Zanieon Posted October 13, 2021 13 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. Well, it's more like Quake 3 Coop, since Hunter's Moon purpose is to cover the only department Quake 3 itself lacks, proper PvE. 2 Quote Share this post Link to post
Fryuko Posted October 13, 2021 I'm working on a slaughter wad centered around frozen landscapes and bases. 31 Quote Share this post Link to post
EANB Posted October 14, 2021 Experimenting with some vanilla compatible snow (inspired by nordhell) 17 Quote Share this post Link to post
Frank Harper Posted October 14, 2021 Level detalling is probabbly funniest yet hardest thing to do, and it's always fun to watch how level evolves. 22 Quote Share this post Link to post
Nikku4211 Posted October 14, 2021 Here's some screenshots of a vanilla Doom 1 boss level WAD that I am considering cancelling. It doesn't have a lot of detail because it's a huge open city level and I was afraid of stepping over the visplanes limit. 14 Quote Share this post Link to post
CrocketRocket Posted October 15, 2021 (edited) Lately I've been going through trial and error while blindly mapping unfinished levels to keep me going. I've started re-creating an area from an RPGMaker game in a perspective of the npc's. Right now I'm trying to re-learn heights and squares. Edited October 15, 2021 by CrocketRocket whoop double posted a same image. 13 Quote Share this post Link to post
The_SloVinator Posted October 15, 2021 On 9/25/2021 at 8:35 PM, IRod54 said: More new stuff from me I sense Mišri Halek inspiration. 5 Quote Share this post Link to post
The_SloVinator Posted October 15, 2021 So here are two maps that I made (or still making in the case of Gothic one) for deathmatch & this is the first time I delved into deathmatch map making. Quite proud of it. - E1M7 - Gamma Base - The Ultimate TWANGO [Complete] - Map 08 - [Name not yet given] - Gothic21 [WIP] 11 Quote Share this post Link to post
Koko Ricky Posted October 15, 2021 Heavily reinterpreted remake of Doom's E1M6... 12 Quote Share this post Link to post
MattFright Posted October 15, 2021 9 minutes ago, Van Daemon said: Holy shit, that looks gorgeous 4 Quote Share this post Link to post
RDETalus Posted October 16, 2021 (edited) I've been working on lighting and shadows. It's extremely tedious work, but at least it's straightforward. Most of the work is 1) manually raycasting to figure out where the light rays are obstructed by an object to create a shadow, and 2) figuring out how multiple light sources interact together to create additive brightness. There is also a bit of work with simulating highly reflective or shiny surfaces. For example, 1) all the white marble surfaces are brighter than the surrounding objects to simulate shininess, and 2) objects that are near white beach sand have lighter shadows compared to objects near brown dirt because the white beach sand reflects a lot of sun light. These animated .GIFs show the before and after (rendered in GLBoom): Edited October 16, 2021 by RDETalus 34 Quote Share this post Link to post
Mr. LBN Posted October 16, 2021 To hell with the shadowing...These sectors look great as is. I sense an adventure style pWAD? 0 Quote Share this post Link to post
RDETalus Posted October 16, 2021 5 minutes ago, Mr. LBN said: I sense an adventure style pWAD? Yeah, I am planning on 6 large maps, each one with a totally different environment and theme. I was really inspired after playing through Lost Civilization, Dimension of the Boomed, and Epic 2. 3 Quote Share this post Link to post
Van Daemon Posted October 17, 2021 On 10/16/2021 at 12:07 PM, RDETalus said: I've been working on lighting and shadows. It's extremely tedious work, but at least it's straightforward. Most of the work is 1) manually raycasting to figure out where the light rays are obstructed by an object to create a shadow, and 2) figuring out how multiple light sources interact together to create additive brightness. There is also a bit of work with simulating highly reflective or shiny surfaces. For example, 1) all the white marble surfaces are brighter than the surrounding objects to simulate shininess, and 2) objects that are near white beach sand have lighter shadows compared to objects near brown dirt because the white beach sand reflects a lot of sun light. These animated .GIFs show the before and after (rendered in GLBoom): It definitely creates a fantastic environment. Good job 4 Quote Share this post Link to post
Omniarch Posted October 18, 2021 I finally finished a map for the first time in forever! Just a little TFC-inspired nanowadmo project for Doom 2. Will definitely not be finished this month, but it's a start. I am particularly pleased with the map's layout, pictured below: Spoiler Now I just need to finish my ever-elusive PRCP2 submission... 26 Quote Share this post Link to post
Hayden49 Posted October 18, 2021 Spoiler NaNoWadMo thing, Vanilla, uses Aquatex. This is just the first map. 3 Quote Share this post Link to post
RonLivingston Posted October 18, 2021 49 minutes ago, _Mud said: I bet its time we get ready for snow/ice mountain themed maps, starting with the hemilichich mountains 0 Quote Share this post Link to post
Reviver Posted October 19, 2021 Blood Circuit Death Match 2 meets the criteria for this thread, so I will mention it here, seeing as even though it reached its final version, it still counts a project that took over 50 combined hours to complete. Blood Circuit Death Match 2 is a short and small level meant for intense Deathmatch sessions, and only uses, by default, hit scan weapons found in Doom 2: Shotgun, Super Shotgun, and the Chaingun. Combined with the somewhat cramped space, this facilitates an arena where frags can come quickly and consistently. There are five bullet ammo clips(enough combined for a box of bullets) and 5 small 4-count shells(effectively enough for a box of shells). There is also a Berserk Pack. This, of course, means that making every shot count is a part of most strategies used within this Deathmatch map. Blood Circuit Death Match 2 supports AltDeath, Deathmatch 2, and Deathmatch 1 parameters, and also synergies well with dmflags such as ones that control whether players drop their currently held weapon when fragged. Being one step ahead of your opponent, regardless of what Deathmatch settings are used, can increase your chances of triumphing. It was already mentioned within Doomworld forums before here, but here are screenshots not used for that post: 7 Quote Share this post Link to post
ViolentBeetle Posted October 19, 2021 Technically I've been done working on it for a week or so now, but I'm still putting down finishing touches. E2M5 for my own Solar Struggle CP. 7 Quote Share this post Link to post
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