Walter confetti Posted May 19, 2019 On 5/19/2019 at 10:42 PM, Marlamir said: I will ask anyway :p Have you been inspired by those half-life zombies or not?They kinda reminds me them Expand No, not at all, i've just have in mind to make a deformed zombieman from hell influence, nothing else. On 5/19/2019 at 10:47 PM, DynamiteKaitorn said: Wait. Arachnotrons are spiders (sort-of) and the former human is well... a human... So did you just make a hellish version of spiderman? O_o Expand I don't think putting spiderman and the devil togheter in one sentence can be a good idea 1 Share this post Link to post
Lutz Posted May 20, 2019 So, you want to add hundreds of tiny, gameplay-irrelevant sectors, huh? One word: shadows. 74 Share this post Link to post
Koko Ricky Posted May 20, 2019 (edited) More of my Doom 64 EX city-themed map. There's some 3D tricks going on in every screenshot, as it's quite easy to implement in the engine. Edited May 20, 2019 by GoatLord 17 Share this post Link to post
Koko Ricky Posted May 20, 2019 On 5/20/2019 at 12:38 PM, Lutz said: So, you want to add hundreds of tiny, gameplay-irrelevant sectors, huh? One word: shadows. Expand Love screenshots with meticulous shadow work. 0 Share this post Link to post
Payload4367 Posted May 20, 2019 On 5/20/2019 at 12:38 PM, Lutz said: So, you want to add hundreds of tiny, gameplay-irrelevant sectors, huh? One word: shadows. Expand I need this in a frame, on a wall in my house. Great texturing and those shadows...wow. 2 Share this post Link to post
Lutz Posted May 20, 2019 On 5/20/2019 at 6:39 PM, Rhebiz said: @Lutz When will this be finished? Expand At the current rate of production, maybe 2025. Honestly, I'll probably end up asking for help. The project (tentatively "The Outer Worlds") is planned not unlike Scythe -- a batch of 3 or 4 similarly-themed levels, then a radical jump to another batch -- so it would work nicely if a few additional developers want to pick a theme and run with it for a few maps. I was hoping to get a little further along before I created a project thread, though. 6 Share this post Link to post
Not Jabba Posted May 20, 2019 Oh wow, I didn't realize it was going to be a larger mapset. Nice! 0 Share this post Link to post
Koko Ricky Posted May 20, 2019 On 5/20/2019 at 8:40 PM, Lutz said: At the current rate of production, maybe 2025. Honestly, I'll probably end up asking for help. The project (tentatively "The Outer Worlds") is planned not unlike Scythe -- a batch of 3 or 4 similarly-themed levels, then a radical jump to another batch -- so it would work nicely if a few additional developers want to pick a theme and run with it for a few maps. I was hoping to get a little further along before I created a project thread, though. Expand Which format are you mapping in? 0 Share this post Link to post
nrofl Posted May 21, 2019 I can only upload like 500kb's of stuff so heres a 70% complete map layout: 4 Share this post Link to post
Lutz Posted May 21, 2019 On 5/20/2019 at 9:46 PM, GoatLord said: Which format are you mapping in? Expand Boom (generic limit-removing) 0 Share this post Link to post
⇛Marnetmar⇛ Posted May 21, 2019 I finally figured out the secret to speedmapping. I aim to have this done in two days or so. 7 Share this post Link to post
Fuzzball Posted May 21, 2019 (edited) Made some new sprites for the hell of it...feel free to use if you want! Download here! Edited May 21, 2019 by Fuzzball 23 Share this post Link to post
kb1 Posted May 21, 2019 On 5/21/2019 at 1:47 AM, Marn said: I finally figured out the secret to speedmapping. I aim to have this done in two days or so. Expand Nice. But, what is the secret? (seriously) 0 Share this post Link to post
Roofi Posted May 21, 2019 On 5/21/2019 at 2:43 AM, A2Rob said: Expand Just turn around the crate and you have a perfect low-cost replica of the Kaaba from Mecca. 0 Share this post Link to post
Lutz Posted May 21, 2019 On 5/21/2019 at 7:41 AM, franckFRAG said: Oh, a Crate of Hell :P Expand That was my first impression, too. "From out of the Hellmouth loomed a terrifying visage, and it was called Cubix, the demon of Unattainable Storage and Defiler of Warehouse Mazes..." 4 Share this post Link to post
dobu gabu maru Posted May 21, 2019 Getting somewhat close to the ending—the map layout is mostly finalized barring a few monster closets, so all I have left to do is more detailing and agonizing over texture usage (I haaate working with new texture sets due to this). This is one of the rare few maps where I've done almost the entire layout first and then gone around updating each room's visuals and then gameplay, which is the exact opposite of how I usually map (ie gameplay -> visuals -> next room). The process has been interesting because for the most part I've been really down on the entire map until it's slowly started coming together at the end; usually I work room by room because it makes me motivated to finish the map once I've got some really cool gameplay bits and visuals going, whereas here it still feels like a rough draft I have to hand in to a publisher in like a week. Not feeling all that confident right now, but I've done this long enough to know the feeling will pass. Here's some additional pics of the actual level. You can see I have to work on the facades of the larger buildings. 21 Share this post Link to post
Nine Inch Heels Posted May 21, 2019 While we're talking mayhem 19, might as well drop those here: 29 Share this post Link to post
dobu gabu maru Posted May 21, 2019 Really nice use of that orange pastel flat, as well as keeping your texture choices concise. I've gone with that hard orange goopy flat so a lot of the more ornate stuff doesn't blend well, pushing me to focus on hard browns and gray/black rocky textures. There's quite a bit of versatility in the Mayhem set, but it's really focused on a lot of realism and elaborate architecture, which is pretty antithetical to modern doom mapping nowadays. Feels like a set the russian community would adore circa 2010. 2 Share this post Link to post
Nine Inch Heels Posted May 21, 2019 (edited) On 5/21/2019 at 8:44 PM, dobu gabu maru said: There's quite a bit of versatility in the Mayhem set Expand Yeah, I think there are some textures in it that I'll pinch for later use in another map or two, because I've taken a liking to some of them. At the same time I found it very hard to work out what sort of "theme" would work for me. When I started the map, I was trying to go into the brown "flesh" textures, and those really ended up looking slightly bland to me, because they didn't make for nice contrasts in the end. So I left the first building I made behind, and started another one (screenie 1 and 2 above), where I finally had a theme coming together that I ended up enjoying a lot more. Also I just now noticed screenie 1 and 2 are outdated WIP shots, but whatever :P Edited May 21, 2019 by Nine Inch Heels 0 Share this post Link to post
NeedHealth Posted May 21, 2019 May19. Began this like yesterday so early beta. 8 Share this post Link to post
cannonball Posted May 21, 2019 (edited) Some nice shots, Mayhem19 looks like being another fine effort. @Lutz The only issue I have with your shots is the environments look more like somewhere I like to go on holiday, rather than fighting demons. Fantastic stuff... I am currently redoing a made for Switcheroom 2 to feel more worthwhile to the project aims as my previous effort felt more like a re-texturing. It is pretty much finished apart from some final monster placement and implementation of difficulty levels. Edited May 21, 2019 by cannonball 5 Share this post Link to post
THEBaratusII Posted May 22, 2019 Really enjoyed deathmatching with HDRambo & Shrimpy (Triaxis) at DWANGO5 GG. 5 Share this post Link to post
Zanieon Posted May 22, 2019 Going well with the remake because fuck the old map, it is one of that moments when you see your past work and imagine "how could i find this nice?" and then proceeds to notice that the flow progression of your map is entirely messy, anways: 31 Share this post Link to post
ReaperAA Posted May 22, 2019 On 5/18/2019 at 1:05 AM, Night Avenger said: I thought something was a bit off and now know its not meant to look like this at all and trying any wad/iwad has the same weird colour palette thing which im yet to fix. But man still looks awesome in hurt! Expand Check the saturation settings in display options of GZdoom. Its supposed to be a 1.0 by default. But by looking at your screenshots, it might be accidentally set to -1.0 or something. Alternately, if it is already set to 1.0, try setting it to -1.0 and see if it helps. 1 Share this post Link to post
Khorus Posted May 22, 2019 @ketmar's k8VaVoom port has some fantastic lighting and shadows, really like what they do to some of the areas in my Strife project. Looking forward to more lighting options and tools for level designers. 21 Share this post Link to post
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