smeghammer Posted October 2, 2021 @ElFrostyzoid, You've got some cool stuff going on here. Love the classical vibe to these. I take it that last is modelled after the Parthenon? 3 Quote Share this post Link to post
LordEntr0py Posted October 2, 2021 (edited) Been very slow progress on my follow-up to Neoplasm, the map I contributed to Ramp. Partly because I've been trying to be too clever with portals (many abortive attempts) and partly because I needed a break from Doom mapping. Plan is still to release it separately with two follow-up maps, tentatively titled Metastasis and Necrosis for now, as a minisode. Current progress on Map 2: This is going on hold for a little while because I'm about to start work on a smallish limit-removing map for Solar Struggle. Also it's NaNoWriMo next month and I'm going to be busy with prep for that starting in a week or two. So I will be getting back to this, but it's going to be put to bed for a while before I return to it. My ideas are too big not to finish this project. Edited October 2, 2021 by LordEntr0py 30 Quote Share this post Link to post
ElFrostyzoid Posted October 2, 2021 (edited) @smeghammer Yeah mostly. I took an inspiration from some of the works of Leo von Klenze, most particularly the Walhalla memorial in Bavaria. Still these are themselves based on the Parthenon and I still call the level "Parthenon" so you nailed it! It is supposed to be the 1st level of the "Water realm" referenced in the hub map. Still a WIP because it's kind of large. Here are some shots from the inside (still wip): Spoiler And a more completed smaller building somewhere else. @LordEntr0py Damn! I really love what you did with OTEX here, also the reflections and lighting effects, really awesome looking stuff! Edited October 2, 2021 by ElFrostyzoid 4 Quote Share this post Link to post
BetelgeuseSupergiant Posted October 2, 2021 On 03.09.2021 at 00:27, VisionThing said: Когда вы выкапываете незаконченную карту, сделанную несколько месяцев назад, чтобы попытаться добиться некоторого прогресса, и вместо этого отвлекаетесь на создание крошечных компьютеров. I really like this attention to detail! 1 Quote Share this post Link to post
smeghammer Posted October 3, 2021 (edited) Still going on my 'Harrowing of Men' map... It's four roughly concentric rings, each much higher as you go towards the central exit at the top. It's getting near the end now - I have mostly done the 3rd level. There's still loads of monster placing and a few switches I added that need actions attached, and of course tidy up lighting. It's not properly playable yet, but feel free to have a look. I'll be tinkering with it, so things will change, but the basic layout is I think there now. Here are some pics of level 3 currently: Spoiler Edited October 3, 2021 by smeghammer 4 Quote Share this post Link to post
BetelgeuseSupergiant Posted October 3, 2021 Now i am working on my project for NaNoWADMo 5 Quote Share this post Link to post
dac Posted October 4, 2021 Feels like I get texture use more than I did before. 17 Quote Share this post Link to post
Pistoolkip Posted October 4, 2021 7 minutes ago, dac said: Feels like I get texture use more than I did before. Looks like it! Making linedefs that suit the texture, rather than just slapping on a texture afterwards 4 Quote Share this post Link to post
xScavengerWolfx Posted October 4, 2021 Reworking a map for a community project called g-wad theme. It's noting special just vanilla textures and too much free time on my hands lol 6 Quote Share this post Link to post
dac Posted October 4, 2021 1 minute ago, Pistoolkip said: Looks like it! Making linedefs that suit the texture, rather than just slapping on a texture afterwards A lot of it was studying skillsaw's maps in the editor, and that was something I saw a lot in Valiant - not just linedefs being suited to textures, but the overall architecture itself being built around textures. Sectors with 'irregular' heights would often be split in parts, and made with textures at regular heights; or even, simply using textures with no defined top or bottom. Using those vertical tex with horizontal tex. Etc. 1 Quote Share this post Link to post
BetelgeuseSupergiant Posted October 4, 2021 3 hours ago, dac said: Feels like I get texture use more than I did before. Wow, this is looks cool! 0 Quote Share this post Link to post
Frank Harper Posted October 4, 2021 While working with map, this room was built relatively quickly in terms of layout/combat, but when it came to detailing, it took me ages to make it look presentable. 10 Quote Share this post Link to post
Apprentice Posted October 5, 2021 Cleared some rooms of power-ups, health and ammo for screenshot purposes. Left GZDoom and right Zandronum . . . 8 Quote Share this post Link to post
LordEntr0py Posted October 7, 2021 On 10/5/2021 at 10:39 PM, Apprentice said: Spoiler Cleared some rooms of power-ups, health and ammo for screenshot purposes. Left GZDoom and right Zandronum . . . Love this use of vanilla textures! Great stuff. On 10/6/2021 at 5:22 AM, Zanieon said: Super WIP stuff: Spoiler I adore this one in particular. Gorgeous. 1 Quote Share this post Link to post
Hayden49 Posted October 8, 2021 (edited) Doom 1 Episode 1 replacement, Vanilla. Will go from Techbase to hell. Original soundtrack, by me. A few Custom original graphics by @Korp. Edited October 8, 2021 by mxbobbie49 16 Quote Share this post Link to post
Walter confetti Posted October 8, 2021 (edited) My map for Deadly Standards 4, finally i have time to do something for this! Edited October 8, 2021 by Walter confetti 13 Quote Share this post Link to post
Egregor Posted October 9, 2021 Here's some shots from a new Heretic level I am working on. I'm at over 900 sectors now and while different sections of the map are at different stages of completion I'd say overall it's almost at the halfway point. 10 Quote Share this post Link to post
Reviver Posted October 9, 2021 On 2/25/2016 at 6:09 PM, everennui said: I would love to see everyone's prize masterpiece. If you spent over 50 hours on your map I would love to see it. Until I develop and compile something better, this is my "prize masterpiece" which, when taking into consideration planning and using prototype wad builds, took over "50 hours" to complete: BldCrtDM(Blood Circuit Death Match. It's not a perfect Deathmatch level, but it does provide tremendous versatility regarding how many Deathmatch styles that it supports with dmflags(Deathmatch Flags). Manipulating the dmflags can give the Deathmatch session gameplay features found in Doom's rivaling series such as Unreal Tournament, Halo, and Quake. With AltDeath enabled and the dmflags set to force a fragged opponent to drop the last weapon equipped comes possibilities for more advanced control strategies. Where and when successfully fragged opponents die can determine what the players will do upon a respawn, and introduces chances to play subtle mind games. One such mind game is to plan and execute a tactic that actually allows the opponent, having low health, to pick up a strong weapon, for you to aim and take your shot(s) to score a frag, and then immediately claiming that dropped weapon as your own. Exploiting the opponent this way can come in handy if you want to acquire a weapon such as the Rocket Launcher or BFG9000. The AltDeath, Deathmatch 2, and Deathmatch 1 parameters mixed up with different dmflags provide more replayability. If the players tire of one Deathmatch mode and dmflags configuration, then they may experiment with the server settings to enjoy a session that differs from the previous one, forcing new strategies in order to win. Currently, I am in the brainstorming phase of creating a new map from scratch. The notes I've taken and the analysis of my previous mapping efforts aren't quite enough for even a basic prototype wad to be built. If I get past the brainstorming phase anytime soon, then I will strive to create a level that is better than BldCrtDM in terms of gameplay, visual theme(s), and color coordination. 0 Quote Share this post Link to post
Mr. LBN Posted October 11, 2021 Second attempt at some kinda Tech/Outpost/Base type shit. (Will not finish) 16 Quote Share this post Link to post
edypagaza Posted October 11, 2021 Doom Fighters, a third person brawler mod https://youtu.be/jWiJztMAzxo 7 Quote Share this post Link to post
PeterMoro Posted October 11, 2021 I'll release this journey into Hell one day. Having a crazy busy year so it's hard to say when this will be complete but I'm trying to work on it everyday. This one level wad will be full of surprises. Hopefully done in a month or two. 7 Quote Share this post Link to post
Zanieon Posted October 12, 2021 Still not finished though, but very close to that. 21 Quote Share this post Link to post
Mr. LBN Posted October 13, 2021 7 hours ago, Zanieon said: Still not finished though, but very close to that. So is we prepping for QUAKE 3 Deathmatch here 'cuz this is what it looks like I'm lookin' at. 0 Quote Share this post Link to post
Arrowhead Posted October 13, 2021 From a currently unnamed deathmatch map I've been working on: 21 Quote Share this post Link to post
bofu Posted October 13, 2021 Currently taking a brief break on my mapset (hopefully eventually a megawad) now that I've finished MAP05. I'm limiting myself to vanilla and vanilla-based textures along with using the Doom map format. I'm trying to get the most mileage I can out of these resources without going too far away from the old school Doom aesthetic. 12 Quote Share this post Link to post
Apprentice Posted October 13, 2021 7 hours ago, Mr. LBN said: So is we prepping for QUAKE 3 Deathmatch here 'cuz this is what it looks like I'm lookin' at. My thoughts exactly. THAT does not look like idtech1 at all . . . 1 Quote Share this post Link to post
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