Koros Posted August 7, 2017 (edited) I haven't given it a proper play through yet. I was just super impressed with the over all presentation of the map itself. You can check it out for yourself here submitted by @antares031 Very impressive. Edited August 7, 2017 by Jimp Argon 0 Share this post Link to post
dobu gabu maru Posted August 8, 2017 Nearly finished; seeing the light at the end of the tunnel has never felt so good :) 46 Share this post Link to post
Lila Feuer Posted August 8, 2017 Just looking at that makes me feel like my IRL frame rate tanked. 5 Share this post Link to post
Fuzzball Posted August 8, 2017 It's at that point you need to start investing in bigger textures ;P 2 Share this post Link to post
Tristan Posted August 8, 2017 (edited) Oh my god dobu that looks insane! Great to see this in its (almost) final form, and regarding framerate fwiw I've got an early version of this map that runs at like 1-2FPS in places using QZDoom. From the looks of things, it wasn't even half as detailed then as it is now. EDIT: Can't really follow on from that, so I'll just post a builder shot. MAP01 layout is like 95% finished now, just needs one last push really to get finished up. Edited August 8, 2017 by Eris Falling 8 Share this post Link to post
superchargecacodemons800 Posted August 10, 2017 (edited) This map is so stupid - there are 4 pixel wide ledges that if you fall off you're dead with no way out, also there is a parkour that just one jump missed will make you fall into the poison and die. btw it is in no monsters mode - that's a test map designed by me Edited August 10, 2017 by superchargecacodemons799 It does have monsters - I'm just reminding that it's in no monsters mode. 1 Share this post Link to post
Master O Posted August 10, 2017 On 8/7/2017 at 9:48 PM, dobu gabu maru said: Nearly finished; seeing the light at the end of the tunnel has never felt so good :) I got a suggestion for this map's title: Eien no Duumu. ;) 2 Share this post Link to post
Dragonfly Posted August 11, 2017 @Jimp Argon when you post these pics, can you please post the names of the WAD(s) they're from if they're not your own work? I'd love to check some of these maps out for myself! 3 Share this post Link to post
Remmirath Posted August 11, 2017 I might try to emulate Quake 1 maps in the future. 6 Share this post Link to post
Koros Posted August 11, 2017 (edited) 8 hours ago, Dragonfly said: @Jimp Argon when you post these pics, can you please post the names of the WAD(s) they're from if they're not your own work? I'd love to check some of these maps out for myself! Its the secret map 31 in Epic 2. As for the previous shots. Halo Doom, Super KF Turbo (skulltag). As for the info on all my random screenshots I post.... I'll see what I can do. ;-) Edited August 11, 2017 by Jimp Argon 1 Share this post Link to post
NeedHealth Posted August 11, 2017 (edited) e: a lot of people seemed to like this so here's a link - http://s000.tinyupload.com/?file_id=67298179817019195343 I can't make this scene "tick". It is the start of my Perdition's Gate - Resurgency map, so it is kind-a important. Edited August 12, 2017 by NeedHealth adding a link that I should have added in the begining 5 Share this post Link to post
galileo31dos01 Posted August 11, 2017 (picture taken from Reverie) This would be me in my bed if ghost imps were actual existing things 0 Share this post Link to post
KVELLER Posted August 12, 2017 1 hour ago, galileo31dos01 said: This would be me in my bed if ghost imps were actual existing things You know, using a RL in there may be even more dangerous than trying to punch the imps. I'd recommend you to keep a trusty shotgun in your bed instead. 1 Share this post Link to post
galileo31dos01 Posted August 12, 2017 2 minutes ago, KVELLER said: You know, using a RL in there may be even more dangerous than trying to punch the imps. I'd recommend you to keep a trusty shotgun in your bed instead. As far as I understand, shells don't do anything to ghosts 0 Share this post Link to post
SaladBadger Posted August 12, 2017 I seem to remember hearing that if the hitscan is aimed 100% correctly (and I do mean 100% without any error so that the trace falls exactly on the coordinate the ghost monster occupies), a hitscan attack can hit a ghost. I don't know for certain though, and doing that seems like an exercise in futility. I would stick to the rocket launcher. 0 Share this post Link to post
KVELLER Posted August 12, 2017 34 minutes ago, galileo31dos01 said: As far as I understand, shells don't do anything to ghosts Forgot about that. 27 minutes ago, InsanityBringer said: I seem to remember hearing that if the hitscan is aimed 100% correctly (and I do mean 100% without any error so that the trace falls exactly on the coordinate the ghost monster occupies), a hitscan attack can hit a ghost. I don't know for certain though, and doing that seems like an exercise in futility. I read about that as well. I've never tried myself, but I do know that the "weak point" is in the base of the monster (i.e. feet). 0 Share this post Link to post
galileo31dos01 Posted August 12, 2017 33 minutes ago, KVELLER said: but I do know that the "weak point" is in the base of the monster (i.e. feet). What would be the weak point for non-walkers? 0 Share this post Link to post
KVELLER Posted August 12, 2017 1 minute ago, galileo31dos01 said: What would be the weak point for non-walkers? I guess it'd be the bottom of their sprite. 0 Share this post Link to post
BigDickBzzrak Posted August 12, 2017 Started "working" on a "map" for Recycled CP today at 3 AM because who the hell sleeps at that time. 5 Share this post Link to post
Memfis Posted August 12, 2017 1 hour ago, bzzrak said: Started "working" on a "map" for Recycled CP today at 3 AM because who the hell sleeps at that time. http://i.imgur.com/wQdIrD1.png Looks a bit too unorganized perhaps? You have all sorts of unrelated things on the wall, and then a very weird cage on top. It's nice to have a little detail here and there, but don't get too crazy with that. 1 Share this post Link to post
BigDickBzzrak Posted August 12, 2017 (edited) Just now, Memfis said: Looks a bit too unorganized perhaps? You have all sorts of unrelated things on the wall, and then a very weird cage on top. It's nice to have a little detail here and there, but don't get too crazy with that. You start in the cage, then you lower the floor and get out. But the cage stays there. Also I kinda like the unrelated things, it looks cool. Edited August 12, 2017 by bzzrak 0 Share this post Link to post
Obsidian Posted August 12, 2017 The lion head doesn't make a whole lot of sense from a thematic standpoint, but then again this is Doom. :P Maybe I'm just being pedantic. 1 Share this post Link to post
Memfis Posted August 12, 2017 A looooooong door found in MAP04 of Endgame. 8 Share this post Link to post
scifista42 Posted August 12, 2017 2 minutes ago, Memfis said: A looooooong door Reminds me of how I was playing TNT Evilution for the first time ever, entered MAP12 and thought exactly this. 0 Share this post Link to post
Tracer Posted August 14, 2017 Hey @MetroidJunkie, check this out. Made me think of you. 12 Share this post Link to post
Pinchy Posted August 14, 2017 6 hours ago, Tracer said: Hey @MetroidJunkie, check this out. Made me think of you. ';,,;' 4 Share this post Link to post
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