LordEntr0py Posted May 26, 2021 (edited) Early work on Neoplasm, the map I'm doing for @DavidN's Ramp project. First proper effort with UDMF and OTEX and I'm enjoying it. Edited May 26, 2021 by LordEntr0py 29 Quote Share this post Link to post
TheGreenZap Posted May 26, 2021 17 minutes ago, LordEntr0py said: Early work on Neoplasm, the map I'm doing for @DavidN's Ramp project. First proper effort with UDMF and OTEX and I'm enjoying it. Dude, it looks killer! 3 Quote Share this post Link to post
bobbotron Posted May 26, 2021 On 5/24/2021 at 8:56 PM, roadworx said: Looks like a solid dungeon! :) 2 Quote Share this post Link to post
bobbotron Posted May 26, 2021 Having fun learning how to make new monsters, and they fit well in this level I've been designing but... I think I might do a restart on the level. The visuals are kind of neat, and the custom monsters fit but the game play is just not quite there. Trying to go for a cursed swamp you have to make it through, and then a forest. 8 Quote Share this post Link to post
AnArchaicApparatus Posted May 26, 2021 Goddamn, there's some really cool beans going on in here... ...Almost makes me kinda feel like I'm just posting a semi-polished turd here given how awesome a lot of other peoples' stuff is lol. This lil' bit that I've been working on is the E1M3 of a .wad that I started back in 2018, and have otherwise mostly abandoned until recently. It's more of an oldschool-ish mapset in BooM format (unless I need to use UDMF or whatever format to make the not-much-completed train level work better... or maybe I'll just see if I can fiddle around with external scripting if I can even do that with a BooM level,) which features a few light additions of custom sounds, sprites, some Dehacked stuff, experimental non-midi music that I made myself (though I might make new stuff for all I know at this point,) etc. Most of the mapset is loosely-inspired by Alpha versions of DooM and other mapsets like Nihility and the Betalabs series that were already in that camp, as well as a loose stylistic bits taken from much older style stuff. Spoiler Level start; part of a long tunnel that is also the entrance and exit of E1M2, as well as the exit of E1M1. "Show me your identification, please." The switch opens the doors, as well as something else... >:3c Lookin' back from the space in-between the next general set piece and the previous screenshot's main entrypoint. I wonder where this hallway leads... (insert eyeballs emoji here) Here's a room that was - like the following and previous image - are based on an unfinished level in either Alpha v0.4 or v0.5 which - if I remember correctly - the first Beta Labs also used as a basis of part of one of its maps. Other hallway The hallway on the right (from the perspective of the entrance) takes you to a larger section based on a good chunk of the unfinished E2M7: Spawning Vats from either v0.4 or v0.5 alpha DooM. Spoiler Also, just as a note, the shotgun sprite shown here was a light frankensprite that I did of the alpha shotgun and the final shotgun in Paint Dot Net if I remember correctly. It may as well just have been taken from Beta Labs though, other than the muzzle flashes that I edited from the original alphas (shown in a screenshot below.) Here's a few more assorted screen-grabs from this portion of the level ^^^ bits from the left side of the stairs ^^^ Part from the way up to the yellow keycard & the keycard room itself respectively ...and now, here's some other stuff that I did last night that can be accessed through the left hallway instead: Here's a lil' section of spoopy darkness (with lights behind & on the floor to help show monster movement & so on) inspired by one of the first levels in DooM 64 Peak-over to the Red Keycard room (inaccessable without noclip at this point.) "A suspiciously bare room with nothing but a Super Shotgun? WhAt CoUlD pOsSiBlY gO wRoNg?" - Bubzy, I think Also, there's a lighting error on the ceiling that'll need to get fixed, and all applicable traps need to be set, but yeah. ...and now, why go left or right when you can head forwards? The overall structure of this lil' bit was loosely based on an extremely unfinished, very-small level from one of the alphas that was just a few sectors and silver textures. I think it might have eventually turned into a part of E2M3: Refinery or something, but Idunno. Going to the left is currently just an empty room, but it'll eventually lead to the Red Keycard & require the Yellow Keycard to get to said Red Keycard. To the right is the following: That door is accessed from the other side in the chunk of the level accessed from the main right hallway, and it'll make an alternate route to the Red Keycard area instead of just backtracking. Here's a shot from the automap, including some stuff that I didn't show & unfinished areas. Most of the stuff that I showed is basically just the way that it'll be when/if I finish the map & mapset - unless playtesting makes me change some geometry, tinker with enemy/health/ammo-balance, etc. E1M1 and E1M2 are a good chunk done - and I composed music for both of them already, just like with E1M3 - but they still need a good bit of finishing and adding stuff. E1M4 is supposed to be a train level - which I started, but I only did the back of the train and a few cars w' crates and junk. There is also a map that I have in the E1M8 slot at the moment, but I'll likely move to E1M5 that is basically just a slaughter map, though overall more like a semi-simple Phobos Anomaly thingie on crack. I can pretty much beat it without extreme frustration even with my I-haven't-even-gone-through-Plutonia-the-whole-way-through-even-once sort of skill level though. Idunno if I'll try and finish the mapset with that, or if I might try and throw a curveball/experiment a bit and see if I can make a map satisfying enough for a concluding level that isn't just a big boss fight - maybe a surreal purgatory-ey thing or something. There is also a track that I made a while ago in the semi-hypnotic style of the rest of the music that would probably work best for said hypothetical weirdo E1M6, especially given that it was probably 12 minutes or so long. I posted most of the same screenshots (a few fewer than here) on my music Twitter earlier w' slightly different & noticeably less commentary earlier: Spoiler Sorry for this basically becoming a massive wall of stuff, but I haven't really shared much of this anywhere - other than a thread from over a year ago that I don't remember if I even actually uploaded stuff to it or not, maybe even this one - and I think this stuff is at least cool enough to slap up here for people to see in detail, and maybe DM me if any of ya'll individually want to check it out in its unfinished state/playtest what is finished. 15 Quote Share this post Link to post
ScrappyMcDoogerton Posted May 26, 2021 Gonna finish up my first map here in the next couple of days for you guys here is a screenshot to hold you over. 7 Quote Share this post Link to post
_Mud Posted May 26, 2021 14 hours ago, AnArchaicApparatus said: Goddamn, there's some really cool beans going on in here... ...Almost makes me kinda feel like I'm just posting a semi-polished turd here given how awesome a lot of other peoples' stuff is lol. This lil' bit that I've been working on is the E1M3 of a .wad that I started back in 2018, and have otherwise mostly abandoned until recently. It's more of an oldschool-ish mapset in BooM format (unless I need to use UDMF or whatever format to make the not-much-completed train level work better... or maybe I'll just see if I can fiddle around with external scripting if I can even do that with a BooM level,) which features a few light additions of custom sounds, sprites, some Dehacked stuff, experimental non-midi music that I made myself (though I might make new stuff for all I know at this point,) etc. Most of the mapset is loosely-inspired by Alpha versions of DooM and other mapsets like Nihility and the Betalabs series that were already in that camp, as well as a loose stylistic bits taken from much older style stuff. Hide contents Level start; part of a long tunnel that is also the entrance and exit of E1M2, as well as the exit of E1M1. "Show me your identification, please." The switch opens the doors, as well as something else... >:3c Lookin' back from the space in-between the next general set piece and the previous screenshot's main entrypoint. I wonder where this hallway leads... (insert eyeballs emoji here) Here's a room that was - like the following and previous image - are based on an unfinished level in either Alpha v0.4 or v0.5 which - if I remember correctly - the first Beta Labs also used as a basis of part of one of its maps. Other hallway The hallway on the right (from the perspective of the entrance) takes you to a larger section based on a good chunk of the unfinished E2M7: Spawning Vats from either v0.4 or v0.5 alpha DooM. Reveal hidden contents Also, just as a note, the shotgun sprite shown here was a light frankensprite that I did of the alpha shotgun and the final shotgun in Paint Dot Net if I remember correctly. It may as well just have been taken from Beta Labs though, other than the muzzle flashes that I edited from the original alphas (shown in a screenshot below.) Here's a few more assorted screen-grabs from this portion of the level ^^^ bits from the left side of the stairs ^^^ Part from the way up to the yellow keycard & the keycard room itself respectively ...and now, here's some other stuff that I did last night that can be accessed through the left hallway instead: Here's a lil' section of spoopy darkness (with lights behind & on the floor to help show monster movement & so on) inspired by one of the first levels in DooM 64 Peak-over to the Red Keycard room (inaccessable without noclip at this point.) "A suspiciously bare room with nothing but a Super Shotgun? WhAt CoUlD pOsSiBlY gO wRoNg?" - Bubzy, I think Also, there's a lighting error on the ceiling that'll need to get fixed, and all applicable traps need to be set, but yeah. ...and now, why go left or right when you can head forwards? The overall structure of this lil' bit was loosely based on an extremely unfinished, very-small level from one of the alphas that was just a few sectors and silver textures. I think it might have eventually turned into a part of E2M3: Refinery or something, but Idunno. Going to the left is currently just an empty room, but it'll eventually lead to the Red Keycard & require the Yellow Keycard to get to said Red Keycard. To the right is the following: That door is accessed from the other side in the chunk of the level accessed from the main right hallway, and it'll make an alternate route to the Red Keycard area instead of just backtracking. Here's a shot from the automap, including some stuff that I didn't show & unfinished areas. Most of the stuff that I showed is basically just the way that it'll be when/if I finish the map & mapset - unless playtesting makes me change some geometry, tinker with enemy/health/ammo-balance, etc. E1M1 and E1M2 are a good chunk done - and I composed music for both of them already, just like with E1M3 - but they still need a good bit of finishing and adding stuff. E1M4 is supposed to be a train level - which I started, but I only did the back of the train and a few cars w' crates and junk. There is also a map that I have in the E1M8 slot at the moment, but I'll likely move to E1M5 that is basically just a slaughter map, though overall more like a semi-simple Phobos Anomaly thingie on crack. I can pretty much beat it without extreme frustration even with my I-haven't-even-gone-through-Plutonia-the-whole-way-through-even-once sort of skill level though. Idunno if I'll try and finish the mapset with that, or if I might try and throw a curveball/experiment a bit and see if I can make a map satisfying enough for a concluding level that isn't just a big boss fight - maybe a surreal purgatory-ey thing or something. There is also a track that I made a while ago in the semi-hypnotic style of the rest of the music that would probably work best for said hypothetical weirdo E1M6, especially given that it was probably 12 minutes or so long. I posted most of the same screenshots (a few fewer than here) on my music Twitter earlier w' slightly different & noticeably less commentary earlier: Reveal hidden contents Sorry for this basically becoming a massive wall of stuff, but I haven't really shared much of this anywhere - other than a thread from over a year ago that I don't remember if I even actually uploaded stuff to it or not, maybe even this one - and I think this stuff is at least cool enough to slap up here for people to see in detail, and maybe DM me if any of ya'll individually want to check it out in its unfinished state/playtest what is finished. Very cool screenshots, I'm looking forward to the release. 2 Quote Share this post Link to post
roadworx Posted May 26, 2021 17 hours ago, AnArchaicApparatus said: Goddamn, there's some really cool beans going on in here... ...Almost makes me kinda feel like I'm just posting a semi-polished turd here given how awesome a lot of other peoples' stuff is lol. untrue, it looks absolutely fantastic 5 Quote Share this post Link to post
LordEntr0py Posted May 27, 2021 On 5/26/2021 at 4:22 AM, AnArchaicApparatus said: ...Almost makes me kinda feel like I'm just posting a semi-polished turd here given how awesome a lot of other peoples' stuff is lol. I agree with @roadworx. I really like these. Good, clean architecture and I admire the composition. 4 Quote Share this post Link to post
rescue86k Posted May 27, 2021 Started this on the 19th, it's a restart of a map I was working on in 2019. The computer crashed so the data was lost. It's going to be doom 1 episode 1 in 1 map, with marathon like terminals, maybe a few cutscenes, a little bit open world. I wouldn't say questing, just a straight up map. Like normal. Sorta. Kinda. Maybe. The old map looked like this: The new map in progress is the same thing , or strategy. I attached some screenshots of yesterdays work. 6 Quote Share this post Link to post
RDETalus Posted May 27, 2021 I was learning how to do texture work in Slade and ended up with this experiment. I think it's kind of funny, maybe I'll make it a secret level in my wad 20 Quote Share this post Link to post
CblBOPOTKA Posted May 27, 2021 your body aint take this Spoiler 13 Quote Share this post Link to post
kwc Posted May 28, 2021 Still a mess but starting to take shape :) 25 Quote Share this post Link to post
uber Posted May 29, 2021 (edited) (please ignore the misaligned support) Edited May 29, 2021 by uber 45 Quote Share this post Link to post
Doomkid Posted May 29, 2021 On 5/27/2021 at 8:51 PM, RDETalus said: I was learning how to do texture work in Slade and ended up with this experiment. I think it's kind of funny, maybe I'll make it a secret level in my wad That is adorable. Where did you get the sky by the way, or did you maybe make it yourself? I love it 4 Quote Share this post Link to post
Chainie Posted May 29, 2021 I think this is SKY1 from Epic2 by Eternal 1 Quote Share this post Link to post
Dexiaz Posted May 29, 2021 On 5/27/2021 at 3:03 PM, rescue86k said: Started this on the 19th, it's a restart of a map I was working on in 2019. The computer crashed so the data was lost. It's going to be doom 1 episode 1 in 1 map, with marathon like terminals, maybe a few cutscenes, a little bit open world. I wouldn't say questing, just a straight up map. Like normal. Sorta. Kinda. Maybe. The old map looked like this: The new map in progress is the same thing , or strategy. I attached some screenshots of yesterdays work. Goddamit, this is a very similar to what I'm doing too. But still, your concept is different here, no doubt. Keep it up, I'd like to see the finished version 0 Quote Share this post Link to post
RDETalus Posted May 29, 2021 2 hours ago, Doomkid said: That is adorable. Where did you get the sky by the way, or did you maybe make it yourself? I love it I stole it from Epic2.wad 1 Quote Share this post Link to post
Misty Posted May 29, 2021 Nothing worthwhile to show in game yet, but I like how this layout is shaping, even if it's supposed to be first floor out of three: 7 Quote Share this post Link to post
DerTimmy Posted May 30, 2021 (edited) Berserk Update at 2:40 Edited May 30, 2021 by DerTimmy 3 Quote Share this post Link to post
Salmon Posted May 30, 2021 A screenshot from my contribution to 3x3 Take Two: And a couple from my submission to MAYhem X: 17 Quote Share this post Link to post
spineapple tea Posted May 30, 2021 I'm trying my hardest to make a plutonia-like map. This is without a doubt the most difficult map I've made so far. 9 Quote Share this post Link to post
MattFright Posted May 31, 2021 Working on my DMP2021 submission once again, this time i did some heavy visual tweaking (i think it looks a lot more interesting now), added a few new rooms, and added Supercharge to spice things up (totally not because i couldn't make "vanilla" work haha)... I want to get this done by next month but we'll see :) 24 Quote Share this post Link to post
kwc Posted May 31, 2021 Been having fun with UDB's saving sectors as .pngs and illustrating further detail on flats, noticing some hasty work now that I pulled this image up though. 23 Quote Share this post Link to post
spineapple tea Posted May 31, 2021 I'm ashamed to say how long it took me to use custom textures in Boom. 20 Quote Share this post Link to post
evil_scientist Posted May 31, 2021 7 hours ago, kwc said: Been having fun with UDB's saving sectors as .pngs and illustrating further detail on flats, noticing some hasty work now that I pulled this image up though. Tony Hawk Pro Doomer? :D 6 Quote Share this post Link to post
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