Morpheus666 Posted July 11, 2020 (edited) Episode 1 replacement for Doom, 1993 vanilla restrictions Edited July 11, 2020 by Morpheus666 3 Quote Share this post Link to post
ViolentBeetle Posted July 11, 2020 10 minutes ago, Morpheus666 said: Episode 1 replacement for Doom, 1993 vanilla restrictions You should probably do something about ceiling. It looks mighty weird. 0 Quote Share this post Link to post
Doom-X-Machina Posted July 11, 2020 2 minutes ago, ViolentBeetle said: You should probably do something about ceiling. It looks mighty weird. Love your name dude... PSML!! :D 0 Quote Share this post Link to post
Morpheus666 Posted July 11, 2020 (edited) 18 minutes ago, ViolentBeetle said: You should probably do something about ceiling. It looks mighty weird. give it to the weird design choices that 1993 doom mappers did, the idea is to make the mod look and play like it came from 1993, of course with some sigil inspiration as well Edited July 11, 2020 by Morpheus666 0 Quote Share this post Link to post
Elio AF Posted July 11, 2020 One full speedmap megawad Mostly speedmaps but also a 2-3 "more than 2 days" maps (most maps were done within 2-3 hours or so) Originally had a mapinfo, but I'm keeping it vanilla. Currently I have 18 maps, so if I want to, I can release it with the addition of just two maps I guess? 8 Quote Share this post Link to post
Impie Posted July 11, 2020 The final area has a bitchin' death star look to it. 6 Quote Share this post Link to post
Lynn Posted July 12, 2020 Working on my first level intended for release, let's see where it goes ! 10 Quote Share this post Link to post
smeghammer Posted July 12, 2020 (edited) ** EDIT ** RC1 released here: Working on a multi-floor barracks type affair. Early days as just experimenting with several levels of floor and simulating doors with vertical moving sectors. Anyway, here are a few WiP screenshots: The main gate showing the three floors: Sentry platforms with walkways. Note the door: That door... Simulating a door with moving ceiling/floor scripted specials: Another shot of the sentries, showing the floors Lots to do, but you get the idea... Edited August 25, 2020 by smeghammer 7 Quote Share this post Link to post
IRod54 Posted July 12, 2020 (edited) Longest I've worked on a map by far, been on and off with it Edited July 18, 2020 by IRod54 18 Quote Share this post Link to post
Aivskar Posted July 12, 2020 Here's my first ever finished and released map. Took me a while, so I might just make something smaller next time. 5 Quote Share this post Link to post
Smouths Posted July 12, 2020 On 7/11/2020 at 1:13 AM, galileo31dos01 said: @Smouths May I ask what is that project you're working on? because those screenies mm yummy Nothing set in stone yet, but I'm aiming for 3-4 medium sized vanilla-compatible maps, ft new textures and some light dehacked work. As it stands currently, it's mostly a pet project I'm doing just because I hadn't really touched an image or map editor in years. Hoping to also write a few songs to go with it, but I still need to figure out Sekaiju or Aria Maestosa, or come up with a good workflow exporting midi tracks from Ableton Live to compile together in some other program. Here's a couple obligatory WIP areas. 11 Quote Share this post Link to post
sarge945 Posted July 13, 2020 I've been working on something a little different... 9 Quote Share this post Link to post
Megabeholder Posted July 14, 2020 Was making some voxel stuff for my WAD - Kshetra Keep. 14 Quote Share this post Link to post
LordEntr0py Posted July 14, 2020 (edited) I posted a while back about attempting to speedmap a Shores of Hell replacement episode in a month (despite knowing I'm not much of a speedmapper). Welp, scope has definitely changed. The level I started on was based on this (terrible) sket ch of a potential Doom II level I'd made some time ago. Something basic I thought I might be able to speedmap in a few hours: But scope insisted on creeping as I attempted to turn my vague scribbles into something I thought was playable and made enough sense. So on day 14 (several hours a day), that first map currently looks like this:I Yeah, I'm *definitely* not a speedmapper. You can see unfinished map edges, blank areas and poorly-formed undetailed sections where I've just laid out a vague sense of what things are going to look like. I'd estimate it's nearly half finished, so my goal is now to simply finish E2M5: Command Center by the end of the month. I have strong ideas for other maps I want to complete in the set (Halls of the Damned; Spawning Vats; Tower of Babel) and vague ideas or starting concepts for others (Deimos Anomaly; Containment Area; Fortress of Mystery). It's clearly going to take a lot of work to complete but at least now Hell's Farthest Shore has evolved a flavour: the creepy/twisted feel of the original Episode 2, combined with imposing brutalist architecture. Edited July 15, 2020 by LordEntr0py 12 Quote Share this post Link to post
LindaIsHere Posted July 15, 2020 What was once going to be 1 map has turned into an idea to make 2 more and have them all take place in this demon infested circus / carnival. Finished map 1 and also finished some of the custom textures for that map. The circus tent texture looks so out of place and it's exactly what I want. The beginning of map 1 is a little basic because I was learning how to make maps but I think I've got it now and maps 2 - 3 will have a lot more visual interest to their level design. I'm also working on some level bgm that mixes traditional doom 1 / 2 sounding music with circus elements because I think it sounds funny. 6 Quote Share this post Link to post
Toilet_Wine_Connoisseur Posted July 16, 2020 A claustrophobic horror-inspired DooM WAD (MAP 2 of 5) Heavy lean on a dark Blood/HeXen atmosphere 7 Quote Share this post Link to post
Lila Feuer Posted July 16, 2020 @Toilet_Wine_Connoisseur Looks Doom3-ish! 2 Quote Share this post Link to post
Toilet_Wine_Connoisseur Posted July 16, 2020 2 minutes ago, Lila Feuer said: @Toilet_Wine_Connoisseur Looks Doom3-ish! Thats what I was hoping to achieve = ) 1 Quote Share this post Link to post
Mad Dal 85 Posted July 16, 2020 (edited) Been working on my Randomiser Mod more than anything else. Added a heap load more inventory items, monsters and a few new weapons. Some of the new monsters added are stock monsters but used the fuzzy and subtract renderstyle effects to create more variants of them. There's even an subtract renderstyle effect done on an Archvile. He's going to be bitch to find in dark areas. I've also been working on phase monsters too. I noticed on R667 there's hardly any Hell Knight variants so obviously I have to make some of my own by modding other monsters. Edited July 16, 2020 by Mad Dal 85 0 Quote Share this post Link to post
IRod54 Posted July 20, 2020 Wow I finally finished this map, 2 months of on and off work 18 Quote Share this post Link to post
morse2179 Posted July 21, 2020 (edited) Edited July 21, 2020 by morse_deal_with_god more pictures 4 Quote Share this post Link to post
Megabeholder Posted July 21, 2020 Apparently, a large number of voxel items can cause a significant fps drop. So I have made some Decorate tweaks - actors now will not render when player too far away from them. And here some new screenshots: 15 Quote Share this post Link to post
LordEntr0py Posted July 22, 2020 (edited) Still working hard on this first map of Hell's Farthest Shore (Ep 2 brutalism). Made a note of everything I've still got to do... and now I don't think I'm going to finish it within the month. But hell if I'm gonna rush it. Better to get it done right. Quote Ep 2 brutalism? Then fall, Caesar. Edited February 17, 2021 by LordEntr0py 17 Quote Share this post Link to post
LindaIsHere Posted July 23, 2020 (edited) I finished tuning map 1 of my circus / carnival themed wad, adding some slight elevation changes, putting things in to make it look nicer, and making the last encounter in that map actually fun. I've had 2 different people who play doom very differently playtest it and I'm happy with the results. Map 2 is coming under way now. Currently making a variety of tent textures, it took like an hour of poking and prodding the blues to look decent for this one but I think I got it. Edited July 23, 2020 by LindaIsHere changed some wording 7 Quote Share this post Link to post
Szymanski Posted July 23, 2020 Currently stuck for ideas so playing with an old unfinished map, what if Hillside Siege but faster? 16 Quote Share this post Link to post
TheOrganGrinder Posted July 23, 2020 Noodling around some with the wonderful OTEX resources, a rock/cave area that's starting to feel a bit more like some strange Hell coral... 14 Quote Share this post Link to post
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