Negostrike Posted October 12, 2016 Just a little something I'm making. Also, checking it out with that GZDoom build with SSAO. 2 Quote Share this post Link to post
Agentbromsnor Posted October 12, 2016 The SSAO looks pretty sweet, though I can't help but wonder how much it impacts the performance of GZDoom when running more complicated maps. 0 Quote Share this post Link to post
lil'devil Posted October 12, 2016 I really like that sky, FragMan! 0 Quote Share this post Link to post
Dragonfly Posted October 12, 2016 The ambient occlusion makes such a big difference! I should probably get my hands on that build of GZDoom. 0 Quote Share this post Link to post
Breezeep Posted October 12, 2016 That effect looks neat. Where can I download this build? 0 Quote Share this post Link to post
Negostrike Posted October 13, 2016 Breezeep said:That effect looks neat. Where can I download this build? https://github.com/dpjudas/dpDoom/releases/tag/ssao4 Be aware, it's not very stable especially with sound when you load some mods that use different sound formats. 0 Quote Share this post Link to post
glenzinho Posted October 13, 2016 Fuck I love Lunatic resources, looking forward FragMan! 0 Quote Share this post Link to post
Roofi Posted October 13, 2016 I'm building a map for Chex quest. 1 Quote Share this post Link to post
CodeBunny Posted October 13, 2016 Hey all, long time lurker, first (technically second) time poster. This is my first proper attempt at mapping, so the quality is probably a bit low compared to a lot of the other things in this thread. I'm making a large, connected set of hub maps with no real purpose other than to experiment, so here's a stitched together screenshot of the six maps I've started so far. EDIT: Fixed picture 1 Quote Share this post Link to post
Superluigieth1 Posted October 14, 2016 I'm sorry if this is a bit off-topic, but I am starting to make a map for Quake. 1 Quote Share this post Link to post
Pinchy Posted October 15, 2016 Damn this Quake stuff looks great I need to get to it at some point. 0 Quote Share this post Link to post
Superluigieth1 Posted October 15, 2016 Breezeep said:ikspq2 I used ikspq2 and ikspq3 as basis for the map I'm making. 0 Quote Share this post Link to post
ScrewJack Posted October 15, 2016 I've been also making this slightly System Shock influenced cyber punkish map or TC even, with turrets, two types of mines, a shop system and a wrench. And also some breakable boxes with loot. What a combination. Been fun! 0 Quote Share this post Link to post
Spectre01 Posted October 15, 2016 Got some more towers happenin' in my Map03. 1 Quote Share this post Link to post
Agentbromsnor Posted October 15, 2016 A System Shock inspired TC running on idTech 1? Sounds like a match made in heaven! 0 Quote Share this post Link to post
Misty Posted October 17, 2016 Trying to learn from the mistakes,but unfortunately I have tendency to repeat them :') Spoiler 0 Quote Share this post Link to post
R1ck Posted October 17, 2016 Was driven from my friend. He posted his homebrew DnD dungeon. So I generate a map in Davesmapper and go for it. 0 Quote Share this post Link to post
Jon Posted October 17, 2016 Playing with hex fields, random floor heights and WadC's autotexturing, as a precursor to exposing the Perlin stuff in WadC (it's already there in the code, but not exposed at the WadC level - instead there's a marchingcubes() built in that consumes it and does some other stuff) At the moment the floor level is randomly jittered around 0, but once I've hooked it up with the perlin stuff it will be less jittery and there will be smoother transitions. Then I can play with scale etc., the intention is to have autotex handle if something is high up = mountains or low level = sea. Not sure how to get more biomy stuff in like desert just yet. Probably need a second pass with a different perlin seed for that. Spoiler 0 Quote Share this post Link to post
Jaws In Space Posted October 20, 2016 The expansion & finishing of my Bloody Rust 2 map. Previous Days 1-12 Spoiler 2 Hours 6 hours 8 hours 11 hours 14 hours 20 hours Days 13-29 22 hours 24 hours 25 hours Just finished this map up a few minutes ago. I'm just going to wait on a midi from Alfonzo & then I'll upload it. 0 Quote Share this post Link to post
Spectre01 Posted October 20, 2016 Got a high speed scrolling teleport tunnel for some cinematic effect. 1 Quote Share this post Link to post
Quagsire Posted October 21, 2016 A lot of this stuff looks good. 0 Quote Share this post Link to post
LordShadowZ Posted October 21, 2016 I've been working on several vanilla-like maps and I recently posted this volcano/lava map I'm really happy with. The thread with the download link and a couple other screenshots can be found here if anyone wants to check it out. I have a couple other completed maps, a few full map sketches, some mechanics prototypes, and lots of level concepts that I'm planning on making into a full megawad. 0 Quote Share this post Link to post
Cage Posted October 22, 2016 I'm working on DEMON BUTTS for Supplice :3 2 Quote Share this post Link to post
Albertoni Posted October 22, 2016 @Jon: Cool stuff, I've been working on some procedural generation in ACS too. @Eris: Blue waterfall lighting? Nice. Here's something I'll release before Halloween: 1 Quote Share this post Link to post
joepallai Posted October 23, 2016 Started this map over, as it wasn't working for an opening map. 1 Quote Share this post Link to post
Ed Posted October 23, 2016 The big pig is almost ready to fly, but I need a couple of testers. Anyone want to volunteer, it would be very much appreciated. Please PM me if you want to give it a spin and bug-hunt. 1 Quote Share this post Link to post
DooM_RO Posted October 23, 2016 @Ed ...and I thought my maps were big. Holy shit. 0 Quote Share this post Link to post
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