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


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Techbase (laboratory) map almost finished. Transition to next map needs to be still done. Not sure yet what that will be though.







Continued city. View from on top of the factory:


Inside a building. View towards factory.


Inside another building.



Now I have 6 maps finished. Ideas for 6-8 maps. 12 maps from last year but those quality isn't on same level with these newer ones. So quite a work to get the whole thing done. Aim is something like 20 map megawad.

map01 Mountain pass X
map02 The secret city X
map03 Fort X
map04 Prison X
map05 Laboratory X

map?? The mansion X
map?? Suburb
map?? Downtown
map?? Hidden castle

map?? The pyramids
map?? Towers
map?? River valley

Ready maps marked with x

Boom-compatible. I've used a lot of lightsources so gzdoom is recommended with these.

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SFoZ911 said:

A "my house" dot wad?


Nope, definitely not a house. Maybe the latest revisions will shed some light:

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New Palette, New Hud, New Map, New Life.





Anyways, still have to detail this a little more. It is part of a twenty map WAD I've been working on on-and-off for the past few years.

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I don't know if it's because of the distance from the player, the pallette change, or the texture itself, but the waterfall / water lacks any definition. Aside from that, love it!

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NiGHTMARE said:

Nope, definitely not a house.

Any time anything looks remotely like a house, some jackass thinks, "ooooooo, I know a piece of Doom culture that relates to this." I don't know why this is funny to me. Maybe that someone thinks they know my house better than me. ...or maybe one guy did a house years ago and now everyone thinks it's off limits. "Simpson's did it." Those caps look really nice and I can't wait to see them with more light.

I love classic Doom maps as much as the next person, but I have a special place in my heart for people who map ~irl environments in Doom.

@Jaska Wow! Those cable textures really add a world of depth.

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Dragonfly said:

I don't know if it's because of the distance from the player, the pallette change, or the texture itself, but the waterfall / water lacks any definition. Aside from that, love it!


It is both the distance and the fact that I have two versions of the waterfall that I am still working on adapting to the palette. I just happened to have the darker, less defined version there.

Ended up making a tweak to one of them:


Bonus:

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I think he meant with the actual waterfall texture. It's almost too dark and looks flat. (I might be wrong.)

One thing I like to do with waterfalls is to bevel the edges that connect to the water (outwards) so it looks like there is some erossion.

IMO... Having the flat and texture which makes the edges of the waterfall be the same texture makes the edges a little bit muddy. ...and that the area seem like very deep snow. @Scifista42 has some textures around somewhere which are stone with a small horizontal line of, "grass" at the top. Maybe you could look for something or make something similar for snow. I think making the walls of the waterfall darker would give it better contrast.

This is why I've just been sticking to Doom's default textures lately. Laziness, maybe. Kudos on the design so far, because it looks really good.

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Much better. Yeah, what I originally was saying is how the blue essentially became a solid block of colour, no defined water droplets or anything from what I could see. It almost looked like 'mipmapping' was in effect.

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Jaska said:

Now I have 6 maps finished. Ideas for 6-8 maps. 12 maps from last year but those quality isn't on same level with these newer ones. So quite a work to get the whole thing done. Aim is something like 20 map megawad.

Really liking those urban shots! Hope to see more of this :)

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Spoiler

some nonsense that started as an attempt to channel my inner sandy petersen, but I'm not really sure I actually hit the mark. now I'm just trying to make it a little more interesting than it currently is

there are some weird details I'm oddly fond of at the moment though, like that gray bit the arachnotron is sitting on being a lift triggered from a nearby area. dunno why that amuses me so much, but it felt like the kind of thing you'd see in doom 2. it isn't too obtuse, the switch that triggers it basically requires the area to be in view to use it, and there's a door up there which should indicate there's a way up there.

while it makes sense, I'm not sure how I feel about that flat that is basically the large brown bricks as a flat. just makes the map feel too much like one of those zd maps that makes poor use of the texture/flat mixing ability

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Jaska said:

-snip-


holy moly, this looks super good! the detailing especially, it looks absolutely incredible. i can't wait for it to come out.

btw, did you make those wire sprites yourself? they really make things look a helluva lot better!

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My progress for Doomworld mega project. Is not very perfect,but I`m trying my best to not make gargabe tier level.




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Fantastic use of 3D floors StormCatcher - I'd possible set the sector brightness a little higher than zero, or add some large, low-light dynamic lights to your map. Currently the intense shadows feel a bit too harsh to me.

Aside from that, damn awesome work! :D

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Feels great to map for vanilla again

Spoiler





Would Sandy Petersen be proud?

BTW I have this masochistic idea that the map would
Spoiler

INTENTIONALLY CRASH BWAHAHAHAHHAHAHA 129 VISPLANES

Not too cruel, right?

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Dragonfly

This is not 3D Floors. ;] It is sector and line portals. I trying to experiment with them. Light in one sector, cutting by a floors and ceilings. It's creating some problems with correct lighting.

The main thing, I finally learned how to use them. Previously, it was impossible, and I thought that the sectoral portals do not work.

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StormCatcher.77 said:

Dragonfly

This is not 3D Floors. ;] It is sector and line portals. I trying to experiment with them. Light in one sector, cutting by a floors and ceilings. It's creating some problems with correct lighting.

The main thing, I finally learned how to use them. Previously, it was impossible, and I thought that the sectoral portals do not work.


Ah that explains it! I was wondering how on earth you got three rooms in the same vertical.

Very well executed portals, you can't spot the breaks in the dynamic lights at all (which I've learned from experience can be a pain!).

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A plain Doom 2 map.

Trying to fit details under visplane limit and using stock textures is bit tricky ordeal, but I think I am managing.

I know project is limit-removing, but I like to challenge myself.

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Will change the sky at some point, if I'm able to find something. Also looking for a matching flat for the ASHWALL7 texture. Or just stick with the MFLR8_2 flat, but its not a high priority. This is one of the two unfinished cement themed maps that I still need to finish. Looks like I was on a cement themed map rampage a couple of years ago. I've been polishing the rocks and removed alot of the crate madness that was going on, might remove a bunch more. Should really post all my unfinished maps at some point here so people can see what I'm dealing with, hard to keep focus on anything.




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