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what are you working on? I wanna see your wads.


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3 hours ago, Misty said:


Honestly, I'm not too sure about this maze in level, it seems like it's 64x64 wide and it doesn't give much of opportunities for exploration and fights, it's one way street as they say. I would try few room loops with some fights or puzzles in between, so player won't get bored while navigating around level. 


Thank you for pointing that. Nonetheless, it doesn't look or suppose to be connected to the map's progression. All the keys and doors are on the open facing the player's entrances and exits with lighting brightening the place. It is meant to be a secret and I'll make sure it'll get more secretive. As you can see, I started posting this map since it was nothing but cubes to spice up a topic in the forum. 64x64 doesn't seem that bad being stuck with demons, but you're totally right about how it feels for a player to be navigating through it. @thiccyosh and @Biodegradable did seem a little bit annoyed from it if I'm not mistaken which led me thinking about making it more secretive, organic, filled with lighting, decorations, and maybe making the corners more recognizable. In terms of gameplay, this is what I intended to make. A hole in the floor where the player is not supposed to go through and if they jump, its a regret for them(I wanted the players to regret fighting pinkies in a dark maze but apparently the maze is their nightmare). This is why I don't have the intention to make it shorter, easier, nor comfortable. Only the fists, pistol, and shotgun are available in the open. The rest of the extra weapons are hidden or not available until a, "Maybe" MAP02.

Edited by Oday

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23 minutes ago, Oday said:

A hole in the floor where the player is not supposed to go through and if they jump, its a regret for them

 

My general distaste for mazes aside, I somewhat get the basis of your idea but you need to bring in some kind of payoff for the curious player. Make every part of your map worth it in some regard. A common idea is to have a really good power-up or weapon as a reward for a particularly weird, challenging or cruel area off the beaten path that makes said area worth pursuing. Put some damn cheese at the end of the map, fam!

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11 minutes ago, Biodegradable said:

 

My general distaste for mazes aside, I somewhat get the basis of your idea but you need to bring in some kind of payoff for the curious player. Make every part of your map worth it in some regard. A common idea is to have a really good power-up or weapon as a reward for a particularly weird, challenging or cruel area off the beaten path that makes said area worth pursuing. Put some damn cheese at the end of the map, fam!


Fam, that maze has a chainsaw, armor, goggles, switch, portal, and a dozen of pinkies. There's no way for me to see otherwise. I believe what can be done to the maze's sectors in my previous reply to @Misty can make it more digestible. Besides, I need to have something from time to time to bug players with. No fence, but it is a side progression to the main, "kills, keys, doors to exits". I guess I'm sorry for the inconvenience. As if I'm selling the .WAD not as if, "My map, My rules" :P

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More experiments with 3d maps. I wanted to see if I could build something like this. I don't think this actually adds that much for game play but cool it can be done. I put a bunch of imps on it and having them kind of wander around wanting to get you is entertaining.

 

 

Screenshot_Doom_20211127_200219.png.a21d63dcd35ff2e7cb17f127466b8954.pngScreenshot_Doom_20211127_201857.png.56dfe738b71b7fc8d589bb8e59df4b94.png

Screenshot_Doom_20211127_201742.png.5fc9a0800b91700b36f95635cfa5e3f5.png

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On 11/26/2021 at 12:13 PM, eharper256 said:

Remake of a really old video of Walpurgis with lots of changes since then! New 0.95 version of Walpurgis should be out soon (start of December timeframe).

 

Wow, that's intense looking, love it!

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8 hours ago, bobbotron said:

 

Wow, that's intense looking, love it!

Thanks! The current 0.94A version still has a good chunk of the stuff shown above; but the new Cyberdemon effects, new statusbar changes, new epilogue/intermission text, and a wad of other things, like Dimensional Instability Mode, should be out next weekend, in all likelihood.

Here's the mod trailer in case you missed it:

 

Edited by eharper256

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image.png.798b38a39d7c67f6615f508d3e4387e9.png

Not much to show right now, hoping to do all the texturing from scratch. Maybe you can guess what it is. 
 

Spoiler

I know it's been done before

 

Spoiler

image.png.9189660b2543a452ef5d58004e30af8d.png

 

 

Edited by kwc

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Still very much a WIP (still tweaking monster placement and haven't even started the lighting), but the final Boss in my upcomming wad will be the most badass Icon of Sin fight that i can muster.  A few gameplay ideas are working really well. I'm glad i could put in a few hours today. Trying to have it done before Xmas.

Green hell, blue revenge (edit area) at 2021.12.01 13-38-21.976 [R3851].jpg

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Dimensional Instability Mode for Walpurgis is ready to show to everyone!

I don't know what's going on, but it seems entertaining. XD

As you can tell, this mode results in quite alot of crazy combinations, and if you really want to go mad with the challenge, you can switch off the tier-list as well, and see any monster spawn at any time without regards to difficulty.

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Making a wad for Doom 1 and is meant to be vanilla compatible, probably...

It's barely got meat on its bones, but I was desperate to share some images around.

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Screenshot_Doom_20211202_233021.png.8ca0d213af3267a81691251b9b439b8f.png

 

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(see below post, I can't figure out how the hell embedding Youtube videos work anymore)

Edited by deathz0r

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Got back into mapping. My wad's map 29 burnt with my old hard drive, but I restarted it and I feel I like it a lot more now. Well, for now what I want to share is this: 

 

766857531_2021-12-05(11).png.d929fd9b723c78e140a6bb19995a4bd2.png1251197042_2021-12-05(9).png.5d968afb1592077f7badc67930a566de.png

 

Have I managed to put it off? You know what I'm talking about. And yes, that's intentional! 

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Still working on a conversion of my Hellbreach to PK3, with map enhancements... Yes, 3D floors are now a thing :-)

 

Here are some comparisons of before and after:


Starting area:

Spoiler

 

Original:

1a.png?raw=true

 

Updated:

1b.png?raw=true

 

 

 

 

Containment area:

Spoiler

 

Before:

2a.png?raw=true

 

After:

2b.png?raw=true

 

 

 

Sewers terminus:

Spoiler

 

Before:

3a.png?raw=true

 

After:

3b.png?raw=true

 

 

 

 

 

 

Edited by smeghammer

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I am working on making the very first Diablo game incl the hellfire expansion  into a Doom engine run total conversion or thats the idea... I have gathered all the sprites and sounds i need now  i just need to know how to make it All come together .. i have zero knowledge of coding but id like to have most of the gaming mechanics from Diablo like level up, exp, diablo HUD mixed with the Doom HUD and a charecter/class selection meny.. maybe there are some shortcuts by say using some of the heretic and hexen wads ?

... I figure there is alot for me to learn but any help would be greatly appreciated i know im gonna have to remodel alot of the sprites and textures that may be the easiest parts

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Hi Doomers :D

 

My friend helped me edit some levels (10, 15, 25, 31) but his style is a bit different from mine. I am already in the final stage of my maps. Only 2 more.

I will surely add details so that they are not so naked.

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v4cs5sy.png

KJFnLMW.png

2NAmq58.png

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