MarketAnarchy Posted April 9, 2017 Very early stage in development for 4 Share this post Link to post
Deleted_Account Posted April 9, 2017 (edited) I just started a new Doom 64 themed map. My mapping practice continues. A medical facility overrun by hell, I prescribe chainsaw. Edited April 9, 2017 by Piper Maru 4 Share this post Link to post
Medis Posted April 10, 2017 (edited) https://s18.postimg.org/px14m903d/Coop-20170407-100830.png Edited April 10, 2017 by Medis 0 Share this post Link to post
40oz Posted April 10, 2017 57 minutes ago, Angry Saint said: Yes, why not? cool Rorschach test :) 1 Share this post Link to post
Medis Posted April 10, 2017 (edited) 22 hours ago, dobu gabu maru said: 17k so far—it requires extended nodes so no multiplayer testing, sorry! Should be my last DMP contribution. *writes a note into his notebook... * of course there will be... Edited April 10, 2017 by Medis 0 Share this post Link to post
lupinx-Kassman Posted April 10, 2017 22 hours ago, MarketAnarchy said: Waterman Looks like the midtextures may need to be optimized for the blue colormap, but I'm guessing this is more a test sector than anything. In any case I already like the concept. Look forward to seeing where you go with it! 0 Share this post Link to post
Gez Posted April 10, 2017 "Test report: mandatory damage sections are especially annoying when you are already low on health." 0 Share this post Link to post
dobu gabu maru Posted April 10, 2017 I generally abide by the mouldy rule of "sectors should not be 20% damaging unless it's an inescapable pit". Looks cool Eris, fingers crossed that you'll actually finish it! 1 Share this post Link to post
Tristan Posted April 10, 2017 Thanks, and yeah actually what am I doing I hate 20 damage floors, heh. Not that they apply here but suit leaks infuriate me :P 0 Share this post Link to post
Empyre Posted April 10, 2017 I made the decision to remove damaging floors from my maps, and all pits have a way out. I'm kind to my players, except for all the monsters I throw at them. 0 Share this post Link to post
roadworx Posted April 11, 2017 1 hour ago, Empyre said: I made the decision to remove damaging floors from my maps, and all pits have a way out. I'm kind to my players, except for all the monsters I throw at them. well, i mean, the enemies are kinda what doom is all about :p 0 Share this post Link to post
Deleted_Account Posted April 11, 2017 Got a little more work done on my Doom 64 hospital map earlier today. The idea is the further you go through the hospital, the more you find that hell is subverting reality. 3 Share this post Link to post
lupinx-Kassman Posted April 11, 2017 (edited) Vanilla background-hacky shenanigans. Are they microbes? Are they cheetos? One man's quest to find the truth begins Edited April 11, 2017 by lupinx-Kassman 13 Share this post Link to post
DoomKnight1984 Posted April 11, 2017 3 hours ago, Piper Maru said: Got a little more work done on my Doom 64 hospital map earlier today. The idea is the further you go through the hospital, the more you find that hell is subverting reality. It would be nice if there's a "womb" map part as hell merges with reality, kinda like this but I'm not sure if there are such textures existing from the original Doom 64. 13 Share this post Link to post
Olroda Posted April 11, 2017 5 hours ago, Piper Maru said: Stuff! So, have you released any of your maps so far? They sure look good... 1 Share this post Link to post
Walter confetti Posted April 12, 2017 (edited) Bunch of WIPS for various community projects i'm involved: plus a little wad i made for testing purpose using a (pretty old) freedoom 1 assets. Eeeww. Edited April 12, 2017 by Walter confetti new pic added 5 Share this post Link to post
Crunchynut44 Posted April 12, 2017 @Walter confetti I hope that's a lift function and not a door in that first picture ;) Digging the vibes though. 0 Share this post Link to post
Walter confetti Posted April 12, 2017 Thanks. Unluckily that is a door, you see it better as a lift? 0 Share this post Link to post
Dragonfly Posted April 12, 2017 The reason why is if it was a door you'd be lifting 128 pixels of door up into only 32 pixels of ceiling, meaning your door is sort of 'disappearing into the void'. This is a common 'trait' seen in Doom, but for some it's kind of immersion breaking. :P 1 Share this post Link to post
Gez Posted April 12, 2017 You can use a lift (the "down, wait, up, stay" action) to make a wall that slides down instead of up. Not to make a lift that the player will ride up into an upper area. 1 Share this post Link to post
Fletcher` Posted April 12, 2017 6 hours ago, Walter confetti said: Thanks. Unluckily that is a door, you see it better as a lift? Be wild and free, make it a skydoor. 0 Share this post Link to post
Empyre Posted April 13, 2017 Maybe it is a door with segments that roll up into a cylinder, rather than all once piece. I would have it go down like you guys, though. 0 Share this post Link to post
Tristan Posted April 13, 2017 Clearly I'm at the height of my mapping career. This somehow stemmed from the 3ha3 TNS session recently, rofl 15 Share this post Link to post
axdoomer Posted April 14, 2017 (edited) Doesn't look realistic unless it folds like a garage door (you need to imagine it). Else that looks totally stupid in real life. One way you can explain it is that the doors in Doom are so technologically advanced that their upper part disappear when it goes into the ceiling due to some technology. Edited April 14, 2017 by axdoomer 0 Share this post Link to post
NecrumWarrior Posted April 14, 2017 (edited) My mom recently moved back from New Orleans, and with her came a bunch of my old junk. Among the boxes I trudged up this gem which I forgot I even had: It came bundled with a CD copy of Shadow of the Serpent Riders an uncle of mine had in a box filled with old DOS games I dug through about 10 years ago. It's actually the only reason I own Heretic at all, as at the time I had no way to buy it on Steam if it was even on there back then, which I doubt. The book is mostly useless, containing vague descriptions of where you need to go in levels that is poorly organized into broad blocks of text instead of an easy to use point by point description, so you have to skim the whole thing til you find the part of the map you need. It does feature some decent wireframe maps for reference. Other than that it is only good for hilariously bad old english that is sprinkled throughout the book. Edited April 14, 2017 by NecrumWarrior 5 Share this post Link to post
RjY Posted April 14, 2017 10 hours ago, Eris Falling said: Clearly I'm at the height of my mapping career. This somehow stemmed from the 3ha3 TNS session recently, rofl Depressing. 4 Share this post Link to post
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