Jaska Posted January 17, 2020 6 hours ago, Urthar said: Must have been fun to make those slopes? Manually or using slope-mode? 1 Share this post Link to post
Aurelius Posted January 17, 2020 (edited) 7 hours ago, Urthar said: Will there more sexy sector lighting and transfer brightness shenanigans, or are you going to employ dynamic lights? Or maybe a Lovecraftian mix of both? Edited January 17, 2020 by Aurelius 0 Share this post Link to post
Urthar Posted January 17, 2020 (edited) 1 hour ago, Jaska said: Must have been fun to make those slopes? Manually or using slope-mode? I've been using 181 PlaneAlign and 118 PlaneCopy for precision in most maps, but in this one I ran into problems with stacking 3DFloors beneath sloped ceilings. The engine would run them fine, but GZDoom Builder would hang for several minutes when you entered 3D visual mode. Since this is mostly 45 degree slopes I switched to using the Sector Slopes/Portals tab which works out to be fairly quick so long as you set the slopes up early and subdivide the sectors later. 19 minutes ago, Aurelius said: Will there more sexy sector lighting shenanigans, or are you going to employ dynamic lights? Or maybe a Lovecraftian mix of both? ZDoom 2.8.1 is the base format, so while the decorations have some dynamic lighting attached to them for GZDoom, the lighting is sector based with additional 50 TransferBrightness stuff, and generally a bit simplier than DotB since I'm a bit paranoid about having tons of sectors in UDMF format. Edited January 17, 2020 by Urthar 4 Share this post Link to post
nicolas monti Posted January 17, 2020 Trying some 3D lighting for vanilla 23 Share this post Link to post
VanaheimRanger Posted January 17, 2020 (edited) Since the Mapwich 2 map with @Bauul is basically done, I did a bit of work on mine and @loveless' map(s?) tonight. Added sky transfer, Eviternity palette, and crammed @Tango's Minicharge mod into the wad. Moved this map to slot 02 and gave the wad a working title: Celestial Evil Random Metal Band Name Generators FTW! It's just a placeholder name for now...but who knows, it might stick... Edited January 17, 2020 by guitardz 26 Share this post Link to post
Octillion Posted January 17, 2020 Here's a spooky altar. Screenshot taken in "dark" lighting mode, enhances the sector effects. 12 Share this post Link to post
Novaseer Posted January 17, 2020 Introducing the beginnings of MAP14 of Depths 2. Name as of yet undecided. 6 Share this post Link to post
The_MártonJános Posted January 17, 2020 Designed some weapon alcoves, and...cue MAP07 music playing;I know I'm not funny. 13 Share this post Link to post
RonnieJamesDiner Posted January 17, 2020 (edited) Spoiler So, I just finished playing Skillsaw's Valiant for the first time. What an absolute banger of a slam dunk, home run, ace in the hole megawad. I really can’t believe how long it took me to discover/play this set, but I have to give a shout out to Not Jabba for the short review of it in Roots. Suffice it to say, the last line “Add it all up, and you have a megawad that’s immensely satisfying for a huge range of players, perhaps the closest anyone has gotten to universal appeal”, was enough to convince me to just sit down and play this thing, and good lord am I glad that I did. This wad has pretty well instantly shot up my personal list of all-time favourites, and I’ll certainly be returning to it again. The set is just oozing with creativity, and stays unbelievably consistent in tone, difficulty, and fun throughout the whole damn thing. I really loved how patient and effective he was with the introduction and use of the new monsters, which was one more thing that made each episode unique and exciting to dive into as I wondered “what devilish fiend will I meet here?”. MAP09 “14 Angrier Archviles” was extremely memorable, as was the intense panic of MAP19 “The Popes of Roam”, and I admired the hell out of some of the brilliant encounters like the Archvile ambush setup with the crushers and nukage at the end of MAP18 “Crush Depth”. I managed to find the secret exit in MAP15, and the first secret map, “Cyberwar 7734” was quite an unexpected, challenging, almost exhausting punch-to-the-gut out of left field. It almost made the second secret map feel a bit disappointing. The finale, “Electric Nightmare”, was... Spoiler ...very short, effective, and tough. I absolutely loved it, and it felt like the perfect send off to a phenomenal megawad. Though I’ll admit, by the time I successfully managed to kill that goddamn Super Vile, my hand was starting to feel pretty cramped up. This video basically sums up my entire emotional spectrum throughout that fight: The episode themes were conceptually good, and executed flawlessly I thought. The flesh-tech one was a definite standout, with the opening earthy-base theme setting a perfect tone for the wad, and the moon base finale serving as an effective palette cleanser after hours of hellish domains, and a downright beautiful highlight to act as a final note with that absolutely gorgeous sky texture looming overhead the entire time. The two things I feel compelled to point out the most are... 1). The subtle changes to the weaponry. The inclusion of the custom, rapid-firing pistol, and the slightly beefed up Chaingun, as well as the delightfully toned down pitch and pleasant sound of the Plasma Rifle, added up to what I consider one of the best custom arsenals I’ve ever played with. It was only a few degrees away from the vanilla loadout, but it felt like it perfectly addressed what little nitpicks I’ve ever had with the standard weaponry, and I almost wish I could use this setup in every wad. It was a treat to kill things. And, 2). For me, the most commendable and inspiring aspect of Valiant was Skillsaw’s ability to consistently craft arenas, ambushes, traps, and all manner of combat scenarios that were challenging, but almost always winnable in a blind run. I hardly ever died from lack of knowledge. The vast majority of traps and ambushes were intense enough to be exciting and frantic, but conservative enough to be overcome by sheer blind reaction. There is such an art to that, and it was used so well, and so consistently across this entire megawad. I sincerely hope I’ve learned a thing or two about that kind of mapping / combat setup, because it’s one of the most rewarding and entertaining elements I can possibly imagine – and Valiant puts it on display expertly. An incredibly fun and memorable journey from start to finish, with nary a dull moment that I can remember. If you haven’t played Valiant, I can’t think of another megawad that I’d recommend more right now. And, I wasn't really sure where to air my thoughts on this, so I'm sorry if this was a weird place to do it. But, alas! I’m off to venture into the harrowing depths of Sunder for the first time. Fingers crossed. After that, it will be Ancient Aliens (which I’m only now realizing is the same author as Valiant, so I’m extra excited). Edited January 17, 2020 by RonnieJamesDiner 17 Share this post Link to post
Not Jabba Posted January 17, 2020 6 minutes ago, RonnieJamesDiner said: So, I just finished playing Skillsaw's Valiant for the first time. What an absolute banger of a slam dunk, home run, ace in the hole megawad. After that, it will be Ancient Aliens (which I’m only now realizing is the same author as Valiant, so I’m extra excited). I know, right? Ancient Aliens is even better, imo. 4 Share this post Link to post
RonnieJamesDiner Posted January 17, 2020 10 minutes ago, Not Jabba said: I know, right? Ancient Aliens is even better, imo. To be honest, I was always a little put off by the look of AA. Something about the textures/colors just didn't excite me, and I think I got the wrong impression of it. Now that I've actually experienced some Skillsaw gameplay though, I can only imagine just how fun AA must be. I'm definitely looking forward to it now. 2 Share this post Link to post
VanaheimRanger Posted January 17, 2020 1 hour ago, RonnieJamesDiner said: To be honest, I was always a little put off by the look of AA. Something about the textures/colors just didn't excite me, and I think I got the wrong impression of it. Now that I've actually experienced some Skillsaw gameplay though, I can only imagine just how fun AA must be. I'm definitely looking forward to it now. Yea, you should definitely play through AA, it was the first PWAD I ever played through after finishing the main games. Going from Plutonia difficulty to Skillsaw difficulty was quite a leap for me at the time, but I'm glad it was my first custom map experience, it's definitely stuck with me. 1 Share this post Link to post
VanaheimRanger Posted January 17, 2020 (edited) 4 hours ago, Novaseer said: Introducing the beginnings of MAP14 of Depths 2. Name as of yet undecided. This map is called "The Organ" clearly... (I hope the walls are all fleshy) Edited January 17, 2020 by guitardz 2 Share this post Link to post
Firedust Posted January 17, 2020 3 hours ago, Not Jabba said: I know, right? Ancient Aliens is even better, imo. Probably the best megawad I've ever played. I'm still hoping the genius has got another secret project in the works, and he will release it out of nowhere, just like he did with everything else. 2 Share this post Link to post
nrofl Posted January 18, 2020 revamped a room i thought was a little too bland: will probably cut down on the comp textures fyi 11 Share this post Link to post
nrofl Posted January 18, 2020 14 hours ago, nicolas monti said: Thats clean. Already gave me ideas for shadows so thank you 1 Share this post Link to post
galileo31dos01 Posted January 18, 2020 15 hours ago, nicolas monti said: Trying some 3D lighting for vanilla Interesting. I'm guessing that you made a one-pixel-wide sector adjacent to that wall and then applied darkness to the gap between said sector and the other platform, but maybe not? Because the ceiling is bright there, shadowcasting perhaps? What kind of sorcery is that???? 4 Share this post Link to post
nicolas monti Posted January 18, 2020 1 hour ago, galileo31dos01 said: Interesting. I'm guessing that you made a one-pixel-wide sector adjacent to that wall and then applied darkness to the gap between said sector and the other platform, but maybe not? Because the ceiling is bright there, shadowcasting perhaps? What kind of sorcery is that???? It is what you said, only that the dark sector is taller than its surroundings and has no above textures, no freelook allowed ;) 5 Share this post Link to post
Terminus Posted January 18, 2020 Cooking up some Mapwich. All shots are still WIP. 15 Share this post Link to post
BloodnBrain Posted January 19, 2020 Hello! New to DooM mapping and this is a heavy WIP look at the cargo area of my first map. 11 Share this post Link to post
Boomslang Posted January 19, 2020 making my 2nd ever doom map. it's in the same vain as the last one i posted in april with a facility being taken over by demons, but instead of an office facility, it's a Storage area. i'm proud of this one honestly. 9 Share this post Link to post
cambreaKer Posted January 19, 2020 Upcoming city wad screenshots (WIP) 8 Share this post Link to post
Roofi Posted January 19, 2020 11 hours ago, guitardz said: Your screens make me want to create maps with OTEX. ;) (Not before finishing my actual w.i.p maps...) I like the minimalist side of your screens, it's a bit different from the super detailed maps using the same texture pack. I don't think this texture pack launches under chocolate-doom. It would be a shame because I'd like to make vanilla-compatible maps. 2 Share this post Link to post
skaarjman Posted January 19, 2020 Unreal Gold GZDooM - NyLeve map is near completion Been a while :) 2 Share this post Link to post
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