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


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backrooms level 188 section of the map & the poolroomsbackrooms 188.jpg

poolrooms doom.jpg

Edited by Aku
just adding more

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Get that zoomboom unstuck, Doomguy! This building is way behind schedule! Maybe those Cacos will help you lift beams?

woof0177.png.8785d6d6bf1f48f4909f151457fd831a.png

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woof0178.png.b1cae02a1dd6ef2a5723d8361dd73962.png

Edited by thelamp

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On 1/22/2023 at 11:10 PM, INfront95 said:

My current obsession are Makkon's texture sets. Trying new way and philosophy on how to texture something, using the 3d modeling method of trimsheets usage. Honestly its a bitch to set up because ,as we all know, we don't have that flexibility on texture and bsp manipulation as quake or hl has. But still when done properly the result is very pretty. Don't know if its beneficial for wad assembly when you have like 5 texture lumps instead of 100s, but, its food for thought, and a toy to play for a time being. This is one of the test result of presice placement of concave and convex parts of trim sheet to add value to the architecture without touching geometry.


Makkon is a great dude, and his texture packs are just too good to ignore. Glad to see them getting some use in Doom.

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I've become keen to use Makkon's texture sets extensively myself.  For a while I've been deliberating on whether to map primarily for Doom or Quake, because these texture sets are designed primarily for and work best for Quake, but I've been finding that I don't enjoy mapping for Quake as much (I think it's mainly to do with the enemy roster and some of the specifics of the gameplay).  Bridgeburner recently came up with a highly relevant tweet about the workflow of laying out structures and trims on floors, exporting them to OBJ models or megatextures in Ultimate Doom Builder and then re-importing them.  I'm planning to experiment with this over the coming weekend but am a bit busy with work and other things this week.

 

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4 minutes ago, INfront95 said:

Judging by bump, and reflections you used Pbr materials? 

Most of them are normal/spec with PBR used here and there. I'm leaning into a cartoonish kind of look, and the softer specular reflections seems to serve that a bit better. I use PBR when I want something to pop a bit more with sharper reflections, so there's a bit of contrast between the material types.

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4 minutes ago, Ed said:

Most of them are normal/spec with PBR used here and there. I'm leaning into a cartoonish kind of look, and the softer specular reflections seems to serve that a bit better. I use PBR when I want something to pop a bit more with sharper reflections, so there's a bit of contrast between the material types.

I knew it! Just recently people been talking about use of pbr , and i will point at your screenshots on how it should be made. As soft additional details they can elevate the picture dramatically.

Edited by INfront95

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Chainsaw death animations for Unhinged 2 enemies.

Edited by Darsycho

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1 hour ago, nicolas monti said:

Something..: map19

 

@scwiba

Woah! I love Strain, this looks really cool! Is there a thread for it yet or is it a closed dev project?

Edited by Cacodemon187

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On 1/23/2023 at 6:59 PM, thelamp said:

Get that zoomboom unstuck, Doomguy! This building is way behind schedule! Maybe those Cacos will help you lift beams?

 

woof0175.png.300becb861ebefd6c64b56f1e7da6800.png

 

 

I love the old tekwall used as a wheel, I should make more cheese furniture aside some beds and random toilets here an there.

 

 

Edited by nicolas monti

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Just Take It Easy

ZThfw30.png

N1Dhjrx.png

 

Old Screenshot 2:

Spoiler

4QFj7qE.png

 

Edited by SuyaSS

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The mod formerly known as Wolfenstein 3DGE being re-worked for EDGE-Classic.

Running at 70FPS, and running a little choppy due to my hardware being like 10 years out of date. Runs fine when not recording though.

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On 1/27/2023 at 10:21 AM, CeeJay said:

The mod formerly known as Wolfenstein 3DGE being re-worked for EDGE-Classic.

Running at 70FPS, and running a little choppy due to my hardware being like 10 years out of date. Runs fine when not recording though.

For some reason, the ceiling sucks...

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On 1/30/2023 at 1:37 PM, Naarok0fkor said:

For some reason, the ceiling sucks...

Be that as it may, it is source-accurate.

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Completed 18 out of the 32 maps for "KINDa 2" (WIP name). Limiting myself to around 18 hours per map has produced some interesting results! 

 

Screenshot_Doom_20230203_185029.png

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Edited by TheMightyWhoosh

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