LordEntr0py Posted February 16, 2021 Finished the layout on The Hate Flow and detailing in a couple of areas. Next focus is on combat/balance, I think. This one is going to be brutal. 10k linedefs already. Not bad for a couple of weeks' work... 34 Quote Share this post Link to post
Valhen Posted February 16, 2021 The automap view of my map so far. The layout of the level is about 80% done, and I think the bottom right section needs a bit more detail. 16 Quote Share this post Link to post
PeceMan Posted February 17, 2021 25 minutes ago, Van Daemon said: I really like this 2 Quote Share this post Link to post
Doom_Dude Posted February 17, 2021 Vilecore 1.2, Map 32 before and after.. The level still needs a lot of work. 21 Quote Share this post Link to post
VanaheimRanger Posted February 17, 2021 Just now, Doom_Dude said: Vilecore 1.2, Map 32 before and after.. The level still needs a lot of work. Man, every time I see one of your Vilecore updates I'm blown away by how just a few small changes can really enhance an area :) 2 Quote Share this post Link to post
Doom_Dude Posted February 17, 2021 10 minutes ago, VanaheimRanger said: Man, every time I see one of your Vilecore updates I'm blown away by how just a few small changes can really enhance an area :) Thanks. Newfangled textures help with that. :D 1 Quote Share this post Link to post
DMPhobos Posted February 18, 2021 Im slowly returning to finish this map that i had to pause last year due to a severe case of mappers block (and also lacking the motivation at the time) 27 Quote Share this post Link to post
Mr. LBN Posted February 18, 2021 On 2/15/2021 at 8:27 PM, LordEntr0py said: 10k linedefs already. Not bad for a couple of weeks' work... Very badazz this be here. Is this produced with the curve tool (Left side curving towards the Cyberdemon). 2 Quote Share this post Link to post
Rei is now real Posted February 18, 2021 (edited) Z1A1: Canal (Note: this isn't actually Brutal Doom, this is the Vanilla "Brutal Doom" that I found in a good vanilla wad pack) Edited February 18, 2021 by HEVSoldier_nova 4 Quote Share this post Link to post
evil_scientist Posted February 18, 2021 8 hours ago, Van Daemon said: G - Zen - Doom :) 1 Quote Share this post Link to post
LordEntr0py Posted February 18, 2021 8 hours ago, Mr. LBN said: Very badazz this be here. Is this produced with the curve tool (Left side curving towards the Cyberdemon). Curve tool and stair builder both heavily used here. In lieu of a proper tutorial, here's a quick, rough rundown of some key steps: Started with a long horizontal linedef, the width which would be the widest part of the arena Curve tool: fixed circular curve, 180 degree angle, 11 vertices (for a total of 12 linedefs) This gave a semi-circle shape Added two vertical linedefs either side of the curve With the linedefs on the curve selected, used the stair builder to create two rows of distinct, continuous steps (same height for now) I set the sector heights to form the curved sets of steps With all the step sectors selected, used the stair builder again to create the "inner" shapes that are part of the floor and ceiling patterning Set the textures and flats to create the floor pattern I added the central platform with the Cyberdemon afterwards There's more to it than that, but in short, it's worth taking the time to explore the capabilities of the curve tool and the stair builder, not to mention the ability to set grid orientation to help make your geometry regular. They are extremely powerful for creating map geometry. For a great recent tutorial on using these, I recommend this from @Bridgeburner56 (it explains a lot more than just a creating a pentagram or two). I thought I knew what was going on with these tools, but this tutorial clarified them a lot more for me: 5 Quote Share this post Link to post
Misty Posted February 18, 2021 It feels nice to kick creative block and focus on what I love the most... 29 Quote Share this post Link to post
Rei is now real Posted February 19, 2021 made a bit more progress, feel free to give advise or tell me something I could change. (Screenshots taken with RUDE this time) 4 Quote Share this post Link to post
MyNameIs Posted February 19, 2021 (edited) currently i'm working on a Hotline Miami and Warframe inspired mod with focus on speed and vertical movement. map is not ready though, but gameplay starts to form i guess. also i'm gonna add some sort of a system to regain health from stylish combos, so there's no need to slow down, or something like that Edited February 19, 2021 by MyNameIs 3 Quote Share this post Link to post
AtticTelephone Posted February 19, 2021 (edited) Absolutely nothing. Nah, just kidding, I'm trying to work on this abandoned Sunlust wannabe project that was green themed, which I was working on back in December. This is some MAP04 that I made, it's supposed to be a river. Problem is, I'm real damn lazy, so if any of you would like to help work on the mapset, please notify me immediately or this will never come out. Edited February 19, 2021 by AtticTelephone 7 Quote Share this post Link to post
Van Daemon Posted February 21, 2021 "Memoirs Of A Marine", map05 16 Quote Share this post Link to post
Valhen Posted February 21, 2021 (edited) The progress of my new map so far. I'm trying to experiment and go for a more "nature" theme compared to my previous maps. If you guys want to give me some extra feedback and/or advice then go ahead. Edited February 22, 2021 by Valhen 16 Quote Share this post Link to post
Mike_C Posted February 22, 2021 Took me a couple hours to build this, I'm well proud of it now. 22 Quote Share this post Link to post
tuturbo1991 Posted February 22, 2021 This is TechBase1, my second ever map, a WIP. I want to finish it soon. More pics tomorrow. 7 Quote Share this post Link to post
smeghammer Posted February 22, 2021 (edited) Nearing completion of E1M3 for my episode one replacement, 'Phobos: Threshold'. A few tweaks to do, and sort out texturing in some places, but getting there... Here are some new screenshots: boxes! More boxes (or are they the same boxes???) Ships (well, one ship...) Custom Monsters!! (thx R667) And rats!! It's currently very alpha, but is playable (though needs balancing and some tweaks). The repo also includes a couple of files (a .ugh file and a sprite frame .wad) in /resources/ so that the custom sprites can be made visible, with metadata, in the Eureka editor (Thanks to @printz for helping me out on that one). Edited February 22, 2021 by smeghammer 8 Quote Share this post Link to post
Megalyth Posted February 23, 2021 @Misty That second screen shot is beautiful. Those particular colors contrast in a way that I don't think I've ever seen. 1 Quote Share this post Link to post
Pirx Posted February 23, 2021 13 hours ago, Mike_C said: Took me a couple hours to build this, I'm well proud of it now. looks as good as in the quake engine. 1 Quote Share this post Link to post
tuturbo1991 Posted February 23, 2021 In TechBase1, you were tasked to investigate a strange earthquake that cut off all commns with Nukage Refinary 69. 4 Quote Share this post Link to post
Mr. LBN Posted February 24, 2021 (edited) Random Kompact Map for the Project. Don't know what ZONE this would go in, and I initially made it to be a short map that managed to take longer than MAP01 because of the fights, and route you have to take. There's a few "bleed" through texture issues, but nothing too crazy, and I'm too lazy. Edited February 24, 2021 by Mr. LBN 11 Quote Share this post Link to post
Somniac Posted February 24, 2021 Needed to take a break from the main project I'm currently working on, so I started making some some Hell-themed crypt stuff, mainly as an excuse to practise simple but effective sector-based light and shadow effects. 4 Quote Share this post Link to post
Stupid Bunny Posted February 24, 2021 Map I finished back in 2013 or so for the MAP04 slot of my ongoing project, but have gone in to touch up some of the blander-looking bits and more importantly to thoroughly revamp the combat to be (I hope) less grindy. Used to be a Tyson start but I thought this'd be more fun. If anybody wants to give it a playtest I will DM them the link ;3 19 Quote Share this post Link to post
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