Megalyth Posted June 25, 2022 @pcorf A likesphere doesn't quite convey how much I really, really love this style of architecture. It makes my heart happy. 4 Quote Share this post Link to post
Arrowhead Posted June 26, 2022 17 minutes ago, MAN_WITH_GUN said: Is that all standard iwad graphics? Wow. Looks incredible. 1 Quote Share this post Link to post
Thelokk Posted June 26, 2022 Just some WIP screenies of my Hardfest submission: 18 Quote Share this post Link to post
MAN_WITH_GUN Posted June 27, 2022 3 hours ago, Arrowhead said: Is that all standard iwad graphics? Wow. Looks incredible. Yup, stock textures :p 3 Quote Share this post Link to post
pcorf Posted June 27, 2022 On 6/26/2022 at 4:51 AM, Megalyth said: @pcorf A likesphere doesn't quite convey how much I really, really love this style of architecture. It makes my heart happy. After passing through the depths of hell, the greenery is starting to reappear. Your journey is almost complete. The sky is original, created entirely by me. 1 Quote Share this post Link to post
Solmyr Posted June 27, 2022 (edited) Edited June 27, 2022 by Solmyr 30 Quote Share this post Link to post
dybbuk81 Posted June 27, 2022 Yep. Love it. Got any sort of demo yet? @Solmyr 0 Quote Share this post Link to post
Solmyr Posted June 27, 2022 (edited) @dybbuk81 Thanks. Not yet, but the map is 95% done, i have to tweak monster placement, ammo and health in UV. Its a single, small, almost medium sized map, but with different monsters and different, item and decoration placement for each difficulty setting. I'm aiming for vanilla compatibility but it has the save buffer overrun issue as a result of having almost 800 things per setting. Edited June 27, 2022 by Solmyr 0 Quote Share this post Link to post
A Handsome Fridge Posted June 27, 2022 Extremely WIP, but one day this will be a map. Something abstract and portal-heavy with purps and greys and reds. It is called The Loose End, for that is what it is. 16 Quote Share this post Link to post
Pirx Posted June 28, 2022 On 6/27/2022 at 12:13 AM, MAN_WITH_GUN said: poof the true unholy cathedral 2 Quote Share this post Link to post
xScavengerWolfx Posted June 28, 2022 (edited) My first plutoina wad that started as a mere thing turned into an actual map. Please note: This is the newer updated one that is coming out soon when i'm finished. Edit: Update #2 of this map is finally done! If you want to play this for yourself please do and feed back is always welcome. I will leave a link to the post here: I have screen shots of the map in the post. Again if you want to play it check it out and feed back is always welcome. It helps me get better at mapping. Edited July 4, 2022 by xScavengerWolfx Update #2 Released 9 Quote Share this post Link to post
Redneckerz Posted June 28, 2022 18 hours ago, A Handsome Fridge said: Extremely WIP, but one day this will be a map. Something abstract and portal-heavy with purps and greys and reds. It is called The Loose End, for that is what it is. I love colormap fuckery like this, if it is indeed colormap fuckery. Did i mention i love colormap fuckery? I love colormap fuckery. 4 Quote Share this post Link to post
A Handsome Fridge Posted June 28, 2022 (edited) Sector colors, dynamic lights and scripting is where it's at, currently. Proud to be a UDMF fanboy :) Edited June 28, 2022 by A Handsome Fridge 6 Quote Share this post Link to post
DeNA Posted June 28, 2022 12 hours ago, A Handsome Fridge said: Sector colors, dynamic lights and scripting is where it's at, currently. Proud to be a UDMF fanboy :) i can't use UDMF when is the eureka doom editor getting UDMF support? 0 Quote Share this post Link to post
Frank Harper Posted June 29, 2022 Spent a lot of time building this area. Gimmick of this area (and whole map) is time travel. You must constantly change the timeline in order to survive the encounters, and both timelines have different combat scenarios. For example, spider mastermind can only damage player in "future" timeline, but due desctuction, the amount of cover is limited, so player need to jump to the "past" timeline. At the same time, in the "past" timeline, the player will most likely be overwhelmed by the number of demons and limited in movement due to the nukage leak, so eventually player must jump back in "future" timeline. 16 Quote Share this post Link to post
Naarok0fkor Posted June 29, 2022 Deimos base level 3 final room. I need to add items, monsters & a bit of furnishing to complete the map... 7 Quote Share this post Link to post
DTSlayer Posted June 30, 2022 On 6/28/2022 at 3:22 AM, A Handsome Fridge said: Sector colors, dynamic lights and scripting is where it's at, currently. Proud to be a UDMF fanboy :) Yes please, more of this! I can't wait to see what you cook up next. Tapestry of Stones (and Babelism from RAMP1) were both phenomenal and used plenty of UDMF magic. I can't imagine the quality of work getting better so it's exciting to see what'll be on the horizon for your next piece. 0 Quote Share this post Link to post
DΞLTΛ Posted June 30, 2022 Here are some screenshots for an unfinished map pack I'm working on as well as a mod... Spoiler 1 Quote Share this post Link to post
zzzornbringer Posted June 30, 2022 On 6/27/2022 at 12:13 AM, MAN_WITH_GUN said: poof very creative and impressive sector and texture work. very inspiring. i love the grid fence at the top. 1 Quote Share this post Link to post
jazzmaster9 Posted July 1, 2022 Posted this a week or so ago, but thought i would post it here for people to see :D 5 Quote Share this post Link to post
LerxstInWonderland Posted July 1, 2022 I haven't really messed around with mapping or played Doom in general in a little while, but I was working on this... an then promptly stopped when I realized it wasn't any fun to play. Lesson learned: always make sure your maps are fun to play first before detailing haha. I may come back to it at some point, but ehhh... It'd be a lot of trouble to rework. Probably better to just start something new. Sometimes you gotta learn the hard way! Also, a lot of the screens posted in this thread look outstanding! Really crazy what people can do with this game. 16 Quote Share this post Link to post
Daytime Waitress Posted July 1, 2022 (edited) 19 minutes ago, Lerxst_In_Wonderland said: I haven't really messed around with mapping or played Doom in general in a little while, but I was working on this... an then promptly stopped when I realized it wasn't any fun to play. Lesson learned: always make sure your maps are fun to play first before detailing haha. I've only just started attempting to map myself, but @AlexMax's phrasing a couple of months back just burned itself into my brain: Spoiler On 4/27/2022 at 11:13 AM, AlexMax said: Don't detail a map until they GRAYTALL version is interesting to move around in and fun to play. I'm still learning how to assemble basic architecture, and even what textures are available, let alone how they look together, so I forgive myself for throwing things down just to see how they look at this stage - I'm still checking what's possible. But I've also noticed that I have a lot of trouble creating interesting combat setups, so I'm slowly learning to build those from the ground up, then design the architecture to suit. tl;dr: you done gived yourself good advice, keep at it. Also, your detailing is absolutely gorgeous. Edited July 1, 2022 by Daytime Waitress 3 Quote Share this post Link to post
horselessheadsman Posted July 2, 2022 3 hours ago, Lerxst_In_Wonderland said: I haven't really messed around with mapping or played Doom in general in a little while, but I was working on this... an then promptly stopped when I realized it wasn't any fun to play. Lesson learned: always make sure your maps are fun to play first before detailing haha. I may come back to it at some point, but ehhh... It'd be a lot of trouble to rework. Probably better to just start something new. Sometimes you gotta learn the hard way! Also, a lot of the screens posted in this thread look outstanding! Really crazy what people can do with this game. Even without changing architecture, the gameplay of an area can be massively changed just by altering the numbers, kinds, and positions of enemies and items. Still, with just the -nomonsters view of the rooms, I guess we'll have to take you at your word that the encounter or encounters wouldn't be fun. It seems a waste, though. 4 Quote Share this post Link to post
MarketAnarchy Posted July 2, 2022 6 hours ago, Lerxst_In_Wonderland said: I haven't really messed around with mapping or played Doom in general in a little while, but I was working on this... an then promptly stopped when I realized it wasn't any fun to play. Judging from what I saw, the areas seem perfectly viable for fun gameplay. It just takes appropriate teleport destinations, monster and item placement, and some playtesting. If you want to toss what you have my direction and give me an idea as to what difficulty level you're looking for the UV to be, I could give the placement of stuff a whirl. 2 Quote Share this post Link to post
AnArchaicApparatus Posted July 3, 2022 40 minutes ago, Gaia74 said: PEW PEW PEW PEW Nice to see a slow plasma weapon (cool change of pace) and the bullethell-ish bunch of projectiles from the monster fellas. 2 Quote Share this post Link to post
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