MattFright Posted September 28, 2021 Here's a before and after of the first room of my very first Doom map, that i am currently in the process of remaking!! I think i may be starting to become kinda good at this... maybe... 37 Share this post Link to post
Walter confetti Posted September 28, 2021 That's a lot of reverants (from the last map i made for September Anniversary thing hold by @BluePineapple72, it's funny see that my maps goes the more dumber the more i make)! 8 Share this post Link to post
DJVCardMaster Posted September 29, 2021 I'll squeeze the most visplanes I can with this map. 13 Share this post Link to post
Kyka Posted September 29, 2021 (edited) That awkward moment when you thought, somehow, that you were within vanilla limits. But then Chocolate Doom crashed while testing. And then you checked using the visiplane plugin in GZDoomBuilder. And you realise that your ability to estimate vanilla limits may not be as good as you thought it was. Or even actually exist. Edited September 29, 2021 by Kyka 13 Share this post Link to post
INfront95 Posted September 30, 2021 8 hours ago, Kyka said: Looks like someone dropped a bomb 0 Share this post Link to post
Kyka Posted September 30, 2021 4 hours ago, INfront95 said: Looks like someone dropped a bomb ...true on so many levels. 1 Share this post Link to post
StormCatcher.77 Posted September 30, 2021 Last month's progress for the Hell Unleashed project: Spoiler 62 Share this post Link to post
MattFright Posted September 30, 2021 (edited) 22 minutes ago, StormCatcher.77 said: Holy shit. At this point i'm convinced that i won't ever see a map from you that doesn't make my jaw drop EDIT: are those railings models? i can't imagine those not being obnoxious to make in the editor or not ruining performance otherwise Edited September 30, 2021 by MattFright 4 Share this post Link to post
StormCatcher.77 Posted September 30, 2021 4 hours ago, MattFright said: are those railings models? Yes, these are models, moreover, not a monolithic model, but a construction of segments. It is enough dreary to adjust the tilt angles, keep in mind the vertical distortion and the heights difference in sectors under the models ... Difficult, but the result looks good. So far I have not observed any performance drawdowns from using models, this is good news. 6 Share this post Link to post
Dragonfly Posted September 30, 2021 27 minutes ago, StormCatcher.77 said: So far I have not observed any performance drawdowns from using models, this is good news. In a few more ambitious mapping projects people use models instead of sectors (often converting sector work into models) as it's way more efficient in terms of rendering. 2 Share this post Link to post
Deadwing Posted September 30, 2021 Strong Unreal vibes there, looks like a CTF map in the Red Team area :D 2 Share this post Link to post
DJVCardMaster Posted October 1, 2021 Everything is surprisingly under VSP limit, trust me (taken with Boom just for resolution) Yes, it is the same foresty map as before. 10 Share this post Link to post
Egg Boy Posted October 1, 2021 23 hours ago, StormCatcher.77 said: Last month's progress for the Hell Unleashed project: Hide contents Insane detailing, looks akin to a ut2004 map, this’ll probably be the next time I boot up gzdoom. 3 Share this post Link to post
HitelbeVettBor Posted October 2, 2021 On 9/30/2021 at 7:17 PM, StormCatcher.77 said: Last month's progress for the Hell Unleashed project: Reveal hidden contents While this pic reminds others of Unreal Tournament it reminds me of Quake 1 instead. :) 3 Share this post Link to post
MFG38 Posted October 2, 2021 Made a start on my thing for NaNoWADMo - a limit-removing speedmap megawad. Using this particular texture scheme once again because the previous two projects I started with it never made it to the finish line. But this time, I'm determined. Custom sky to come later. 6 Share this post Link to post
Peccatum Mihzamiz Posted October 2, 2021 My map for 'Ray Mohawk 2' is done! Since I had to switch from vanilla to limit removing I could add some more decoration to the reception hall. 9 Share this post Link to post
Pirx Posted October 3, 2021 (edited) On 9/30/2021 at 8:47 PM, Deadwing said: Strong Unreal vibes there, looks like a CTF map in the Red Team area :D definitely. looks like ctf-dreary random match there i found: i'm impressed every time i see a doom map that looks like made for a later engine, like quake or unreal. Edited October 3, 2021 by Pirx 4 Share this post Link to post
Pirx Posted October 3, 2021 3 hours ago, OniriA said: 3 hours ago, OniriA said: many holy shits 0 Share this post Link to post
Velvetic Posted October 3, 2021 Some UDMF shenanigans using Makkon's textures. 36 Share this post Link to post
INfront95 Posted October 4, 2021 6 hours ago, Velvetic said: Some UDMF shenanigans using Makkon's textures. I refuse to believe this is doom engine, i just can't comprehend! 2 Share this post Link to post
slugger Posted October 4, 2021 I made a green-themed level in a 420x420x420 space (and under 420 linedefs). Title is "Stash" 6 Share this post Link to post
Gez Posted October 4, 2021 3 hours ago, slugger said: I made a green-themed level in a 420x420x420 space (and under 420 linedefs). Title is "Stash" But we'll just blaze through a level that small! 1 Share this post Link to post
xdude_gamer Posted October 4, 2021 55 minutes ago, Gez said: But we'll just blaze through a level that small! 10Sector challenge taking a minute to kill everything be like: 0 Share this post Link to post
xdude_gamer Posted October 4, 2021 Lots of mods shown, so here's some vanilla screenshots of the first four Doom II levels 0 Share this post Link to post
OniriA Posted October 4, 2021 18 hours ago, Kyka said: Amazing ruined temple. Very impressive. Thank you Kyka :) 1 Share this post Link to post
Pirx Posted October 4, 2021 15 hours ago, Velvetic said: Some UDMF shenanigans using Makkon's textures. almost doom3. 3 Share this post Link to post
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