CosmicSoftness Posted January 18, 2019 2 hours ago, TollyCastle said: Some grimy and dark otex sewers I guess. Tried to make them feel sort of quake-y 2 Aw MAN THAT'S FUCKIN SIIIIIIIIIIIIIICK!! 0 Share this post Link to post
TollyCastle Posted January 18, 2019 On 12/29/2018 at 6:23 PM, TollyCastle said: Messing around with OTEX. I don't make techbases often so this could be a great learning experience. The sewers are actually part of the same level as the image in the message I quoted. I've tried to make the level have contrast between wood + metal panel heavy parts and grimy, mainly brick sewery parts. 0 Share this post Link to post
KVELLER Posted January 18, 2019 13 hours ago, mappr said: gif of my map for bloody rust 3 (hope that's not cheating?), this is my first proper map so please no bully i like it most in software mode (no truecolour) it makes the colours more grungy, combined with a low res i think it looks cool The framerate of that GIF hurts me, but the map looks cool. 3 Share this post Link to post
Dutch Doomer Posted January 18, 2019 Underground cave coming along nicely, trying to make the rocks look naturally. One third of this area is finished, two third to go. 26 Share this post Link to post
cambreaKer Posted January 18, 2019 i have no idea what did i create here 4 Share this post Link to post
TollyCastle Posted January 18, 2019 The main generator.(keen's there until i get some high tech power cell sprites with explosion frames) 13 Share this post Link to post
Big Ol Billy Posted January 18, 2019 6 hours ago, Maha said: TITLEPIC for my very old abandoned project. That picture of doomguy is for some reason my all time favorite pic. I edited that weird machine gun for the SSG. These old resources were used in DBP_06.wad by 40oz and co. This was a cool set of resources, love the menu graphics especially. I still think there's more that could be done with that stuff! 0 Share this post Link to post
Bridgeburner56 Posted January 19, 2019 Very very WIP shots from today's stream. Here be Dragons boink part 2 49 Share this post Link to post
Aquila Chrysaetos Posted January 19, 2019 Not Doom per se. I wasn't even sure what this was until a couple days ago when I decided this was a reinterpretation of Chex's first map. 19 Share this post Link to post
Dutch Doomer Posted January 20, 2019 A nice view into the cave. Getting there, one last part of the cave still to design. After that I really need to stop adding rooms, and start planning gameplay. 13 Share this post Link to post
Bauul Posted January 20, 2019 Model maestro Clay has been tinkering with getting some Doom 2016 gore models into GZDoom. Add in some specular and normal maps and a few attanuated lights, and I think they've come out rather well! 30 Share this post Link to post
Argent Agent Posted January 20, 2019 13 hours ago, Aquila Chrysaetos said: I wasn't even sure what this was until a couple days ago when I decided this was a reinterpretation of Chex's first map. Nice! I remember I did a remake of E1M1 and E1M2 quite a few years ago - I need to dig those out or just make some new ones because it'd be nice to have some tougher levels for an obscure IWAD with a trivial difficulty level. Not sure if you're familiar with some of the other Chex resources out there, but I'd recommend the Chex Skulltag Pack for some extra textures if you need any. 1 Share this post Link to post
Aquila Chrysaetos Posted January 20, 2019 Stuff for an upcoming CP, most likely. My first experimentation with the rotatable grid in GZDoom Builder, too. 20 Share this post Link to post
Gaia74 Posted January 20, 2019 29 minutes ago, Aquila Chrysaetos said: Stuff for an upcoming CP, most likely. Images My first experimentation with the rotatable grid in GZDoom Builder, too. Moon <3, i love the moon maps <3 0 Share this post Link to post
RonLivingston Posted January 20, 2019 This is the first time theres a shop inside a temple like this, and of course I developed the bloodstalker 5 Share this post Link to post
Novaseer Posted January 21, 2019 I configured my GZDoom settings and now I have fancy bloom! Observe on a terrible shot of my project's MAP09. (Yes, I did IDKFA to get here.) 9 Share this post Link to post
Dutch Doomer Posted January 21, 2019 From a simple drawing to the almost finished room in my map. Had this idea to create a mine shaft connected to 3 train tracks This room still needs some additional work, but I'm almost finished. 21 Share this post Link to post
Tango Posted January 21, 2019 @Dutch Doomer looks awesome. I love seeing doom drawings :D more nukage jungle: 35 Share this post Link to post
Dutch Doomer Posted January 21, 2019 Thanks @Tango, larger areas I usually draw on paper beforehand. Love your map, a very nice theme you got going there :) 1 Share this post Link to post
Philnemba Posted January 22, 2019 When you forget that using crate textures on middle linedef will create tutti-frutti effects in vanilla -_-; btw this is an outdoor section I'm adding on Hell on Phil Map01 currently in progress ;) 6 Share this post Link to post
HUGEkidsY2K Posted January 22, 2019 First finalized section of my new map so far! 6 Share this post Link to post
riderr3 Posted January 22, 2019 I've plan to completely retexture this map from my WIP mapset (except I'll leave the sky). Currently it's just a mishmash of themes, but I want to apply special neon/bright textures for it. 18 Share this post Link to post
Empyre Posted January 22, 2019 (edited) 9 hours ago, Philnemba said: When you forget that using crate textures on middle linedef will create tutti-frutti effects in vanilla -_-; btw this is an outdoor section I'm adding on Hell on Phil Map01 currently in progress ;) Why not make a sector whose floor is the top of the crates? Or make it null space (no sector) so the crates are stacked to the ceiling? @riderr3: That area looks good as-is. There is nice contrast between those textures and the bright sky, which would be lost if you switched to bright textures. Edited January 22, 2019 by Empyre 0 Share this post Link to post
Novaseer Posted January 22, 2019 Taking a break from my personal project (for now) to get a start going on my Doomworld Omega Project 2019 map. Experimenting with arched windows. 9 Share this post Link to post
Fuzzball Posted January 22, 2019 They look like a good start but the lack of contrast behind them doesn't show them off too well- it all kinda blends in! 1 Share this post Link to post
Novaseer Posted January 22, 2019 7 minutes ago, Fuzzball said: They look like a good start but the lack of contrast behind them doesn't show them off too well- it all kinda blends in! Since we're allowed to use up to five custom textures in the project, I might make a variation of the BRICK7 texture with a slightly different colour to use for the outside walls to create that contrast. 0 Share this post Link to post
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