gwain Posted May 31, 2022 (edited) who knew dehacked was so easy? I present to you apu's opiate adventure screen clump: Spoiler Edited May 31, 2022 by gwain 6 Quote Share this post Link to post
DeNA Posted May 31, 2022 33 minutes ago, gwain said: who knew dehacked was so easy? I present to you apu's opiate adventure screen clump: Hide contents i did... 1 Quote Share this post Link to post
Arrowhead Posted June 2, 2022 (edited) Frantik DM 2 is about 90% done. I've decided to upgrade it from 25 to 32 maps. This will be my second deathmatch megaWAD. I've still yet to add the new maps, so these screenies are just from the first 25 still. After that, I just need to do a bit of alterations based on what my playtesters say, and then I should be close to ready to release it! I am already working on assembling the third instalment in the Frantik series. I just need to select 32 maps out of the pool I already have, and do some renovations / overhauls. I have around 100 or more DM maps, (and 17 CTF maps) in the waiting that I hope to someday release. Should take me a while, I think, though. I know not many people here play DM, but I thought I'd post it anyway! :) Edited June 2, 2022 by Arrowhead 22 Quote Share this post Link to post
Alex S. Posted June 2, 2022 3 hours ago, Snaxalotl said: Could an in-level snow environmental effect be done? I think it would look perfect with some lightly-falling snow. 3 Quote Share this post Link to post
Snaxalotl Posted June 2, 2022 If you zoom in there is actually a snow effect being used, its just hard to notice in a still image. 21 Quote Share this post Link to post
DeNA Posted June 3, 2022 6 hours ago, Alex S. said: Could an in-level snow environmental effect be done? I think it would look perfect with some lightly-falling snow. you could add a script that will spawn white partic... ol... al... part-tick-cal-sss... that would be randomly placed across the map... ya that would work...! i think... ya it would it's just 3 axis randoms stuff... i would make it but i don't use UDMF 0 Quote Share this post Link to post
DeNA Posted June 3, 2022 10 hours ago, Snaxalotl said: we need more snow levels 6870% NEED more... i like ice platforming... 0 Quote Share this post Link to post
Daytime Waitress Posted June 3, 2022 6 hours ago, Snaxalotl said: Mario Kart 64 TC is coming along nicely, I see. 6 Quote Share this post Link to post
smeghammer Posted June 3, 2022 Not sure what this will be... possibly a puzzle thing? Or maybe one of those giant dance-on keyboards? 2 Quote Share this post Link to post
big smoke Posted June 3, 2022 On 11/20/2021 at 11:44 PM, big smoke said: welcome to tomorrow city i made a cyberpunk style map for fun ofc its for screenshot and video purposes but hey if yall liked it i may actually make it a whole level oh also the cars move too a remake 20 Quote Share this post Link to post
The_SloVinator Posted June 4, 2022 Map 16 in the works for tnt goes boom. 8 Quote Share this post Link to post
JacenXYZ Posted June 4, 2022 (edited) Working on a mod that I hope will be okay... But I don't know if it'll be successful. Here are 4 Screenshots to showcase my progress. The mod name is BJ Blaze and these screenshots are outdated. Here is a 1-level demo that I think can be okay. https://www.dropbox.com/s/pvia8uj7go7yxn4/bjblaze1.zip?dl=0 [EDIT:] 3 reacts? That's got to be impressive. [EDIT #2:] Due to some second thoughts. The mod is now BJ Blaze. Edited June 7, 2022 by AlphaSoraKun 5 Quote Share this post Link to post
CoalNova Posted June 6, 2022 (edited) New to doom mapping, made a 3-map deal that should "just work" with DOOM2. Map type is UDMF targeting GZDOOM. Available here: https://mega.nz/file/PgFDhIYb#NEVwP_1ihiWXJAYy39IRxXWPqI_fzDSxoxAMNwdRzpI Apologies if any of this is incorrect. Edited June 6, 2022 by CoalNova 0 Quote Share this post Link to post
RDETalus Posted June 7, 2022 12 hours ago, CoalNova said: New to doom mapping, made a 3-map deal that should "just work" with DOOM2. It's fun, some areas get too cramped but the variation in room sizes helps deal with that. Certain small things like making the light brighter around a switch in the sewer section of the third map is good. There is a problem though: In the third map, I manually closed one of the doors in the blue UAC room from the outside and when I tried to open it again from the other side, I couldn't. That prevented me from continuing the map. Check that your doors are setup for repeatable open/close on both sides of the door. Also, some of the door tracks move with the door. 0 Quote Share this post Link to post
CoalNova Posted June 7, 2022 13 hours ago, RDETalus said: It's fun, some areas get too cramped but the variation in room sizes helps deal with that. Thank you, the feedback is appreciated. I'm glad you enjoyed what (little, admittedly) was presented. Scale, texture options, and knowing how to get doors to do what I want has been... interesting 0 Quote Share this post Link to post
Reviver Posted June 7, 2022 More progress regarding Denial_of_Sheol_Death_Match(DSheolDM): I am utilizing Twitter to document the level editing and development of DSheolDM. Please feel free to comment or respond via Twitter. 4 Quote Share this post Link to post
smeghammer Posted June 7, 2022 I've been working on updating my Hellbreach mapset over the last few months - I have split them up into a PK3, and separate maps, and a menu for each map. So far, I have done three maps - Breach Containment, Breach Scars and a massively expanded hub-type map, Hell's Atrium. Quite pleased so far - I think they are better than before, I'd love t know what you guys think... >>DOWNLOAD<< Breach Containment: Spoiler Breach Scars Spoiler Hell's Terminus Spoiler 6 Quote Share this post Link to post
Okej5722 Posted June 7, 2022 Some screenshots from my latest map-in-progress. It's very early in development, hence the lack of details. 9 Quote Share this post Link to post
Arrowhead Posted June 8, 2022 Made a new deathmatch map today, DM144. This is the cave section of the map. :) 14 Quote Share this post Link to post
K_Doom Posted June 8, 2022 11 minutes ago, Arrowhead said: Made a new deathmatch map today, DM144. This is the cave section of the map. :) Are you using Ukiro's OTEX texture pack? This cave is beautiful, and it gave me ideas 1 Quote Share this post Link to post
Arrowhead Posted June 8, 2022 Just now, K_Doom said: Are you using Ukiro's OTEX texture pack? This cave is beautiful, and it gave me ideas Yes, I use it for most of my projects. It is very versatile - and thanks! 1 Quote Share this post Link to post
K_Doom Posted June 8, 2022 (edited) 4 minutes ago, Arrowhead said: Yes, I use it for most of my projects. It is very versatile - and thanks! I also plan to use this texture pack, but currently I want to explore all the textures in the 32in24-15_tex_v2 pack, it looks interesting despite being "inferior" to OTEX. Edited June 8, 2022 by K_Doom edit 1 Quote Share this post Link to post
DeNA Posted June 8, 2022 1 hour ago, Arrowhead said: Made a new deathmatch map today, DM144. This is the cave section of the map. :) change up the shape of things, like not move walls over and re-shape them, i mean to lower the ceiling in some spots, maybe stairs up to a window to make it look like it has more shapes, instead of bland wall place, stairs are cool, short 1 step ones are REALLY cool. 0 Quote Share this post Link to post
Arrowhead Posted June 8, 2022 (edited) 18 minutes ago, dededenova said: change up the shape of things, like not move walls over and re-shape them, i mean to lower the ceiling in some spots, maybe stairs up to a window to make it look like it has more shapes, instead of bland wall place, stairs are cool, short 1 step ones are REALLY cool. But none of that is useful to good DM design, stairs need to be as standard as possible as to facilitate reliable movement. And I don't really want to make this cave 'claustrophobic' or have too low of a ceiling, as that will hamper projectile gameplay. I don't believe what I've posted is 'bland' as it is simply a subregion of a bigger map - I also don't want too much height variation in the floors, other than the standard stairs, or a tiny bit of variation in the ground like can be seen in the screenshot - this is because I don't want people getting jostled up and down by having to run over bumpy floors. You can only do so much detail without interfering w/ player movement. Sincerely not trying to be rude, but this is my 144th go at this. I think I'm starting to get the hang of it. Edited June 8, 2022 by Arrowhead 1 Quote Share this post Link to post
NokturnuS Posted June 8, 2022 More levels finished for my EE MapPack. Some skylines and a sector/edge portal made truck :) 37 Quote Share this post Link to post
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