Grimosaur Posted August 17, 2021 42 minutes ago, NaturalTvventy said: How's it done? Using a wall with a gap at the bottom hidden by a mid texture which only allows splash damage to pass through due to infinite height. The barrel with the blue lowered ceiling at its exact height is on top of a sector with an active "floor raise to lowest ceiling". Once the barrel's height is lowered due to its explode animation starting, the floor starts raising. This floor is joined with a conveyor sector using tag 248 which only starts the conveyor when the sector height changes. So now that the barrel is exploding, the sector starts raising and the conveyor starts so you can trigger anything you want with a voodoo doll, in this case instantly raising and lowering loads of floors at the same time to sell the destructable wall effect. The other barrel is only used to explode the line of barrels in front when they instantly raise to the top. The added barrel explosion effects are done by crushing barrels on a conveyor. They only start moving when they start to explode due to the low ceiling so the timing is always consistent and they always teleport in the middle of their animation so you can't as easily tell they're just ordinary barrels being teleported. https://drive.google.com/file/d/1KoB1ganKV5AFDGSzK7LrEl6EjWLSAJov/view?usp=sharing Here's a link to the wad if you want to check it out yourself. 12 Share this post Link to post
NaturalTvventy Posted August 18, 2021 1 hour ago, Grimosaur said: Using a wall with a gap at the bottom hidden by a mid texture which only allows splash damage to pass through due to infinite height. The barrel with the blue lowered ceiling at its exact height is on top of a sector with an active "floor raise to lowest ceiling". Once the barrel's height is lowered due to its explode animation starting, the floor starts raising. This floor is joined with a conveyor sector using tag 248 which only starts the conveyor when the sector height changes. So now that the barrel is exploding, the sector starts raising and the conveyor starts so you can trigger anything you want with a voodoo doll, in this case instantly raising and lowering loads of floors at the same time to sell the destructable wall effect. The other barrel is only used to explode the line of barrels in front when they instantly raise to the top. The added barrel explosion effects are done by crushing barrels on a conveyor. They only start moving when they start to explode due to the low ceiling so the timing is always consistent and they always teleport in the middle of their animation so you can't as easily tell they're just ordinary barrels being teleported. https://drive.google.com/file/d/1KoB1ganKV5AFDGSzK7LrEl6EjWLSAJov/view?usp=sharing Here's a link to the wad if you want to check it out yourself. Ah nice! I used a very similar method several times in No End In Sight. 3 Share this post Link to post
Albertoni Posted August 18, 2021 Accidentally got this effect when messing with portals. I'll definitely keep it, though I might tune it a bit later. 14 Share this post Link to post
VanaheimRanger Posted August 18, 2021 On 8/16/2021 at 10:46 AM, Argenteo said: Good ol' Area 51. I played it again just a couple of weeks ago. 2 Share this post Link to post
DevilMyEyes Posted August 18, 2021 (edited) Map01 "Gehenna" Edited August 18, 2021 by DevilMyEyes 10 Share this post Link to post
Albertoni Posted August 18, 2021 1 hour ago, DevilMyEyes said: Map01 "Gehenna" Is that Hebrew writing on the floor? 1 Share this post Link to post
DevilMyEyes Posted August 18, 2021 (edited) 7 minutes ago, Albertoni said: Is that Hebrew writing on the floor? It is yeah, but I don't remember what it actually says lol, I've made this map long ago... Edited August 18, 2021 by DevilMyEyes 1 Share this post Link to post
Breezeep Posted August 19, 2021 For some random community project on another forum. 46 Share this post Link to post
Wavy Posted August 19, 2021 24 minutes ago, Breezeep said: For some random community project on another forum. Very nice! I really like the frequent use of BROWN1. 1 Share this post Link to post
J.Argon Posted August 20, 2021 (edited) Personal favorite Jumpmaze map. Edited August 20, 2021 by J.Argon 5 Share this post Link to post
Jabberwock Posted August 20, 2021 On 7/28/2021 at 7:30 AM, CBM said: 3D Monster that I am working on Terrifying. 1 Share this post Link to post
CBM Posted August 20, 2021 1 hour ago, Jabberwock said: Terrifying. Thanks, but my newer ones are much meaner. here is for example "the black spider" awaiting me to finish rigging everything, so he can get his animations: 1 Share this post Link to post
Egg Boy Posted August 20, 2021 (edited) On 8/18/2021 at 9:41 PM, Breezeep said: For some random community project on another forum. Your architecture is always (for lack of a better term) “bussin.” Edited August 20, 2021 by Egg Boy 1 Share this post Link to post
cannonball Posted August 20, 2021 (edited) Not sure this is even the best angle for this section but still... Edited August 20, 2021 by cannonball 16 Share this post Link to post
msx2plus Posted August 21, 2021 spent most of the week coming up with a results screen that just works for my current project. kill count variables (because dynamic killcounts are a fuckin headache and scripted spawns make the headache even bigger), custom sounds/text color on maxed out stats, full-game play timer down to the tic, and difficulty name display! super psyched about it. 12 Share this post Link to post
Dragonfly Posted August 21, 2021 Exacty 1000 lines used. Vanilla compatible. Built in 7 hours (14 if you include sleep). 41 Share this post Link to post
Skronkidonk Posted August 21, 2021 I really like this. I love jungle themes in doom so this is absolutely fantastic. 1 Share this post Link to post
Major Arlene Posted August 21, 2021 1 minute ago, Skronkidonk said: I really like this. I love jungle themes in doom so this is absolutely fantastic. Be on the lookout for 1000 Lines Project 3, there'll be a whole episode :D 4 Share this post Link to post
DJVCardMaster Posted August 21, 2021 In the next map of Trial To Hell, I'm working on a recently "abandoned" airship that is still in orbit, I've got inspired on something pretty well known... ... in fact so well known, it may seem a little bit SUS... 13 Share this post Link to post
Roofi Posted August 22, 2021 (edited) WIP limit-removing hellish map. Edited August 22, 2021 by Roofi 38 Share this post Link to post
galileo31dos01 Posted August 22, 2021 4 hours ago, Roofi said: WIP limit-removing hellish map. Holy shit, gimme (I feel like @Obsidian would want to see this) 1 Share this post Link to post
Obsidian Posted August 22, 2021 You would be very correct. Hot damn, that is tasty. 1 Share this post Link to post
LordEntr0py Posted August 23, 2021 17 hours ago, Roofi said: WIP limit-removing hellish map. Great stuff! Love a bit of fleshy growth in my Doom maps... 0 Share this post Link to post
CherryPoptartzzz Posted August 23, 2021 you would not believe your eyes 28 Share this post Link to post
Aurelius Posted August 23, 2021 @Doom_Dude Loving the look of that, great use of restrained color combinations! I'm also curious to know where those tree sprites are from.. 1 Share this post Link to post
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