Posted September 20, 2018 Map 6, "Touchdown in Five", of my personal project. The first time I've drew out a layout before I've created the map. It's not one-for-one, as some changes were made during the mapping process, but I think it turned out pretty well. I do realise maybe there were better colour options than yellow for some of the triggers shown in the drawing. Fun fact: the slime pit on the outside of the ring was originally inescapable until I realised how unenjoyable it is to be propelled into the drink by a Cybie. Or actually, I was planning on making the entire floor a set of UDMF floor portals, which would take you down to a little bit of scenery... and instant death. I didn't do that because I was too lazy, however. 8 Share this post Link to post
Impie Posted September 21, 2018 On 9/19/2018 at 3:51 PM, Dude27th said: Are you KIDDING ME? Please drop me a line if you need someone to playtest! 2 Share this post Link to post
Lorenz0 Posted September 21, 2018 So the wad I've been working on, and posting screenshots of, is finally done, and released: Shameless plug ;) 2 Share this post Link to post
Misty Posted September 21, 2018 Cross-posting from "post your doom picture" thread 6 Share this post Link to post
Dude27th Posted September 22, 2018 On 9/21/2018 at 3:10 AM, Impie said: Are you KIDDING ME? Please drop me a line if you need someone to playtest! I'm planning on having a Beta release for this Halloween actually :3 and start updating monthly or bi-monthly from there. Because realistically speaking "55 Levels of Terror" it would take me an eternity to make by myself , so I'm focusing first on having the mechanics working and to make most of the stuff of the mod like "modding friendly" in case someone have better implementations of the mechanics , or want to include custom stuff into the mod. For community input in general . If that not happens I'm just going to still make it, just is going to take more time . 1 Share this post Link to post
Impie Posted September 22, 2018 2 hours ago, Dude27th said: I'm planning on having a Beta release for this Halloween actually :3 and start updating monthly or bi-monthly from there. Because realistically speaking "55 Levels of Terror" it would take me an eternity to make by myself , so I'm focusing first on having the mechanics working and to make most of the stuff of the mod like "modding friendly" in case someone have better implementations of the mechanics , or want to include custom stuff into the mod. For community input in general . If that not happens I'm just going to still make it, just is going to take more time . I thought about doing the same with this idiotic thing I experimented on this week. 4 Share this post Link to post
Dude27th Posted September 22, 2018 5 hours ago, Impie said: I thought about doing the same with this idiotic thing I experimented on this week. What the hell did I just watch ? xD But yeah , and it should be easy to make maps for it considering that the maps don't have altitude like in the Wolfenstein engine. Also [after 5 minutes of research] , it should be cool if you get to implement the money system and the other mechanics of it :3 0 Share this post Link to post
Capellan Posted September 22, 2018 Just started noodling around with this. 8 Share this post Link to post
Impie Posted September 22, 2018 6 hours ago, Dude27th said: What the hell did I just watch ? xD But yeah , and it should be easy to make maps for it considering that the maps don't have altitude like in the Wolfenstein engine. Also [after 5 minutes of research] , it should be cool if you get to implement the money system and the other mechanics of it :3 Yeah, and there's a let's play that i can use to rebuild the maps with a few liberties taken. I don't want to do an exact remake though. I had the idea that you would upgrade the weapons to be more powerful if you had enough money like in Gradius or something. Bigger, more explosive water balloons, throwing more bars of soap at once, etc. 0 Share this post Link to post
Zolgia108 Posted September 22, 2018 Right now (probably not interested) i am working on map 21 of djinn, i am in hell trying to understand what the hell i am doing! couple of screens, please don't insult me :( 5 Share this post Link to post
SOSU Posted September 23, 2018 1 hour ago, Impie said: Yeah, and there's a let's play that i can use to rebuild the maps with a few liberties taken. I don't want to do an exact remake though. I had the idea that you would upgrade the weapons to be more powerful if you had enough money like in Gradius or something. Bigger, more explosive water balloons, throwing more bars of soap at once, etc. Nice idea but where do you upgrade them?Would there be a screen for it or a shop in the level/between levels? 0 Share this post Link to post
elend Posted September 23, 2018 Finally started my next map and wanted to explore some hell, but have a hard time finding good texture combinations. 15 Share this post Link to post
Aquila Chrysaetos Posted September 23, 2018 Looks sharp to me. I like the texture variation you've got going on. I want to suggest, however, that if you're going to use reflective planes, make sure they're joined so you have as few as possible, to reduce performance load. 1 Share this post Link to post
elend Posted September 23, 2018 Oh yeah, I guess I will remove them completely. I really, really, really like that effect, especially on blood or glossy marble, but I guess it's just not worth it. :D But yeah, gotta focus more on interesting encounters anyway. Must... not... get... carried... away... by... detailing! 0 Share this post Link to post
Impie Posted September 23, 2018 (edited) 5 hours ago, SOSU said: Nice idea but where do you upgrade them?Would there be a screen for it or a shop in the level/between levels? Same as where you'd buy the ammo, the vending machine. Interesting to note, they do have weapon/ammo pickup sprites that were never used. 1 Share this post Link to post
Dude27th Posted September 23, 2018 7 hours ago, Impie said: Yeah, and there's a let's play that i can use to rebuild the maps with a few liberties taken. I don't want to do an exact remake though. I had the idea that you would upgrade the weapons to be more powerful if you had enough money like in Gradius or something. Bigger, more explosive water balloons, throwing more bars of soap at once, etc. Yeah , if there is room for improvement why not ? :D Also I would suggest unlockable different alternate fires, like a bar of soap just slidding through the floor, or extra bouncy water ballons. But I guess that should require diferent enemy types as well ... At least the pig looks like a flying enemy :p 0 Share this post Link to post
Impie Posted September 23, 2018 1 hour ago, Dude27th said: Yeah , if there is room for improvement why not ? :D Also I would suggest unlockable different alternate fires, like a bar of soap just slidding through the floor, or extra bouncy water ballons. But I guess that should require diferent enemy types as well ... At least the pig looks like a flying enemy :p I half-considered some enemy variants too. That'd be easier, though, if slade had the HURL color palette. 0 Share this post Link to post
Novaseer Posted September 23, 2018 SLADE 3 copy paste feature + MAP07 triggers + a whole hell of a lot of Mancubi and Arachnotrons + a few Arch-Viles and Cybies = slaughtermap Surprisingly fun to play as well, probably because I don't give the player a BFG so they can't spam it. https://gyazo.com/580873a0c1efb46ef03ff8070bc63696 I'd post the actual image instead of a Gyazo link, but the attachment quota exists and most of the attachments I have I don't want to delete. 0 Share this post Link to post
Fiendzy Posted September 23, 2018 our sonic resource pack is slowly coming together, Everything you will see in these video(s) will be as simply as just placing the actor down and zscript will handle the rest. no acs trickery required! :D 1 Share this post Link to post
DMPhobos Posted September 24, 2018 Finished! Now i just need to take a rest for a while, and then i'll consider finishing things up with a 'thy flesh consumed' map 17 Share this post Link to post
Denim Destroyer Posted September 24, 2018 Looks great can't wait to play it. 1 Share this post Link to post
NoReason Posted September 24, 2018 Some maps I've been working on, pulled most of the textures from cc4-tex and slaughterfest3 although a few I just made by changing the colors of a vanilla texture. I know that's pretty lazy but if I had more time to dedicate to these maps I'd be more thorough. (That being said, some textures will be changed by the time I release the maps since they're placeholders). 15 Share this post Link to post
Tango Posted September 27, 2018 On 9/23/2018 at 11:53 PM, NoReason said: Some maps I've been working on, pulled most of the textures from cc4-tex and slaughterfest3 although a few I just made by changing the colors of a vanilla texture. I know that's pretty lazy but if I had more time to dedicate to these maps I'd be more thorough. (That being said, some textures will be changed by the time I release the maps since they're placeholders). these look really excellent :D love the varied environments and geometry, looks fun to play already mate 0 Share this post Link to post