Bauul Posted May 8, 2017 52 minutes ago, Cynical said: Would it even be possible to build Firelink shrine accurately without room-on-room? You definitely couldn't do all of the zany little jumps off of the lift to Undead Parish that lead back to the Asylum... No I don't think you could, but it's not so complicated that basic UDMF 3D floors couldn't achieve. The Undead Parish lift has four exits I believe, so it'd only take a little re-routing and you could use all four sides of the lift for the exits. You might not even need to use portals to get the player to the right spot. I may have spent a fair bit of time wandering around Firelink the Undead Burg thinking "this is all totally doable in Doom!" 1 Quote Share this post Link to post
Phade102 Posted May 8, 2017 39 minutes ago, Bauul said: No I don't think you could, but it's not so complicated that basic UDMF 3D floors couldn't achieve. The Undead Parish lift has four exits I believe, so it'd only take a little re-routing and you could use all four sides of the lift for the exits. You might not even need to use portals to get the player to the right spot. I may have spent a fair bit of time wandering around Firelink the Undead Burg thinking "this is all totally doable in Doom!" Anor Londo in Doom, please? 1 Quote Share this post Link to post
MarketAnarchy Posted May 9, 2017 So, I finally submitted torn.wad to idgames. Now I need to figure out how to put screenshots in the description. 1 Quote Share this post Link to post
Quagsire Posted May 9, 2017 I threw in a extension to that cave area, quite proud of it too tbh Spoiler 0 Quote Share this post Link to post
Nine Inch Heels Posted May 9, 2017 Did some minor detailing on my current WIP today. There's still a lot to do before it looks pretty, but maybe these manage to convey the general idea: 13 Quote Share this post Link to post
Battle_Korbi Posted May 9, 2017 4 minutes ago, Nine Inch Heels said: Did some minor detailing on my current WIP today. There's still a lot to do before it looks pretty, but maybe these manage to convey the general idea: Tfw skulls :P 0 Quote Share this post Link to post
Fonze Posted May 9, 2017 While I think the textures could use more variation (of course still a WIP, granted) I really like the line-work and ceiling architecture. First screenie looks fantastic too. 1 Quote Share this post Link to post
ETTiNGRiNDER Posted May 9, 2017 On 5/7/2017 at 4:01 PM, Bauul said: Large UDMF Quake-influenced map set in a giant cathedral, utilizing dynamic lights, ultra-hires textures (I have some 4K bad-boys in there), and a crap-tonne of portals to mimic a true 3D space. The level will be pretty large, but will utilize a smaller number of more deadly monsters (plus some custom ones to keep you on your toes) for a more claustrophobic, tenser atmosphere than usual for Doom. I'm thinking of that feeling when we played E1 for the first time and didn't know what was around the next corner. Early screenshot here to give an idea of the kind of look I'm going for. Out of all of them this sounds like the one I'd be most inclined to play. 0 Quote Share this post Link to post
Nine Inch Heels Posted May 10, 2017 (edited) I felt like giving that Cybie platforming corridor some more love just now, so here's a before: And here's the current state: Unless something tickles my fancy, I'll probably leave it pretty much as is. Maybe I'll do some texture swaps or some height variations here and there, but I think it looks sufferable by now. EDIT: Now that I think about it, it could probably use some more work in the lighting department (Note to self)... Edited May 10, 2017 by Nine Inch Heels 5 Quote Share this post Link to post
Phade102 Posted May 10, 2017 6 hours ago, Nine Inch Heels said: I felt like giving that Cybie platforming corridor some more love just now, so here's a before: And here's the current state: Unless something tickles my fancy, I'll probably leave it pretty much as is. Maybe I'll do some texture swaps or some height variations here and there, but I think it looks sufferable by now. EDIT: Now that I think about it, it could probably use some more work in the lighting department (Note to self)... The c orridor looks AWESOME. but yeah, some extra lighting would be good! =D 1 Quote Share this post Link to post
everennui Posted May 10, 2017 Congratulations @Phade102 you are the 1,000th comment on the thread. Claim your prize. You can get an eraser pencil topper or one washable, temporary tattoo. 1 Quote Share this post Link to post
Phade102 Posted May 10, 2017 2 hours ago, everennui said: Congratulations @Phade102 you are the 1,000th comment on the thread. Claim your prize. You can get an eraser pencil topper or one washable, temporary tattoo. Eraser please! Oh and this is what i'm working on right now. Map 03 of my Wad =D Its nothing amazing...but its hopefully going to turn out to be fun. Its only about 20% done, still got a huge amount of stuff to do... 1 Quote Share this post Link to post
Remilia Scarlet Posted May 13, 2017 Nearly done with SoTNR map 03. All that's left now is for me to create the boss level, do some playtesting/tweaking, adjust some assets, optimize the pk3, and it's done. So.... maybe it'll be out by July? Simple hallway, but I like it. The architecture here is partially inspired by a location in Space Hulk: Deathwing, but the gameplay is totally different. 10 Quote Share this post Link to post
Fonze Posted May 13, 2017 Beautiful, beautiful shots Yuki! The colors set off the grand architecture in fantastic ways. 1 Quote Share this post Link to post
damned Posted May 14, 2017 Currently working on another map for our CzechBox project. With my speed of 1 map per year it is still far away from release. :) 8 Quote Share this post Link to post
Remilia Scarlet Posted May 14, 2017 A very early screen from SoTNR's boss map. Like, I started it 12 hours ago, so it's very much incomplete, but the core concept is there. 17 Quote Share this post Link to post
Phade102 Posted May 14, 2017 2 hours ago, YukiRaven said: A very early screen from SoTNR's boss map. Like, I started it 12 hours ago, so it's very much incomplete, but the core concept is there. Wait a minute...you started that...12 hours ago? And its already that amazing looking? ...What is my life. 1 Quote Share this post Link to post
Phade102 Posted May 14, 2017 3 hours ago, damned said: Currently working on another map for our CzechBox project. With my speed of 1 map per year it is still far away from release. :) That looks incredible...do you have any other screenshots? i'd love to see more of this beautiful map. 0 Quote Share this post Link to post
Bauul Posted May 14, 2017 6 hours ago, YukiRaven said: A very early screen from SoTNR's boss map. Like, I started it 12 hours ago, so it's very much incomplete, but the core concept is there. Are those Quake 3 textures? I always liked that game's texture set. Was there a specific texture pack you download or did you compile it yourself? 0 Quote Share this post Link to post
Tango Posted May 14, 2017 On 5/7/2017 at 2:35 PM, Fonze said: #4 No; just no. DS was/is a terrible game TIL Fonze is crazy On 5/6/2017 at 10:24 AM, Jaska said: Swapping with maps.. No finished maps for a long time. Trying to get some sense to my rivervalley map but it's difficult. Just playing around with different approaches to vegetation etc. Whole map just a mess. Some unconnected ideas. That looks amazing :D I love the atmosphere 1 Quote Share this post Link to post
Remilia Scarlet Posted May 14, 2017 5 hours ago, Phade102 said: Wait a minute...you started that...12 hours ago? And its already that amazing looking? ...What is my life. Nothing to do on a Saturday + no social life = building the base/gameplay and testing in the day, detailing at night XD 2 hours ago, Bauul said: Are those Quake 3 textures? I always liked that game's texture set. Was there a specific texture pack you download or did you compile it yourself? No Quake 3 stuff, but I did use some from the Quake Retexturing Project and GothicDM. Also various packs off of Realm667. Everything is in PNG now in the pk3 so I can remove unused textures before I release it to keep the size smallish (wrote a program for this). 1 Quote Share this post Link to post
SFoZ911 Posted May 14, 2017 9 hours ago, YukiRaven said: A very early screen from SoTNR's boss map. Like, I started it 12 hours ago, so it's very much incomplete, but the core concept is there. Wow, looks great! 1 Quote Share this post Link to post
Bauul Posted May 14, 2017 2 hours ago, YukiRaven said: Nothing to do on a Saturday + no social life = building the base/gameplay and testing in the day, detailing at night XD No Quake 3 stuff, but I did use some from the Quake Retexturing Project and GothicDM. Also various packs off of Realm667. Everything is in PNG now in the pk3 so I can remove unused textures before I release it to keep the size smallish (wrote a program for this). Gotcha, thanks! I'll be sure to check those packs out. Also just FYI, I believe Slade 3 already has an automatic "remove unused texture" feature (I use it a fair amount). Although it's a bit late telling you now if you've already written a program! 0 Quote Share this post Link to post
LordTestes Posted May 14, 2017 11 hours ago, YukiRaven said: A very early screen from SoTNR's boss map. Like, I started it 12 hours ago, so it's very much incomplete, but the core concept is there. I really like that Q3-ish skull texture on the walls. Been looking for something like that for my hell levels that I'm working on. 1 Quote Share this post Link to post
Remilia Scarlet Posted May 14, 2017 1 hour ago, Bauul said: Also just FYI, I believe Slade 3 already has an automatic "remove unused texture" feature (I use it a fair amount). Although it's a bit late telling you now if you've already written a program! Huh, I'll look into it. I've been writing a Common Lisp library for WADs anyway, which has the same thing. Not sure how they differ yet. 0 Quote Share this post Link to post
damned Posted May 16, 2017 (edited) On 5/14/2017 at 2:22 PM, Phade102 said: That looks incredible...do you have any other screenshots? i'd love to see more of this beautiful map. Same project, but different map. Edited May 16, 2017 by damned 8 Quote Share this post Link to post
Phade102 Posted May 16, 2017 40 minutes ago, damned said: The same project, but different map. Man, this is gorgeous. are you looking for testers, by any chance? 0 Quote Share this post Link to post
Misty Posted May 18, 2017 Flesh from unknown source slowy overtakes this part of underground. I need fix this place a bit,but I can see results already. 0 Quote Share this post Link to post
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