HorseJockey Posted November 7, 2022 (edited) 4 hours ago, MarketAnarchy said: Still working on X². Here are some screenshots of map 26 which currently has 25 sectors. Boom compatible, must use software mode. Wondering what the start to crate ratio is here? :) in all seriousness, I really dig the color scheme and overall industrial feel of this. Keep up the good work! Quote A few more shots from my wip DBP54 map, "Esma's Delight": I love the gothic theme in this, the colors and lighting look great. Can't wait to play it, good luck with your manuscript. 27 minutes ago, Z0k said: after years of being layz got back my desire to map and good thing it was for darkmoon and i got back on trying to finish the map07 i barely started the map07 (light havent even set) prolly have like around 15% done, but im just happy that now i can map again for this project and to have the idea for what i want for this map Glad you found your way back to making maps. This looks really intriguing, what texture set are you using? Looks like Doom 3 if I'm not mistaken. I really like all the little architectural details, can't wait to see what it looks like when you finish the lighting. Edited November 7, 2022 by HorseJockey 5 Quote Share this post Link to post
Z0k Posted November 7, 2022 38 minutes ago, HorseJockey said: Glad you found your way back to making maps. This looks really intriguing, what texture set are you using? Looks like Doom 3 if I'm not mistaken. I really like all the little architectural details, can't wait to see what it looks like when you finish the lighting. its its doom3 texture set :) 2 Quote Share this post Link to post
Codename_Delta Posted November 7, 2022 Welcome Back To 1993, Marine... (based on the supposed fact that doom takes place in 2022) 9 Quote Share this post Link to post
ViolentBeetle Posted November 7, 2022 One of the fun function of MBF21 is potentially multiple mode monster. Here's a security bot (Sprite from Strife) At first it's not angry and has blue light. It only fires 2 blue balls of plasma But if you knock it into a pain state, it gets pissed off. The light turns red and it starts firing red plasma contnuously (Statistically all plasma is the same, but fire rate increases and it doesn't stop unless it loses the target) 10 Quote Share this post Link to post
Casketkrusher Posted November 7, 2022 Pinky get electrocuted Almost done with the 7th map of my egyptian style wad Pharaoh's Wrath. Feel free to give it a playtest :) (A still work-in-progress project) https://www.mediafire.com/file/1knkq9lap4xjthh/PharaohsWrathV5.zip/file?fbclid=IwAR2d_BizaVW0I-8dqAsC1XA58q__68yZF6CRz0PxXiG293XNN1j3-jCRxb0 13 Quote Share this post Link to post
OverflowingMocha Posted November 8, 2022 4 hours ago, ViolentBeetle said: One of the fun function of MBF21 is potentially multiple mode monster. Here's a security bot (Sprite from Strife) At first it's not angry and has blue light. It only fires 2 blue balls of plasma But if you knock it into a pain state, it gets pissed off. The light turns red and it starts firing red plasma contnuously (Statistically all plasma is the same, but fire rate increases and it doesn't stop unless it loses the target) On 11/4/2022 at 6:46 PM, ViolentBeetle said: Instead of mapping I'm currently building up a small gimmicky MBF21 bestiary. Not something you can easily screenshot, but here's a turbopinky with fun effect (Which would probably be ruined somewhat with translucent sprites for invisibility) Scary red pinky sprites I got from realm667, but I'm writing their behaviour from scratch. These monsters look pretty good! Will these be used for any sort of mapping project you want to make in the future or will these be released as a monster replacement mod? 0 Quote Share this post Link to post
ViolentBeetle Posted November 8, 2022 5 hours ago, LGmaire said: These monsters look pretty good! Will these be used for any sort of mapping project you want to make in the future or will these be released as a monster replacement mod? I have a few ideas on what I want to use them in, but I'm not sure I would be able. If I don't use them, I will just release the pack separately. Just to clarify, most of what I did is coming from Realm667, but I do create their behavior from scratch. 2 Quote Share this post Link to post
eharper256 Posted November 8, 2022 Walpurgis 0.97 is now out with branched upgrade paths (giving it +36 new unique weapon upgrades for a total of 80!), and also a small patch to work with Elementalism: 9 Quote Share this post Link to post
Pirx Posted November 8, 2022 On 11/2/2022 at 8:55 PM, Arrowhead said: Love the colors - very unique looking! I'm currently making a Q1 themed deathmatch map pack w/ @MrPred - these are pictures from my maps only. Finally got around to learning slopes! Was a lot easier than I thought it'd be. :) We're planning on replacing all of the Doom weapons w/ Quake equivalents - as well as making a bunch of new 'runic' power-ups! Should take us a while, but we've already got 7 maps done, so things have been going well. looks great. i still have a collection of savegames in my quake folder where i'm about to pick up a quad. i'd love to see these quad rampages in doom. 1 Quote Share this post Link to post
wxndxx Posted November 8, 2022 Spoiler Spoiler Now I'm working on the second map. The bridge was inspired by the floating cubes on Sunder's map 31. The map is about 10-20 percent complete at this point. 7 Quote Share this post Link to post
BassSlapper89 Posted November 9, 2022 (edited) Jazz Jackrabbit Doom Episode 5 : Holiday Hell Hare (In the works) Candion (Redesign) Edited November 9, 2022 by Bass Slapper '89 23 Quote Share this post Link to post
Rykzeon Posted November 9, 2022 On 10/22/2022 at 6:36 AM, Rykz said: An almost completed map for Hell Cartel 2 Fake Room over Room in Boom (now the effect is quite smooth) Also, Looking for playtesters so I can adjust the difficulty level better 👀 14 Quote Share this post Link to post
Salmon Posted November 9, 2022 For last year's Doomworld Maximum Project I made a limit-removing map with Doom 2 textures. I'm working on another one this year. Maybe I'll make it a tradition. 31 Quote Share this post Link to post
TheHambourgeois Posted November 9, 2022 I often struggle with getting a good sense of scale so I am pretty happy with how this room turned out 15 Quote Share this post Link to post
Mr.BP-D [CBG] Posted November 9, 2022 One level for the first Zone: Grass Grump I don't know where to place it because it's actually somewhat difficult especially if you have no idea what to do. How are the aesthetics since I wanted to improve from earlier this year, and I think I've got something going. The floating skull acts as a flame turret once it's activated...Have fun dying. 16 Quote Share this post Link to post
Ravendesk Posted November 9, 2022 3 hours ago, Salmon said: For last year's Doomworld Maximum Project I made a limit-removing map with Doom 2 textures. I'm working on another one this year. Maybe I'll make it a tradition. Incredible stock textures usage! 6 Quote Share this post Link to post
Mr.BP-D [CBG] Posted November 14, 2022 I'm finally satisfied I think?_? I have a problem where I make maps longer & harder than intended. <_< 13 Quote Share this post Link to post
Arrowhead Posted November 15, 2022 The 6th Quake 1 inspired deathmatch map I've made. Project is going well thus far. :D Spoiler Really liking Zdoom: Doom2 in Hexen format. I'll likely continue using it after I release my remaining Boom projects. 16 Quote Share this post Link to post
Thelokk Posted November 15, 2022 (edited) Imagedump for the expanded version of [Untitled] coming later this month / early next. New maps, rehashed combat and progression, reshuffled map order, a little bit of dehacked. Same existential dread. I might or might not cave in to custom skies. We'll see. Edited November 15, 2022 by Thelokk 14 Quote Share this post Link to post
Nightmare2989 Posted November 15, 2022 This is what I'm working it a interactive map as I'm either recording or streaming my map to get idea or help from my views on YouTube it a fun time really and it my first map in UDMF so exciting times 9 Quote Share this post Link to post
Nightmare2989 Posted November 15, 2022 On 11/11/2022 at 11:30 AM, Sectorslayer said: Looks very plutiona 3 Quote Share this post Link to post
Egregor Posted November 15, 2022 Working on a map for PUSS Trick or Tear The Living, Release Candidate 2: 10 Quote Share this post Link to post
Sneezy McGlassFace Posted November 15, 2022 (edited) Super burned out from Doom so I'm trying a bit of Heretic. Hope all goes well. Edit: Chocolate Heretic btw. So it'll be a bit rougher. Edited November 15, 2022 by Sneezy McGlassFace 9 Quote Share this post Link to post
OverflowingMocha Posted November 16, 2022 Small mapset is coming along, 2 maps are almost done so far. 10 Quote Share this post Link to post
Arrowhead Posted November 16, 2022 15 minutes ago, LGmaire said: Really digging the little buildings in the first shot! Nice work. Made a quick deathmatch map using CC4-TEX . Made in about 3 hours' time. Thinking of calling it 'Crimson Station', or something along those lines... Sky has yet to be changed. Spoiler Maybe I'll make a small red techbase set - or this might find its way into another project... Not really sure. :D 15 Quote Share this post Link to post
Ludi Posted November 17, 2022 (edited) Coming Soon. Edited November 17, 2022 by Ludi 41 Quote Share this post Link to post
Dusty_Rhodes Posted November 17, 2022 @Ludi the hype is palpable 3 Quote Share this post Link to post
Arrowhead Posted November 17, 2022 Blasted out another deathmatch map in about 3 hours. Apologies for posting again so soon. This one's from the acidbase genre. It's CC4-TEX again, I'm starting to get used to it. :D Spoiler I've been in a bit of a mapping mood as of late... 20 Quote Share this post Link to post
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