DeNA Posted October 16, 2022 5 hours ago, TheHambourgeois said: scrapped an old version of this map, but im picking up and beginning anew. Hopefully this makes a convincing horizon???? if not fuck it ill just make a big walled port. in GZDoom there is a "line horizon" line def option. i used this in map05 of pinta-pack in a weird way. it continues the floor and ceiling texture from the side your viewing the line from. this is how i would do it but i only now it's in GZdoom idk if it's in any others. i know for sure it's not in PRBoom+ or under. and no Boom version. 2 Quote Share this post Link to post
TheHambourgeois Posted October 16, 2022 44 minutes ago, Egregor said: Yeah, I've run into the same problem both in my maps and others, ID tech 1 engine struggles to make a convincing ocean/sea horizon. I know @mouldy 's new mapset Overboard does a pretty good example of this though, so I'd recommend taking a look at what he did there. honestly i remembered i was mapping in zdoom and I can just use line_horizon lol. vanilla/chocolate has trouble tho 2 Quote Share this post Link to post
RDETalus Posted October 16, 2022 (edited) 50 minutes ago, Egregor said: ID tech 1 engine struggles to make a convincing ocean/sea horizon You just draw the ocean really far away right? I'm working with an island map and that seems to work well enough Edited October 16, 2022 by RDETalus 2 Quote Share this post Link to post
Somniac Posted October 16, 2022 I don't know what it is yet, but its very green. I had this idea where the level itself is trying to kill you every step of the way, but: A) I don't know how to pull that off B) It would probably be more annoying and less clever than it sounds in my head In typical fashion, I've hit the third room and have no idea where to go from there. yay! 16 Quote Share this post Link to post
Naarok0fkor Posted October 16, 2022 32 minutes ago, VisionThing said: I don't know what it is yet, but its very green. I had this idea where the level itself is trying to kill you every step of the way, but: A) I don't know how to pull that off B) It would probably be more annoying and less clever than it sounds in my head In typical fashion, I've hit the third room and have no idea where to go from there. yay! Make it darker & put some dynamic lights in there!!!! 2 Quote Share this post Link to post
TheHambourgeois Posted October 16, 2022 (edited) 22 hours ago, TheHambourgeois said: scrapped an old version of this map, but im picking up and beginning anew. Hopefully this makes a convincing horizon???? if not fuck it ill just make a big walled port. [pic] After remembering about line horizon, still very much a WIP: Old rejected version at twice the grid scale. Trying to tell myself I made real changes rather than just mapped myself in a circle: Edited October 16, 2022 by TheHambourgeois 12 Quote Share this post Link to post
Womp the Cat Posted October 17, 2022 This Darkzone map has been keeping me busy for a while and it's nearly complete. This is like my first proper attempt at a hell keep thing, and reckon it looks alright. 23 Quote Share this post Link to post
PeterMoro Posted October 21, 2022 (edited) "Beneath Phobos Lab #5" drops in exactly one week (Friday). Just in time for Halloween ;) Edited October 21, 2022 by PeterMoro 12 Quote Share this post Link to post
Snaxalotl Posted October 21, 2022 I'm about halfway done working on a vanilla Heretic Episode 26 Quote Share this post Link to post
MIDIchlorine Posted October 21, 2022 Might actually finish this at some point, who knows 13 Quote Share this post Link to post
TheHambourgeois Posted October 21, 2022 41 minutes ago, Snaxalotl said: I'm about halfway done working on a vanilla Heretic Episode these layouts look pretty damn good, can't wait 6 Quote Share this post Link to post
Walter confetti Posted October 21, 2022 Some test map for Nano 2022 resources 13 Quote Share this post Link to post
Rykzeon Posted October 21, 2022 An almost completed map for Hell Cartel 2 21 Quote Share this post Link to post
NiGHTMARE Posted October 22, 2022 Another shot from MAP05 (nearly finished with this level now!), and a heavily WIP "main hall" shot of MAP06. 22 Quote Share this post Link to post
dashlet Posted October 23, 2022 (edited) Experimenting with palettes. I really don't know if this will end up being something, but its a nice break while working on other stuff Edited October 23, 2022 by dashlet 17 Quote Share this post Link to post
Dusty_Rhodes Posted October 23, 2022 @NiGHTMARE I gotta commend you for the overhauls of the stock maps. These screenshots seem like they really reimagine Doom 2. Looking forward to this. 3 Quote Share this post Link to post
Shove82 Posted October 23, 2022 Got some stuff done today. Still slow going. 7 Quote Share this post Link to post
NiGHTMARE Posted October 24, 2022 (edited) On 10/23/2022 at 4:50 AM, Dusty_Rhodes said: @NiGHTMARE I gotta commend you for the overhauls of the stock maps. These screenshots seem like they really reimagine Doom 2. Looking forward to this. Thank you. I've been working on Doom 1 as well, and had been focusing on trying to get E1 finished. I hit a mapper's block a couple of months ago, and decided to finish off the first seven levels of Doom 2 first instead. So far I'd say everything except MAP04 and MAP06 is at least 90% complete - those two are probably around 20% done. Edited October 24, 2022 by NiGHTMARE 6 Quote Share this post Link to post
Doodle_Doomer Posted October 24, 2022 I'm just learning to map, and I'm in the middle of ripping textures from Maniac Mansion. 12 Quote Share this post Link to post
lupinx-Kassman Posted October 25, 2022 I know I tend to overlook this this thread in favor of the Post your Doom Pictures thread but this time I remembered to join the double-posting club. More Autumn Flock: 15 Quote Share this post Link to post
MundyC Posted October 25, 2022 Darkworld (WIP submission for Doomium) 19 Quote Share this post Link to post
TheHambourgeois Posted October 25, 2022 Finally got enough of a chunk of time to finish this cursed map's geometry, now time for refining the play.... 13 Quote Share this post Link to post
RonLivingston Posted October 25, 2022 On 10/14/2022 at 9:32 PM, Misty said: I hope I'll be done with it before year ends... I like those screenshots 2 Quote Share this post Link to post
Kain D. Posted October 25, 2022 (edited) Here is a screenshot from my WIP project, that seems to drag on forever. Edited December 22, 2022 by Kain D. 15 Quote Share this post Link to post
Stabbey Posted October 25, 2022 (edited) On 10/16/2022 at 6:31 AM, VisionThing said: I don't know what it is yet, but its very green. I had this idea where the level itself is trying to kill you every step of the way, but: A) I don't know how to pull that off B) It would probably be more annoying and less clever than it sounds in my head In typical fashion, I've hit the third room and have no idea where to go from there. yay! There's only a few ways for the level to kill you: Crushers (perpetual, floor-> ceiling, ceiling->floor), poison floors, voodoo doll teleport traps, and barrels (+crushers). Just make sure to somehow subtly signpost the deadly spots. Have different types of signposts. Signpost safe spots using different signpost types. *** I might as well post some shots of Water, Blood & Fire. The map is almost done. It just needs some touches to the skybox and other beautification stuff. That's done, the map is out now! More: Edited November 8, 2022 by Stabbey added link 10 Quote Share this post Link to post
Kyka Posted October 25, 2022 (edited) https://www.youtube.com/watch?v=6bRt2s7WwHM First 8 minutes of Map 06 of "Mea Culpa" Edited October 25, 2022 by Kyka 6 Quote Share this post Link to post
horselessheadsman Posted October 26, 2022 My entry for PUSS XXI - Trick & Tear 3; 'Shop Smart'. It may seem deserted, but the longer one wanders these aisles, the more of the dead will lurch out of the shadows... 13 Quote Share this post Link to post
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