Mechadon Posted September 22, 2009 I'm digging that sky texture as well Super Jamie. Very nice :D 0 Share this post Link to post
ArmouredBlood Posted September 22, 2009 Agreeing with digging the sky superjamie. @40oz; cool, I'd like to see what you come up with. As much as I like MM, I'd rather not use things from it unless I was doing a TC (which I would love to do ... it could work :P). 0 Share this post Link to post
Antroid Posted September 22, 2009 ArmouredBlood said:which I would love to do ... it could work :P I'd love to see one. I'm a big fan of 6-8 and have also thought that it is possible to make a very interesting tribute to MM using zdoom. Even thought i'd make something like that sometime, but i know i won't have the determination and patience. 0 Share this post Link to post
ArmouredBlood Posted September 22, 2009 Yea I was thinking of trying my hand at an emerald island tutorial, but knew I didn't have the experience for it. And still don't, my only foray into zdoom ended rather meh. Not to mention it'd be GZdoom because of fun 3D things ... heh, how the heck would the polyobjects work for the pushers in the caves of the tularean forest? it's right over another story >.< Then inventory jenga wouldn't exist anymore (that's always fun :P) unless I somehow made another screen like the map ... heh, there are some things that'd work and others that definitely will not -.- 0 Share this post Link to post
Antroid Posted September 22, 2009 This is a bit offtopic (and no i won't post a picture because of that, i don't wanna run out of unspoiled places :P), but i thought the best would be a new mm-type TC, one that could be made with GZdoom. But yeah, effort. 0 Share this post Link to post
ArmouredBlood Posted September 22, 2009 Making new thread in everything else (impending metaphorical kitten slaughter). 0 Share this post Link to post
Super Jamie Posted September 22, 2009 Antroid said:Is this level of yours set on earth, i forget? (my skyscrapers are in hell) It's not really anywhere. I'm not that big on story with my maps :) Thanks for the comments guys! 0 Share this post Link to post
Erik Posted September 22, 2009 Posting a screenshot of Scythe X episode 3. 2 Share this post Link to post
Antroid Posted September 23, 2009 Heh, not that long ago i made that same texture of horizontal metal bars - cut out of a wooden texture i presume? :) Edit: i don't mean cut out as in make a new patch, just a new texture from an existing patch. 0 Share this post Link to post
Dutch Doomer Posted September 23, 2009 One of my favourite threads, looking at the shots is good for getting my inspiration back. Nice work guys, I love that red city sky. 0 Share this post Link to post
40oz Posted September 23, 2009 http://img28.imageshack.us/img28/1321/cactus.png Hey ArmouredBlood, I made this at my brother's house. I don't have Doom's pallete on this computer so you might need to do something to it to convert it so it conforms. 0 Share this post Link to post
Dutch Doomer Posted September 23, 2009 I've been working on map04 of my megawad again, this part of the map is almost finished. This map is about 50% complete. Its an large open map with several watch towers scattered about. It also got some non linearity, which I try to implement into every map. 0 Share this post Link to post
Antroid Posted September 23, 2009 I think it looks too bright, but i suppose you will work on that. Other than that it looks very interesting, though maybe those cement borders near the roofs are a bit too large? What's the reason for them? And i like the hud face :D 0 Share this post Link to post
printz Posted September 23, 2009 Looks marvelous, though I got to say that that tower with walkways on two sides has become something of your style, so it can be recognized. And the statusbar face looks like the megasphere face. Give him hair (or have the orig. artist do it) because he looks bald and with a prominent skull... So you're on a megawad. How long does a Doom level take on average? A week, not counting pauses? 0 Share this post Link to post
Gez Posted September 23, 2009 Antroid said:though maybe those cement borders near the roofs are a bit too large? What's the reason for them? I'd suggest putting on the corner angles of the towers cement pillars that would reach the upper cement overhangs. 0 Share this post Link to post
Dutch Doomer Posted September 23, 2009 @Antroid Yeah light level turned out too bright, I have to turn it down some. I'm satisfied with the cement borders size myself. Its just extra detail that I found neccesary. The hud face isn't mine though, but I quite like it. @Printz Yes the towers and walkways are my style, but I will not do that for 32 maps. The hud face sure looks like the megasphere face now that you mention it, I haven't noticed that until now. I'll probably mess up the hud face if I had to do it myself. Maps like these can drag on for months. I got too many side projects going, that also slows down progress. I should kick progress on this map into higher gear, its taking too long. I'm still planning an harbor map with an container ship and cranes, I'm curious to see if I can pull that off. E1 will have tech maps taking place on earth, E2 has space maps and maps that take place on mars. E3 will have hell maps, and will probably have intense gameplay. 0 Share this post Link to post
esselfortium Posted September 23, 2009 @Dutch Devil: Looks awesome! I do kind of wonder if the first shot's big space of stargray could look more structurally interesting if the middle 160 (I think) units of it were indented or extruded a bit and given another non-star material. Maybe. printz said:So you're on a megawad. How long does a Doom level take on average? A week, not counting pauses? Are you kidding? I'm pretty sure he's been showing slow progress on this map for a hell of a long time now. 0 Share this post Link to post
Dutch Doomer Posted September 23, 2009 esselfortium said:@Dutch Devil: Looks awesome! I do kind of wonder if the first shot's big space of stargray could look more structurally interesting if the middle 160 (I think) units of it were indented or extruded a bit and given another non-star material. Maybe. Are you kidding? I'm pretty sure he's been showing slow progress on this map for a hell of a long time now. Yeah I think I could add some detail there. But I am careful with adding detail because I am affraid I will go over the limit. Its allready pretty detailed. And I still need to add the other half of the map. This maps has been in progress an long time now, it wasn't being worked on for weeks due to other rl stuff, other games and other doom projects. Probably also becasue I didn't had any inspirtion and motivation to map. Map03 also took me an very long time to complete, I'm glad that one is finished now. That map was lying around unfinished for weeks as well. 0 Share this post Link to post
printz Posted September 23, 2009 esselfortium said:Are you kidding? I'm pretty sure he's been showing slow progress on this map for a hell of a long time now. I'm not kidding or trying to be a smartass, I'm asking to know how long it can take, without counting breaks but counting sleep and lunches. Maybe not a week, rather two. For example a Wolfenstein 3d map takes me a day (I start an evening and I'm done next evening). I'm aware of the significant complexity increase. No intent to attack dutch devil. 0 Share this post Link to post
Shanoa Posted September 24, 2009 My thread is still going strong huh. o.o On-topic: Nice shots there Dutch, makes me wanna map again and try to improve on my first contribution ever. .-. 0 Share this post Link to post
ArmouredBlood Posted September 24, 2009 Fun little bug that annoyed me for half an hour -.- Thanks for the sprite 40oz, I'll just stick with it for now. 0 Share this post Link to post
Whoo Posted September 25, 2009 Very basic layout for a vanilla map. What I'm trying to do in this map is show that it's possible to have large open areas in vanilla, and still make them look nice. 0 Share this post Link to post
40oz Posted September 25, 2009 If a map takes me more than a day that often means its going to have a long development time. and even then maps that take me only a single day to finish often end with good results. @Armouredblood, I was afraid theyd look too green. If I was at home I'd recolor it for you; would be too much work to do here. 0 Share this post Link to post
printz Posted September 25, 2009 ArmouredBlood said:Fun little bug that annoyed me for half an hour -.- Thanks for the sprite 40oz, I'll just stick with it for now. http://i34.tinypic.com/2817qdd.jpg Nice body collection you have there :) 0 Share this post Link to post
ArmouredBlood Posted September 25, 2009 printz said:Nice body collection you have there :) Check out what is now MAP30 of my Area42 episode-in-progress, then you'll see just how many there are :P They're a little samey though. @ 40oz: I think they'll do fine. I just need to actually make the map, and possibly some textures for it to go with -.- 0 Share this post Link to post
Kyka Posted September 25, 2009 An interesting thing happened to me today. I shot an imp at the top of the lift while I was at the bottom. I got on the lift. The imp's corpse fell on my head. I went up the lift, raising the imp's corpse into the hanging body. I stepped away. The imp's corpse remained stuck to the hanging body and was now suspended in midair. Weird. (The map is Insanity's edge by starscream, and I had heaps of fun playing through it. Amazing level. The port is ZDoom.) And here, just an action shot from map 5 of my little project. 0 Share this post Link to post
Philnemba Posted September 25, 2009 Something I made for my Youtube channel background and created using DOOMbuilder. 0 Share this post Link to post
Ultraboy94 Posted September 26, 2009 playing the fsr hq mod for skulltag. 0 Share this post Link to post
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