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


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17 minutes ago, Zemini said:

Quick play of the first level of my megawad.  I hope to release by quakecon.

 

I'd somehow missed this one's progress all year and only noticed it when you dropped the mindflayer sprite, but now I'm eagerly awaiting the release. That vid gave a really nice walkthrough to make all the new systems easily comprehensible; and I especially like how you've added in-game reminder text when fiend door/slayer gates are opened up.

 

Keep up the good work, but don't get burned out trying to reach that release date!

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Some of you are already aware of this, but I have been working on a basic web front-end for the wad-archive dump from last year.

 

I did build a full python offline browser thing, but that relies on a local copy of all the data. It was suggested that a front-end to the data at archive.org might be a good alternative. Given that you can browse inside the big ZIP files, that seemed feasible...

 

Anyway, I have a working version that allows searching by WAD/PK3 name (currently), downloading of the files, display of screenshots and display of the IDGames readme, if present. I've got plans to extend the search to inside the readmes, and to display the TITLEPIC etc, of present, and the automap images too, if found.

 

Anyway, check it out here [corrected!]:

 

https://www.smeghammer.co.uk/wad-archive/

 

Screenshots:

Spoiler

 

img001.png?raw=true

 

img002.png?raw=true

 

 

 

 

There are a couple of limitations ATM - although the file can be searched for by filename, the download itself is saved as a UUID filename. There isn't much I can do about that I think...

 

Because the searching is all based on client-side code, the JSON data files needed are quite large - between 20 and 70 MB each, so the initial download may be quite slow, and the search itself might be slow if your PC is a potato.

 

There is more info from this response in the Closing WAD Archive thread.

 

In any event, feedback is welcome!

 

Thanks.

 

 

 

 

 

Edited by smeghammer
replaced localhost test link with actual web address...

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11 minutes ago, Axuris said:

Made more maps for a project I'm working on called Amalgamation:

MAP07: Simple Checkpoint 

doom37.png

doom38.png

doom39.png

 

MAP12: The Grave

doom79.png

doom80.png

doom81.png

doom82.png

doom83.png

Looks awesome! The marvel floor and orange sky kinda remind me of Speed of Doom.

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10 minutes ago, Yousuf Anik said:

Looks awesome! The marvel floor and orange sky kinda remind me of Speed of Doom.

Actually, Speed of Doom Map21 is one of the inspirations for the map, alongside the pretty obvious Scythe 2 inspiration.

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made a boxy thing. The boxes moves throught the conveyor belt, you have to fight being transported by the conveyor belt with the boxes

 

Screenshot_Doom_20230805_174909.png?raw=

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I am making a plutonia wad that is meant to be as close to the original plutonia mapping style as possible.

DOOM0007.png.cd66336721da25122e4bd483587e98c1.pngDOOM0008.png.9bb66c94ae28c15d7d1aecd6de2133a8.png

DOOM0009.png.5305cfe246b66d667781b7ca53ef8298.png

I know it is not much. But it is probably one of the best looking maps I have ever made.

Edited by BUYXRAYS

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Havok DM 2, my new 12 map 3-4 person FFA pack, is almost done!

 

Texture choices are likely not final - I may remove some more D2 textures and replace them w/ more Otex1.1. This will be my last project using Boom for a long while.

 

Here's 10 screenshots:

 

MAP03: TOWER POWER

UHKLyCc.png

MAP07: XERIC

SY3nVc8.png

MAP05: CHILLY VICTORY

MA0kfps.png
Spoiler has more images:

Spoiler

 

MAP01: ACID HOUSE

l9KnGIz.png

MAP08: OCHRE SKIES

5sNcI55.png

MAP11: EERIE HECKBASE

OHdpGsA.png

MAP02: MOLTEN STATION

LsTnNgY.png

MAP04: SADISTIC DOMAIN

Zo0Zo0k.png

MAP10: CHEMICAL WASTE PLANT

d6LqsbT.png

MAP09: FROZEN FORT

e4nHCqH.png

 

I just have to finish up MAP12, and clean up some texturing, and this is good to go.

 

:D

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2 hours ago, BUYXRAYS said:

I am making a plutonia wad that is meant to be as close to the original plutonia mapping style as possible.

 

2 hours ago, BUYXRAYS said:

I know it is not much. But it is probably one of the best looking maps I have ever made

Looks really good so far. Some advice from one mapper to another: try to experiment with height variation. Make use of stairs, lifts or changes in elevation in the environments you make . Height variation tends to make layouts look a lot more interesting, less flat and boring to look at. Keep at it, and happy mapping :D

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That's how my first map looks like now.
There's a lot of work to be done, cause I want to try my best with design, length, and gameplay, but still.
Windows are self referencing sectors, btw, so no monsters can look or hear through them.

doom98.png

doom99.png

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doom101.png

doom102.png

doom103.png

Edited by Vanilla+Unicorn

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39 minutes ago, Moustachio said:

MBF21 thing I'm working on. It will be sort of a spiritual successor to Heschel Spaceport in the sense that it is based off of the same resource pack.

 

KIHHwIL.png

xMrCuxk.png

Where did you found these bushes? I want them, they look super!

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Since I can't figure out how to get Doomworld to actually embed images, I'll post a video of Structure, the map I've been working on for a while. I talk about my channel in the beginning but if you just wanna see the map, skip to 03:35.

 

 

 

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Working on a small collab set with a buddy, we came up with a funny idea and now it's the crux of the WAD. Still in the early stages of making the texture work for store shelves (no pun intended) but I present to you: THE ALMIGHTY BISQUICK!

 

image.png.498d375f9215ea3c9ad5c24ad490de6e.png

 

UPDATE: the bisquiks have landed

Spoiler

image.png.7cc5f93d24616968df5934a1e30d72f4.png

 

also an actual map for the project for those interested:

Spoiler

image.png.e648fd30ed272bdbe89524ae9dbbe0e6.png

 

Edited by bioshockfan90

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Yeah, I know I said I was nearly finished working on You Have 1 HP version 2.0 a couple of weeks ago, but as it turns out, there's always more things to improve and fix...

 

Here's another set of before and after pictures:

 

Old Gun Game:

Screenshot_Doom_20230813_184346.png.ff71eef94eca42eada465269949abd25.png

 

New Gun Game:

30.png.0ab7a3304c29d55403e83bf3f97887f5.png

 

I tried to make the level less of a chaotic mess. Version 1.0's design ethos was pretty much 'I'm just gonna throw a whole bunch of enemies in the middle of the map'. I've tried to be a little more deliberate with enemy placement this time around.

 

Also, I recycled the code from my RAMP2023 level and put it back into this level. It now works on traditional Counter Strike-style Gun Game rules, i.e., weapons switch after each kill, rather than after a set amount of time.

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