1Destro3456 Posted May 31, 2021 (edited) Some of my Screenshots for the RAMP project Edited May 31, 2021 by 1Destro3456 14 Quote Share this post Link to post
Bauul Posted May 31, 2021 (edited) For the past year or two I've been mulling potential methods for implementing proper dynamic 3D skyboxes into GZDoom. The ultimate aim was to create a skybox that looked indistinguishable from the real level, allowing for a much larger physical space than the Doom map format allows. Unlike a normal 3D skybox this physically responds to the player's location - it it's a static image or a static view of view of a vista, but a dynamic visually accurate space. It took a lot of iteration, but this is the current progress for the start of the fourth level of the Water episode for Elementalism. The whole visible area is approximately a 250,000 map units end to end, around 10 times bigger than a normal Doom map. Edited May 31, 2021 by Bauul 58 Quote Share this post Link to post
RDETalus Posted June 1, 2021 I finally got the hang of outdoor spaces, or at least this specific type of geological form 29 Quote Share this post Link to post
Peccatum Mihzamiz Posted June 2, 2021 Working on my first big map in Doom: Doom 2 format for Ray Mohawk 2. The visplanes have been a nice challenge. In this massive room for instance I had to bring the number of visplanes down from well over 200 to below 128 :p. Great experience overal. 12 Quote Share this post Link to post
Silhouette 03 Posted June 2, 2021 @TheGreenZap, is this a map you're working on? Looks good, very vanilla. 1 Quote Share this post Link to post
TheGreenZap Posted June 2, 2021 Just now, Silent Wolf said: @TheGreenZap, is this a map you're working on? Looks good, very vanilla. Yes it is. Thank you. Not exactly Vanilla. Could have done it in limit-removing though. 0 Quote Share this post Link to post
Silhouette 03 Posted June 2, 2021 (edited) 2 minutes ago, TheGreenZap said: Yes it is. Thank you. Not exactly Vanilla. Could have done it in limit-removing though. Just out of curiosity, are you using the Rowdy Rudy resources , or are you just using enemies from Realm 667. Edited June 2, 2021 by Silent Wolf 1 Quote Share this post Link to post
TheGreenZap Posted June 2, 2021 26 minutes ago, Silent Wolf said: Just out of curiosity, are you using the Rowdy Rudy resources , or are you just using enemies from Realm 667. I'm using the Rowdy Rudy resources. They are so fun! 1 Quote Share this post Link to post
uber Posted June 3, 2021 having fun with usimplicity's bigfont and otex's metal textures 17 Quote Share this post Link to post
Snaxalotl Posted June 3, 2021 Been working on a map on/off for a few months now. Almost 18,000 linedefs and 375 monsters later, just needs some tweaking after having people playtest but it should be out soon. 44 Quote Share this post Link to post
MattFright Posted June 3, 2021 58 minutes ago, Snaxalotl said: Holy shit everything about this looks phenomenal 1 Quote Share this post Link to post
joepallai Posted June 3, 2021 (looks at all the recent screenshots of the past few pages) (starts mumbling to myself, "it's not a competition....it's not a competition....") It is truly humbling seeing the skill and artistry you people have brought to this game. Just outstanding work that blows my mind when I see it and think back to the early years and what I had hoped to accomplish with an editor. 4 Quote Share this post Link to post
Pirx Posted June 3, 2021 On 6/1/2021 at 1:28 AM, Bauul said: For the past year or two I've been mulling potential methods for implementing proper dynamic 3D skyboxes into GZDoom. The ultimate aim was to create a skybox that looked indistinguishable from the real level, allowing for a much larger physical space than the Doom map format allows. Unlike a normal 3D skybox this physically responds to the player's location - it it's a static image or a static view of view of a vista, but a dynamic visually accurate space. It took a lot of iteration, but this is the current progress for the start of the fourth level of the Water episode for Elementalism. The whole visible area is approximately a 250,000 map units end to end, around 10 times bigger than a normal Doom map. if a normal map is a biplane, yours are space flight. 4 Quote Share this post Link to post
LVENdead Posted June 4, 2021 Been plugging away at this for a while. Progress started off strong but now it's down to a trickle of a dozen minutes here and there at it. It'll come to fruition eventually... 28 Quote Share this post Link to post
Peccatum Mihzamiz Posted June 5, 2021 Flexing hard in my Vanilla Doom map for Ray Mohawk 2. Cyberdemon for scale :p. 10 Quote Share this post Link to post
NiGHTMARE Posted June 5, 2021 (edited) Finally got back into mapping after almost six months. Edited June 5, 2021 by NiGHTMARE 23 Quote Share this post Link to post
Vorpal Posted June 5, 2021 4 hours ago, NiGHTMARE said: Finally got back into mapping after almost six months. wtf no baker textures? Speaking of, where's the best place to nab your texture wads... they're kinda strewn about dropboxes and mediafires on forums all over at this point, but I'm lazy and just want them served up for me on one plate 2 Quote Share this post Link to post
NiGHTMARE Posted June 5, 2021 (edited) There are actually a few subtle custom textures in those pics, such as some BRONZE-based ones in the second image. I haven't officially released any texture wads for some time. Hopefully that will change in the near future, but in the meantime Doom -1 has quite a lot of textures by me* which are all free for use. They're the ones that use the vanilla naming scheme, e.g. WALLx and RWx. * Several are based on work by other people - I think they're credited in the txt file. Edited June 5, 2021 by NiGHTMARE 4 Quote Share this post Link to post
El Inferno Posted June 5, 2021 *working on some elaborate set-piece* Spoiler some actual progress 10 Quote Share this post Link to post
Captain Toenail Posted June 6, 2021 On 5/31/2021 at 7:48 AM, 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. Aer you making a skateboarding TC or just a themed area? very cool. Reminds me of Tony Hawk's Pro Skater. 0 Quote Share this post Link to post
Doom_Dude Posted June 6, 2021 20 hours ago, Vorpal said: wtf no baker textures? Speaking of, where's the best place to nab your texture wads.. AFTERGLOW 0 Quote Share this post Link to post
pcorf Posted June 6, 2021 (edited) Expect more open maps such as city maps from me in future releases. Here is the town Hypatia in the upcoming Zone 400. Hopefully Doomguy does not suffer the same fate as Hypatia especially when the Arch Vile is let loose. Zone 400 is now 4 maps away from completion and is set for a July or August release. Edited June 6, 2021 by pcorf 12 Quote Share this post Link to post
spineapple tea Posted June 6, 2021 (edited) Environmental stuff relating to my reply on the page before this. Edited June 6, 2021 by N1ck 10 Quote Share this post Link to post
Tango Posted June 6, 2021 On 6/5/2021 at 9:14 AM, NiGHTMARE said: Finally got back into mapping after almost six months. these look awesome. I feel like when I try to make things that clean looking, I fall into the trap of making everything look very homogeneous. but you do such a good job with clean visuals without that being the case. I love your style! 0 Quote Share this post Link to post
Omniarch Posted June 6, 2021 1 hour ago, Cheesewheel said: 19/32 :) Hol up, is that a megawad I see there? You're on a roll, man! Not many mappers have an entire megawad under their belts, let alone two! Colour me intrigued. If you need a beta tester, just let me know... 0 Quote Share this post Link to post
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