Phobus Posted October 31, 2018 (edited) This is what I'm up to in November for NaNoWADMo. 3 episodes for GZDoom using Doom as a base and those three skyboxes to make up for the crappy speed maps that are sure to ensue. Edited October 31, 2018 by Phobus 12 Share this post Link to post
Dragonfly Posted October 31, 2018 I recognise those skyboxes. Nice choices. :) Will be fun to see the maps that go with them. 0 Share this post Link to post
Phobus Posted October 31, 2018 The left-hand one in particular is gorgeous through dint of being twice the resolution of the other two. I find this sort of thing really impressive because I'm no artist myself, so I'll do my best to show them off in the maps! 0 Share this post Link to post
Deadwing Posted October 31, 2018 (edited) Some WIP pics of my plutonish mapset. Hopefully the first episode will be ready at the end of november. The news textures are all from the Doom community :) (which will be properly credited, of course haha) Edited October 31, 2018 by Deadwing 26 Share this post Link to post
Marlamir Posted October 31, 2018 16 hours ago, Dragonfly said: Not sure about the grass texture on the steps there Malamir, aside from that this looks pretty rad! :) Thank you :) I'm not sure about that either, i will propably change the texture for the red carpet one. 1 Share this post Link to post
Terminus Posted October 31, 2018 13 hours ago, Fuzzball said: Hope this doesn't get lost the last post! :D Made a couple of recolours as a request for somebody, decided to make some variations! Hot damn these look fantastic! Am I allowed to make use of these (with proper credit, of course)? 0 Share this post Link to post
elend Posted October 31, 2018 @Deadwing Will it a great soundtrack again, like Exomoon? :D Also: Great screenshots! 1 Share this post Link to post
wolfmcbeard Posted October 31, 2018 Looks amazing @Deadwing, seeing stuff like this is why I want to try my hand at my own maps. Can't wait to play it. 1 Share this post Link to post
Deadwing Posted October 31, 2018 3 hours ago, elend said: @Deadwing Will it a great soundtrack again, like Exomoon? :D Also: Great screenshots! Initially I'll go with only using moonblood's and exomoon's soundtrack, where I'll make mp3 versions of the remaining moonblood tracks. But I'll probably compose some new tracks for it :P Not a full CD like exomoon, though! Haha Anyway, thanks a lot guys :) 0 Share this post Link to post
wolfmcbeard Posted October 31, 2018 (edited) I tried to make a broken hologram table, one of several that will be at points that seem important on a star ship. Any advice on improvement or is it good so far? Sorry, last one being low res, was from windowed mode... Edited October 31, 2018 by wolfmcbeard 10 Share this post Link to post
Fuzzball Posted October 31, 2018 6 hours ago, Terminus said: Hot damn these look fantastic! Am I allowed to make use of these (with proper credit, of course)? Of course~ :) That's why I post these 3 Share this post Link to post
Marlamir Posted October 31, 2018 (edited) I made my first weapon. Edited October 31, 2018 by Marlamir 20 Share this post Link to post
AconyX Posted October 31, 2018 (edited) Lights and shadows need some tweaking, but so far I'm happy with outcome. Edited October 31, 2018 by AconyX 31 Share this post Link to post
wolfmcbeard Posted October 31, 2018 It's probably kinda crappy looking, but it's my first scratch made texture ever and I can't stop grinning, I took me hours to actually get it from Paint to Slade (it got lost somewhere) to GZDoombuilder. It was a pain, but I feel accomplished, will definitly try to do more textures in the future to get better at it. And all that, for a whopping five screens in the map! 8 Share this post Link to post
elend Posted October 31, 2018 @wolfmcbeard That broken hologram screen looks actually really great! 2 Share this post Link to post
wolfmcbeard Posted November 1, 2018 (edited) Thanks. I felt good about it but I wanted extra input on it, see what others takes were. I'd like my first map to turn out alright but I wanted to do more than just something really basic, so I've been screwing around with ideas like the holo-table and auto opening blast doors and lighting. And now I'm working on custom display screen textures because I have an Idea of how to do it. Edited November 1, 2018 by wolfmcbeard 0 Share this post Link to post
wolfmcbeard Posted November 1, 2018 Last screen of the night, got some new screen textures made and two in game now, still need to do some final rooms and corridors so they aren't bare, put down the rest of the items and monsters, and make the exit. With any luck it can be done for the most part in a few more days. 5 Share this post Link to post
NaZa Posted November 1, 2018 MAP31: Nested Tech of Hell Reduced. Build time: 4 hours (excluding breaks). Proud of it. 17 Share this post Link to post
KVELLER Posted November 1, 2018 @NaZa Jesus, those are some tall rooms. 2 Share this post Link to post
Aquila Chrysaetos Posted November 2, 2018 Good decisions with Aquila Chrysaetos. Today I decided to do a glide while playing in longtics through this window and couldn't get out. Softlocked. The lesson: only glide in shorttics. Some glides are too hard to do otherwise. The map is E1M7 of FreeDoom 1. 2 Share this post Link to post
NaZa Posted November 2, 2018 7 hours ago, KVELLER said: @NaZa Jesus, those are some tall rooms. Those are actually elevators - normally they're around 128 but they lower pretty deep. 1 Share this post Link to post
Beginner Posted November 2, 2018 9 hours ago, Aquila Chrysaetos said: Spoiler Good decisions with Aquila Chrysaetos. Today I decided to do a glide while playing in longtics through this window and couldn't get out. Softlocked. The lesson: only glide in shorttics. Some glides are too hard to do otherwise. The map is E1M7 of FreeDoom 1. IMO it's harder to glide into that room rather than glide out of it. Besides, you could've lined yourself up, set horizontal sensitivity to 0 and moved yourself with vertical mouse movement. 0 Share this post Link to post
<inactive>Player Lin Posted November 2, 2018 On 10/30/2018 at 7:41 AM, A2Rob said: What happened? I see 16 likes but all links are 404ed. 0 Share this post Link to post
Dragonfly Posted November 2, 2018 They deleted the screenshots. They hosted them directly on Doomworld and probably ran out of space, so they removed them. In the interest of preservation I'd suggest not hosting with DW if you intend to use all your space up. :) 5 Share this post Link to post
Aquila Chrysaetos Posted November 2, 2018 1 hour ago, Beginner said: IMO it's harder to glide into that room rather than glide out of it. Besides, you could've lined yourself up, set horizontal sensitivity to 0 and moved yourself with vertical mouse movement. That's strange. I managed to glide into it very easily, but getting back out was impossible. The way I was gliding was how Dime taught me to do it, and it works well enough, but it wasn't working for me there. 0 Share this post Link to post
Jaska Posted November 2, 2018 (edited) Spiderweb inspired arena. It's just overwhelming how much work there is to get it look good and finish it. While looking simple, even to get here there has been a lot of work and experimenting.. And how to get an interesting gameplay? That's another question. May have to change a lot of things here. Add pillars, even break the circular shape, change textures... Maybe it'll never be completed, heh. Edited November 2, 2018 by Jaska 16 Share this post Link to post
A.Gamma Posted November 2, 2018 Been secretly working on a city map for this project. Since it was designed with ZDoom in mind (not GZDoom) it was kind of tricky to get the city to look how I wanted while staying within software limits. I must admit, I partially failed since there are so many 3D floors that it can bog down the engine at times (GZDoom runs just fine). Anyway, since I'm close to be done with it, here are some screenshots! 30 Share this post Link to post
A2Rob Posted November 2, 2018 @Player Lin @Dragonfly Wow I'm dumb. Fixed. 1 Share this post Link to post
StormCatcher.77 Posted November 2, 2018 I'm continuing work on my Eviternity map: Spoiler 33 Share this post Link to post
Jaska Posted November 2, 2018 5 hours ago, Jaska said: Spiderweb inspired arena. It's just overwhelming how much work there is to get it look good and finish it. While looking simple, even to get here there has been a lot of work and experimenting.. And how to get an interesting gameplay? That's another question. May have to change a lot of things here. Add pillars, even break the circular shape, change textures... Maybe it'll never be completed, heh. I'll call it a day. 49 Share this post Link to post
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