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


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Z0k said:

@ 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


I love the atmosphere in those screenshots! I would like to play it.

Coincidentally, my game will be heavily Castlevania inspired, and it will take place in a medieval setting. Right now I'm simply creating all the necessary controls adjustments, and from there I want to move on to the attacks. I'm looking to implement one ranged attack (something like a fireball that you can recharge), and a sword attack for melee. I already have a four page design document written on it, and I'm looking forward to implementing new features!

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That looks awesome antares! A sea of grey lines... makes me wonder how beautiful the first person shots of it must be :)

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Fonze said:

That looks awesome antares! A sea of grey lines... makes me wonder how beautiful the first person shots of it must be :)


Thanks! I still need to populate the level, to be honest. But here are some first person shots if you're interested in.

Spoiler





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^ I think that, in the first screenshot, the green vegetation fits very well with the grey rocks and the water, but doesn't fit well at all with the sky texture and the red trees among it.

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scifista42 said:

...but doesn't fit well at all with the sky texture and the red trees among it.


Thanks for the useful advice, as always. :) I might change the sky texture since I was planning to find the better one than the current one, probably something that less red. The purpose of red trees is a contrast element; like basil leaves on the pepperoni pizza. Personally I like those red trees right now, but I understand that people have their own taste.

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antares031 said:

Thanks! I still need to populate the level, to be honest. But here are some first person shots if you're interested in.


*begins drooling*

Personally, I like the red sky with the green vegetation in the first screenie. It'd be a bit different if the water were both brighter and more vibrant, but given the subdued blues, I think that vibrant red/orange really pops with the green veggies.

Thanks for showing those!

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Working on Confinement 256...


The first few maps are complete while many others are in progress.

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I've been working on an Ultimate DOOM level for the past few weeks. The texture work is pretty bland and it doesn't look or play like a level that took weeks to make, but for it being my first-time effort with any sort of level design I'm pretty happy with how it came out.






The top-down view in Doom Builder 2:

Spoiler

The map is completed enough for me to be satisfied, so the only thing left to do is get it uploaded to /idgames. As a newbie, uploading to the archives is a frustrating process.

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Good to see more E1 maps on the go! Some of the maps on this thread are totally mad, looking forward to playing them.

@V8_Ninja may I suggest putting a link up and letting people have a go on your map first, you should get some valuable feedback and bug fixes before you upload it.

Edit: quick note, the window in pic 1 should have its line upper and lower unpegged.

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bzzrak said:

^ looks OK, but you might use some more varying texturing here. Also, devote some time to texture aligning, at least use DB2's auto-align.


I'll keep texture variety in the back of my mind for my next wad. As for texture alignment, I did most of that manually and I thought I had gotten all of it except for the window in the first screenshot. (I have no idea how to align the bottom texture without completely throwing off the top texture.) I'll take a look DB2's auto-align feature if the archives server doesn't work for me later today.

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V8_Ninja said:

I'll keep texture variety in the back of my mind for my next wad. As for texture alignment, I did most of that manually and I thought I had gotten all of it except for the window in the first screenshot. (I have no idea how to align the bottom texture without completely throwing off the top texture.) I'll take a look DB2's auto-align feature if the archives server doesn't work for me later today.


If you go to line properties for the window line, you can select upper unpegged and lower unpegged from the tick boxes, along with impassible, blocks sound, secret etc. Tick both and you can align that texture correctly.

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Liberation said:

If you go to line properties for the window line, you can select upper unpegged and lower unpegged from the tick boxes, along with impassible, blocks sound, secret etc. Tick both and you can align that texture correctly.


Thanks for the tip. For some reason I thought both of the unpegged texture options were only useful for linedefs that were next to lifts and doors. If it's that easy I'll definitely fix it before I get to uploading it.

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V8_Ninja said:

Thanks for the tip. For some reason I thought both of the unpegged texture options were only useful for linedefs that were next to lifts and doors. If it's that easy I'll definitely fix it before I get to uploading it.

Unpegging determines where is the texture drawn from.
(kinda unclear, isn't it?)
Normally upper textures are drawn from the bottom up and lower/middle ones from the top down. Unpegging reverses that. (clearer? :])

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Dug up the old map and started working on it again.
I need to do proper shadow-work later on ( sun could come from left side or something, would help to accentuate the shapes... )

Once I am done with this I'll probably put together the test-build.

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As a gothic texture enthusiast myself: fuck yeah that looks great. Maybe add something around the top of the building so it's not just bricks disappearing into the sky?

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Rayzik said:

As a gothic texture enthusiast myself: fuck yeah that looks great. Maybe add something around the top of the building so it's not just bricks disappearing into the sky?


I imagine putting details on the top might be difficult if the "ceiling" of the sector is lower down in the building. What we're probably seeing is the edge of the outdoor sector's ceiling intersecting with the building.

To have different heights of the roof would require the sky-ceiling to be above the building and have a second series of floor and ceiling heights within the boundaries of the building.

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I see what you are saying, but I think you misinterpreted where I was talking about. Here's a shameless self-plug of a map I've been working on, in order to illustrate better in an image what I can't explain easily in words:



At the top of the building there's a support structure using a metal texture. I guess what I was talking about was adding to the outside of the building, not adding on top of the building. (which would require sectors within the structure)

Also, this is kind of on-topic too, since this is what I am working on atm.

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I see what you mean. I haven't worked with it yet since I was unsure what sort of of outside wall I was going to do. I am going to make sort of roof on it, but currently I am trying to finish the interiors.



It's kinda big map overall - sorta trying to encourage exploration.

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StormCatcher.77 said:

A few pictures of my next map ( in deep development )


Please hurry up and finish this. One look and I'm already impatient to play it.

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Rayzik said:

Also, this is kind of on-topic too, since this is what I am working on atm.


Same goes for you, Rayzik. Please get this thing done so I can play it!

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V8_Ninja said:

I've been working on an Ultimate DOOM level for the past few weeks.


This looks like a very promising start to your mapping career. Let us know once it's up and I'll give 'er a go.

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