LordEntr0py Posted September 19, 2021 27 minutes ago, Guardsoul said: Light up the stage! That's nice! What engine did you do that in? 0 Quote Share this post Link to post
Guardsoul Posted September 19, 2021 11 minutes ago, LordEntr0py said: That's nice! What engine did you do that in? It´s actually GZDoom with a bunch of dynamic lights and shadowmaps activated! 2 Quote Share this post Link to post
LordEntr0py Posted September 19, 2021 1 minute ago, Guardsoul said: It´s actually GZDoom with a bunch of dynamic lights and shadowmaps activated! I wondered if you'd done some trickery in GZDoom. Awesome work. 1 Quote Share this post Link to post
Yumheart Posted September 19, 2021 Plutonium Winds-inspired cozy cave thingy! 18 Quote Share this post Link to post
TheBlurCafe Posted September 19, 2021 2 hours ago, Guardsoul said: Light up the stage! Hot damn this looks amazing. 3 Quote Share this post Link to post
RonLivingston Posted September 19, 2021 (edited) So far I'm working on Heretic map E4M9 the Fountain of war, Which will feature War of the horse rider generals The message saying one who does not have the triforce can't go in meens that you don't have all 3 segments for the phoenix rod for to let the door open Edited September 19, 2021 by RonLivingston I said Does not Doesn't 2 Quote Share this post Link to post
Mr. LBN Posted September 20, 2021 Grass 'Em / Grass Out (MAP01) rework. This one hits a bit nice compared to what it replaces. 23 Quote Share this post Link to post
doomknight22 Posted September 21, 2021 On 9/19/2021 at 10:38 AM, Guardsoul said: Light up the stage! wow thats so amazing. 1 Quote Share this post Link to post
Pirx Posted September 21, 2021 On 9/19/2021 at 7:38 PM, Guardsoul said: Light up the stage! carmack should have seen this in 1993 2 Quote Share this post Link to post
RonLivingston Posted September 21, 2021 (edited) On 9/19/2021 at 1:38 PM, Guardsoul said: Light up the stage! This reminds me of that one area in map08 of Nimrod where you insert 2 of the ship batteries in the battery chargers and that warp fuel power turbine starts to rotate, I even make somthing like this too Edited September 21, 2021 by RonLivingston 4 Quote Share this post Link to post
Misty Posted September 22, 2021 People say it still blinks to this day: 21 Quote Share this post Link to post
Omniarch Posted September 22, 2021 (edited) Plutonic happenings are afoot! Edited September 22, 2021 by Omniarch forgot to crop screens 35 Quote Share this post Link to post
Egregor Posted September 23, 2021 I've been working on a complete remake of E1M6 for End Quest, a Heretic Episode I've been developing. With the original level making an appearance in Cacowad's Blasphemous Experiments I decided this was a good opportunity to try my own spin on the concept for this level to make it fit the style of EQ a little closer. The layout is mostly complete now at 600 sectors but I expect to double or triple that once I do a texture, detail, and shading pass. Hopefully by then I will have some screenshots that are a little more juicy. 11 Quote Share this post Link to post
Dexiaz Posted September 23, 2021 On 7/28/2021 at 4:36 PM, Dexiaz said: 4 Quote Share this post Link to post
smeghammer Posted September 24, 2021 Here's a better vid of my upcoming map 'The Harrowing of Men'. Thought I'd break out the big guns fore this - my A51 seems to run it a bit better... 2 Quote Share this post Link to post
Mr. LBN Posted September 26, 2021 First attempt at some kinda Tech Base/Outpost. 21 Quote Share this post Link to post
Mr. LBN Posted September 26, 2021 On 9/24/2021 at 1:16 PM, smeghammer said: Here's a better vid of my upcoming map 'The Harrowing of Men'. Thought I'd break out the big guns fore this - my A51 seems to run it a bit better... What's up with the text on the screen? This preview makes a brotha' think for some reason. How big are the fights gonna be? 0 Quote Share this post Link to post
smeghammer Posted September 26, 2021 3 hours ago, Mr. LBN said: What's up with the text on the screen? This preview makes a brotha' think for some reason. How big are the fights gonna be? Ah, the text is ACS debug messages. They will be removed before release, don't worry. There's a bunch of logic to make the doors work - they are actually 3D shapes with movable control sectors. There is also a bunch of logic to block and unblock the fence lines as you get higher and/or go up steps, and I added the debug print/logs to help me. I'm hoping the key/switch logic is not too obscure, there is a bit of backtracking - I'll wait for feedback about that... My original plan was to do a simple design slaughtermap arena type thing. That didn't work... I ended up with a lot of map detailing and buggering about with 3D floors. I'm hoping the battles will be challenging - but I'm probably not the best player out there, so it'll probably be relatively easy for the better players out there. I started on the bottom level with a bunch of spawn points and trigger lines - and that is probably gonna be the hardest bit - I still had the slaughtermap thing in my head when I did that. To be honest though, I haven't really started on monster placement for levels 2, 3 and 4. Watch this space... 1 Quote Share this post Link to post
RHhe82 Posted September 26, 2021 You guys have such great looking maps. How do you even go about making such great-looking outdoor areas... My measly "third wad ever or at least in my adult life" is shaping as follows: Spoiler I intended to try out vanilla mapping for NaNoWadMo, but I already took a little headstart, and also settled on Boom-compatibility. I kept switching between Vanilla (I quite like Crispy Doom) and Boom, which is more flexible, and UDMF with all sorts of QoL-features, but would also be more cramped and possibly slow to make. So, I settled on Boom to have the added flexibility without sacrificing port-compatibility. I figured I wouldn't need UDMF/GZDoom-features all that much. So far I haven't had problems with texture alignment (which was the main point of UDMF for me). Scripting would be nice and thing tags, and "Actor enters sector"-sort of things, but all in all, have missed UDMF far less than I anticipated. I also had another restraint at first, that the map should fit into 1500x1500 grid. Ditched that, too, but the first portion of the map has been designed with that in mind. The newer portions have been me trying to learn the ropes of crafting a bit more modern style of map. I've been trying to catch on with modern PWADs, and as a result, some of the areas have been while playing and looking at the early levels of Valiant, which I've enjoyed so far. (I also snatched the music from Valiant's MAP02 for this one. I seem to really dig StewBoy's tracks). This'll probably never be released, unless it fits into some CP, or if turns out really good, or if I happen to make a few more decent Boom-maps. But first we're gonna see if I even manage to finish this one. Hopes are high, as I think this is already past the early draft stage, when a map can be discarded without blinking an eye. 8 Quote Share this post Link to post
KeaganDunn Posted September 29, 2021 A blue tongue-in-cheek WAD with one-word map names and a wide difficulty range. 20 Quote Share this post Link to post
Ripper Posted September 29, 2021 Here's a project that I've been working on latelyABANDONED OUTPOST It's one of very few projects that uses Freedoom assets as base. I encourage you to try it out :) 3 Quote Share this post Link to post
Isolation Posted September 30, 2021 Working on Fall of Triton II 6 Quote Share this post Link to post
Pistoolkip Posted September 30, 2021 Well, it's pretty much done, but here's an extensive tour of 'Breaking Walls' as part of the DCP literalism. 4 Quote Share this post Link to post
thelamp Posted October 1, 2021 nearly finished map13 for The Magenta Spire, this one is deep underground themed 7 Quote Share this post Link to post
MattFright Posted October 1, 2021 Making architecture and detailing lightning fast now! Super happy with how this is shaping up so far: 43 Quote Share this post Link to post
ElFrostyzoid Posted October 2, 2021 Maaaaahn you guys are so talented! Love looking at those screenshots! On my end I'm working on a huge hub for levels with perhaps character classes, maybe doomguy I don't know. I'm still deciding. For the time being I'm just making these for myself until I get permission to use some of these assets, perhaps I'll have to change some, I'm kinda new at the site ^^;. OTEX is my go to for a majority of the stuff, some other textures and sprites are Hexen or Heretic stuff I edited myself, while the rest are assets from several other places plus the paintings 'cus I really like how they look even if they are kinda on the heavy side. Anyways here are the screenshots: Spoiler 15 Quote Share this post Link to post
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