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what are you working on? I wanna see your wads.


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Talyian said:

I like that semi-circular door and everything nearby, hinting that the seemingly small room between the two doors is some kind of a decompression chamber between 2 different areas - simple, but stylish. Mixing classic crates with improvised wooded ones in your other screenshots works rather well, too. However, the mono-textured walls, the large stone blocks on the floor, the tiling on the silver structures, and the ASHWALLs being used on large surfaces at all, don't look any good to me.

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scifista42 said:

I like that semi-circular door and everything nearby, hinting that the seemingly small room between the two doors is some kind of a decompression chamber between 2 different areas - simple, but stylish. Mixing classic crates with improvised wooded ones in your other screenshots works rather well, too. However, the mono-textured walls, the large stone blocks on the floor, the tiling on the silver structures, and the ASHWALLs being used on large surfaces at all, don't look any good to me.


Yeah, I have quite a bit of work to be done with it. I have a lot of walls that are just a flat "here's a texture" that need to be dealt with.

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I just spent over an hour making sectors for a nice looking tram cart, like in the Half-Life opening. Not even textured yet. I should just make something playable with default STARTAN rather than spending hours detailing.

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rileymartin said:

I just spent over an hour making sectors for a nice looking tram cart, like in the Half-Life opening. Not even textured yet. I should just make something playable with default STARTAN rather than spending hours detailing.


I started a map with only STARTAN and really basic shapes, but lost interest after 3 minutes.

http://www.mediafire.com/download/bw238na64l69hlv/wadlol.wad
Intended gameplay: http://www.mediafire.com/download/ed6aedq61gfdx9p/wadlol_rdwpa_demo.lmp

-complevel 9

Maybe someone can continue it, and we can have the WOOOO version of one of those big collaboration wads. :D Gameplay should at least make sense though.

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Hell yeah antares031; I'm on board! Can't wait to play the next version of Struggle you release.

rdwpa said:

I started a map with only STARTAN and really basic shapes, but lost interest after 3 minutes.

http://www.mediafire.com/download/bw238na64l69hlv/wadlol.wad
Intended gameplay: http://www.mediafire.com/download/ed6aedq61gfdx9p/wadlol_rdwpa_demo.lmp

-complevel 9

Maybe someone can continue it, and we can have the WOOOO version of one of those big collaboration wads. :D Gameplay should at least make sense though.


I might take interest in this one day down the road, if nobody else beats me to it. Collabs are fun :)

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Looking good Lib! I'm guessing that's totally not a secret in the second shot ;p


I got to work on something a bit last night:






Nothing too fancy, just a place for 5 people to kill each other. Still mostly an untextured mess!

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Just be aware that if you use that monster spawner outside of MAP30, the newly spawned monsters would get stuck in the player or another monster occupying the spawn destinations, instead of telefragging them.

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Ugh, I would love to; it looks so purdy... But it's gonna be at least a couple days before I could. Still totally would then, if you want.

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Made a 2-map wad over the last week or so. Boom cl9, although looks better in GZ/Zandro with dynamic lights. Mixture of blue tech and flesh hell and generally dark. Linear, encounter based and should be difficult enough on UV. HMP implemented. Slaughter-lite to slaughter gameplay.

http://www.mediafire.com/download/9kep4x3c64wdq2g/SimulatedNightmare_RC1.wad

Screenshots:

Spoiler

Starting Area


Berserk Fight Arena


Green Army


Ceiling Broke

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scifista42 said:

Just be aware that if you use that monster spawner outside of MAP30, the newly spawned monsters would get stuck in the player or another monster occupying the spawn destinations, instead of telefragging them.


Thanks for the info, scifista. I checked about it and PrBoom+ w/ complevel 2 and Crispy Doom have this problem. But I managed to shoot the stuck monster with SSG, so I guess it's not a major game-breaking glitch. Still, it may disrupt the player's experience.

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Fonze said:

Ugh, I would love to; it looks so purdy... But it's gonna be at least a couple days before I could. Still totally would then, if you want.

Oh no worries, it'll still take me a few days to finish it. I'll let you know soon, thank you! :D

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I'd be happy to give it a whirl yuki, I'll have some time in the next few days to give it some proper attention when you're ready to send me a copy.

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7th map underway. Sort of underwater computer-base, shifting to flesh and skintek. 'Neural Nest'. Hoping to get some serious verticality into it, perhaps sort of arena-type map.

I also have other map WIP, but I will finish that after I am done with this, I suppose.

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I really like the idea of underwater bases, for some reason. Makes it feel more isolated, even more than space, for me.

What engine is that going to be for? I really like the architecture so far.

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yukib1t said:

I really like the idea of underwater bases, for some reason. Makes it feel more isolated, even more than space, for me.

What engine is that going to be for? I really like the architecture so far.


It's in Boom-format.


Bit slow progress since I have been busy with other stuff as well.

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Eh, it's not really much of anything, but I've been working on a wad that rewrites the first episode of Ultimate Doom - to make them MUCH harder. I haven't even been able to get 100% kills on all 3 levels yet on medium difficulty.

Here's a screeny:

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I'm working on a 2D platform-game setup in GZDoom.

With the help of scifista42, the ZDoom wiki, and my boyfriend I put together this little PK3 that I hope to expand into a full game some day. :)

http://imgur.com/a/AFx39

You control the zombie-man over there (placeholder, obviously), and for now he's always animating in one position no matter where you move him (I'm still learning the ropes in DECORATE). He's locked on the X-axis, and you control him with the left and right strafe-button.

The textures I took from Textures.com, but once the technical side is done, I'm hoping to use my own texture-sets.

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Slow progress.
Regarding the mapset anyway, once I am done with 8 maps I'll probably push out test-build. At the moment I have finished 6, this will take some time and I have another one half-done.

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@ Agentbromsnor

Ohh i remember when pogostick.pk3 came out and tried to make a 2d level. i wanted to make a castlevania with that mod but in the end i got bored of it. hope you dont get tired with your project. this what i just barely made with that.

this just a few pics of what i made with it:

http://imgur.com/a/wxHiP

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