i'm currently working (on and off) on a Zdoom project, currently called HE Mars for lack of a better name. I haven't released any maps yet publicly, but i have been mapping sporadically over the last ~11 years, with breaks of several years in between.
i want the project to have 3-6 maps, with a transition from mars to warped base / hell over the course of the wad. although the project is in
UCS UDMF format, i don't plan on going overboard with the zdoom effects at all. i like my maps conservative in that regard, the only things i will abuse are slopes, colored lighting and some minor scripting (oh, and some very basic 3d floors for see-through grates and stuff).
MAP01: UAC Mars Base (placeholder name)
right now, i am still working on the first map, which is unfinished. The theme is a dusty mars base (which came about by accident, actually, like so many things in my mapping). this map is finished, item and monster placement is subject to change though.
this is supposed to be a huge medieval / hell castle map, somewhat inspired (from memory) from two doom64 maps that have castles (no idea about the map numbers, the first one has arachnotrons and purple water, the second one is a nice hell castle). i'll use jen tai's theme from weaponlord as the music, either mp3 with low quality or a ghetto midi conversion from the .spc (doesn't sound to good).
new shots (20130704):
MAP0Y: High-Tech Hate
the map is inspired by the stone spinneret and stardate 20x6, both of which i consider to have outstanding industrial / high tech themes. i have no idea yet how i will lay it out, but it's probably going to have rather big rooms (i hope). I will use the KI fulgore theme from killer cuts (96 kbps for the sake of the file size), it's a perfect fit for a map like this.
MAP31: The End Complete
this is my attempt at an auto-scrolling bonus / hidden map. the "scrolling" works so far, but i'm not sure how the full layout will be. oh, and it's totally gonna use a midi version i found of this.
- the "scrolling" wall.
Download v0.6c, contains MAP01. (Note: please use regular ZDoom for now, GZDoom makes some problems, see the post below on this page).
- one more teleporting monster trap in the outdoor area
- slight ammo rebalance
- coop and DM starting spots (untested)
- teleporters improved, minor cosmetic changes, minor ammo changes
- hotfix for one of the monster teleporters
- MAP01 geometry done
- needs balance feedback
- added a proof-of-concept version of map31, currently accessed via cheating or the console
- placeholder level exit eastern corridor (yellow key required), might become a larger area
- large outdoor area to the northwest not finished yet (getting there, though!)
- blue key area done
- no DM / coop starting spots yet
i don't have much time lately, so i can't guarantee how many updates i'll be able to provide, but this is what i'm working on in my free time. i'm grateful for all kinds of feedback. the balance might still change significantly since so much of the map is not done yet.
Vision Conquest, a small slaughter map i speed-mapped in 2-3 hours. Boom-compatible.
Last edited by AtTheGates on Sep 17 2013 at 22:11