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What non-Doom mapping/modding efforts have you completed/are near completing? Please reveal them!


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The reason I'm creating this thread is because the "[. . . .] I wanna see your wads[. . . .]" thread clearly requests Doom map previews.

 

If someone wishes to post non-id Software Doom mod work that displays their personal passion(s), then logistically it would be off-topic to sample such digital efforts in a reply to that post in that thread.

 

If you have non-Doom file(s) you have completed and wish to showcase to others viewing Doomworld and the file(s) took tens of hours to realize, then please, if you would, share that work here so others may witness what came from your soul.

Edited by Reviver

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BoHCatdl(Baron_of_Hell's_Cathedral)[Quake 1/Classic Quake]

 

 

Sullen in nature is the battleground before you,
existing within a domain a demon holds sacred. . .

Grey worn building materials prominently featured
within the sturdy structures are accented with brown
surfaces along with black and other dark colors. . .

It appears before you in decorations that could
hold function to a variety of mysteries -- the skulls
that have thick curved descending horns -
the being this cathedral pays tribute to as
if it were of nobility.

 

RevealThem_1.jpg

 

RevealThem_2.jpg

 

RevealThem_3.jpg

 

RevealThem_4.jpg

 

RevealThem_5.jpg

 

RevealThem_6.jpg

 

BoHCatdl(Baron_of_Hell's_Cathedral)[Quake 1/Classic Quake] YouTube content:

 

BoHCatdl Tour - YouTube:  

BohCatdl.nav: Version 1 Tyrant demo

Edited by Reviver

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  • 2 weeks later...

BoHSuite(Baron_of_Hell's_Suite) was completed 09/08/2022 and released online starting 09/09/2022:

 

BoHSuitePreview2.jpgBoHSuitePreview1.jpgBoHSuitePreview5.jpg

Download link:  https://archive.org/details/BoHSuite

 

 

YouTube video tour of level:

 

 

I purposely excluded two secrets while providing the guiding tour. . .

 

Thank you for your interest in BoHSuite(Baron_of_Hell's_Suite).

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  • 2 weeks later...

Project Maverick Breaker is underway.  It is a Free For All map for Quake III: Arena.  Here are previews of what I have done so far:

 

FduKsElWIAAxYaW?format=jpg&name=large

 

FduKsElX0AAxFyi?format=jpg&name=large

 

FduKsEpXoAIhtHa?format=jpg&name=large

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Just a quick test to try and wrap my head around Trenchbroom around the time the Quake 1 remaster came out. At some point I need to sit down and fiddle around with it some more, but all the other tools for creating texture WADs etc. feel so much more primitive than the amazing stuff I'm used to from the Doom scene.

 

 

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I did a bunch of maps for UT2004, specifically for the Unreal Tournament Revolution and CTF4 projects (I was lead mapper in the latter).

 

Of course, that was 15+ years ago :)

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The project draws near to an end.  Just one element is missing before I release BoHColsm via the internet using file sharing servers.

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BoHColsm(Baron_of_Hell's_Coliseum) is now complete!

 

 

"Lasciate ogne speranza, voi ch'intrate"/
 "Abandon all hope, ye who enter here."

 

Dante Alighieri

 

This is not Paradise; this is not Sheol or 
Purgatory: this place is a violent Limbo!

Trapped within an arena where the release
of death is denied, you do battle against
intelligent and vicious opponents -- you
and the enemy both fight for freedom from
this soul-toturing place.

 

To win your freedom, you must emerge
victorious.  If you do not, then you will
endure being damned to be fodder for your
opponent's deadly arsenal and strategies.

 

Weapons              :  Shotgun, Plasma Gun, Lightning Gun, Rail Gun

 

Items                   :  (x4)Health(5 Points), (x2)Personal Teleporter,
                                Holdable Medikit, Heavy Armor

 

Ammo Items         :  Bullets, Shells, Cells, Slugs

 

Additional Credits to   :  Ultimate Doom/Doom II, and Classic Quake.
                                   Their influences within Quake III: Arena
                                   inspired this map's creation.

                         

                                   Musician Dylan Leggett, who gave me permission
                                   to use an altered version of the Episode 1 Mission
                                   8 from Ultimate Doom "Sign of Evil" he created!
                         

                                   Here is his YouTube channel URL:
                                   https://www.youtube.com/c/DYLZAL

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  • 3 weeks later...
  • 1 month later...

Rampage M

 

This was to be a commercial project that, sadly, had to be canceled. A lot of development occurred, including coding, models, mapping.

 

yex.jpg

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L'odio_Nero_Death_Match(The Black Hatred Death Match) is officially underway for Quake 1.

 

Here are previews from my beta version that I started developing today:

 

UpdatedLdoNroDM_Beta1.png

 

UpdatedLdoNroDM_Beta2.png

 

UpdatedLdoNroDM_Beta3.png

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L'odio_Nero_Death_Match is complete today this 12/05/2022!

 

L'odio Nero. . .

Il colore del buio;

L'ombra che domina questo spazio.

Il mio odio ha dato origine a questa arena di morte e violenza che è diventata un punto caldo;

Odio Nero. . . è il disegno che sprigiona l'ombra dello spirito.

 

 

L'dio_Nero_Death_Match_1.png

 

L'dio_Nero_Death_Match_4.png

 

L'dio_Nero_Death_Match_7.png

 

Want more screenshots, or simply wish to download this map?  If interested, follow this link: https://archive.org/details/ldio-nero-death-match/

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  • 1 month later...

This is but a sample from my latest map in development "The_Grey_Stardust_Zone."

Preview_Screenshot.png

 

This time around, I'm implementing not only my own ideas, but also the ideas from others who offer them.  Every single outside idea gets the person who contributed it a creative assistant credit in the readme.txt file!

 

Don't be afraid to express yourself if you have a way to improve this map!

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The_Grey_Stardust_Zone

 

https://archive.org/details/The-Grey-Stardust-Zone/

 

Description               : Mostly grey building materials harmonize with the dark.

Weapons                  : Double Barrelled Shotgun; Super Nail Gun; and Thunderbolt.

Items                       : Green Armor; ( 2x)15 point medikits.

Ammo Items             : Shells, Nails/Spikes, and Cells.

Additional Credits to  : Special thanks to these creative assistants:

                                 

                                  Shinkanohikari https://www.youtube.com/channel/UCS16gow6Fb87aC0HPhxLRPA

                         

                                  Arrow/Arrowhead

                       

                                  Plank

                         

                                  Fred Miller(Social Work | Associate in Science)

 

FinalVersion-The_Grey_Stardust_Zone_1.pn

 

FinalVersion-The_Grey_Stardust_Zone_4.pn

 

FinalVersion-The_Grey_Stardust_Zone_5.pn

 

FinalVersion-The_Grey_Stardust_Zone_7.pn

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My first release for Wolfenstein 3D is known simply as SS. It’s a 10 level stand-alone episode with minor code changes (thanks to the MIA Wolf 3D guru known as Andy Nonymous). It is very reminiscent of the Escape From Castle Wolfenstein episode and overall is very noobish. This was made prior to EC/LZWolf, so thus far there is not a compatible version to use with that port and it will require the SDL exe included in the download to run. There’s also a 2 level SDM demo that connects to the story, but I don’t really care for it and probably shouldn’t have released it. 

 

Then, I worked with ThunderEnema to help him make his dream project known as Beyond the Grave. Several of the maps are based off of maps I made for a cancelled Wolf 3D project.


I also contributed maps to each of the following Wolf 3D community map sets: 

DHW Lost Episodes Mapset (lvls 4 & 20)

DHW Totengraber Mapset (lvls 6 & 9)

LZWolf Mapset (2 lvls)

 

The most recent solo effort of mine is my SDM mapset. It is 2 levels that use the Spear of Destiny Demo code as a base, very minor source code changes were implemented here by yours truly. This is by far what I consider to represent my best mapping efforts for this game. Unlike the previous projects I mentioned, this one does have an EC/LZWolf compatible version thanks to AstroCreep. 


And just recently, I contributed a map for the Floor 10 slot of Oldfartenstein. I will be providing 2 maps for episode 3 of this project that will release quite soon (hopefully). 


I really enjoy making maps for Wolfenstein 3D, and plan to release a full map replacement for both WL6 and SOD in the near future that will be DOS compatible so they’ll run on all ports. I also am contributing maps to the LZWolf Astrostein mapset, and I encourage anyone who wants to make a map to do so because they need more submissions. It’s an open-invite so there’s no slots or anything to be concerned about.  
 

Otherwise, I have been toying with making a Duke Nukem 3D map for years now and just need to quit procrastinating and finish something for release. 

Edited by DNSKILL5

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