Zemini Posted August 5, 2023 Quick play of the first level of my megawad. I hope to release by quakecon. 4 Quote Share this post Link to post
Daytime Waitress Posted August 5, 2023 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! 1 Quote Share this post Link to post
Somniac Posted August 5, 2023 Couple shots of a vanilla E2 map I've been making Been a bit unsure about this one, but its beginning to take some kind of shape. 1000 lines and I'm about 1/3 done, I think. 16 Quote Share this post Link to post
Arrowhead Posted August 5, 2023 (edited) Here's my new 10 map Quake 1-themed DM pack. Worked on this alongside @MrPred and @Worst. Hoping for a release for Quakecon. (August 10th) I know I posted some of these shots a long time back, but this should be close to final version, now! Right now it's just missing 3/10 mapnames, a readme, and a credit screen. We've got custom runic power-ups - many take influence from the main Quake series, but some power-ups like armor-regeneration are new. Going on Quad Damage rampages can be a lot of fun! :D Spoiler Edited August 6, 2023 by Arrowhead 21 Quote Share this post Link to post
NokturnuS Posted August 5, 2023 (edited) Another EE map finnished, getting closer tu finnish the whole thing, I hope. Edited August 5, 2023 by NokturnuS 51 Quote Share this post Link to post
esselfortium Posted August 5, 2023 1 hour ago, NokturnuS said: Another EE map finnished, getting closer tu finnish the whole thing, I hope. This looks absolutely amazing! 3 Quote Share this post Link to post
smeghammer Posted August 5, 2023 (edited) 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 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 August 6, 2023 by smeghammer replaced localhost test link with actual web address... 9 Quote Share this post Link to post
Daytime Waitress Posted August 5, 2023 (edited) 1 hour ago, smeghammer said: Anyway, check it out here: http://localhost:8000/wad-archive/ This link goes nowhere. Going to the address in the screenshots seems to work fine. Thank you for the preservation effort, smeghammer. Edited August 5, 2023 by Daytime Waitress 1 Quote Share this post Link to post
smeghammer Posted August 5, 2023 1 minute ago, Daytime Waitress said: This link goes nowhere. Going to the address in the screenshots seems to work fine. I'm an idiot. Here is the correct one: https://www.smeghammer.co.uk/wad-archive/ 3 Quote Share this post Link to post
Axuris Posted August 6, 2023 Made more maps for a project I'm working on called Amalgamation: MAP07: Simple Checkpoint MAP12: The Grave 19 Quote Share this post Link to post
Yousuf Anik Posted August 6, 2023 11 minutes ago, Axuris said: Made more maps for a project I'm working on called Amalgamation: MAP07: Simple Checkpoint MAP12: The Grave Looks awesome! The marvel floor and orange sky kinda remind me of Speed of Doom. 2 Quote Share this post Link to post
Axuris Posted August 6, 2023 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. 2 Quote Share this post Link to post
Silvertopaz Posted August 7, 2023 (edited) sneak peek of my first wad to be specific this is an older photo i took, and rn i've put in all my monsters n shit. hoping to release by this week edit: i released it https://www.doomworld.com/forum/topic/138836-phi-botanical-sector/ Edited August 7, 2023 by Silvertopaz added link for released version 13 Quote Share this post Link to post
URROVA Posted August 7, 2023 made a boxy thing. The boxes moves throught the conveyor belt, you have to fight being transported by the conveyor belt with the boxes 8 Quote Share this post Link to post
Daytime Waitress Posted August 7, 2023 46 minutes ago, URROVA said: made a boxy thing. The boxes moves throught the conveyor belt, you have to fight being transported by the conveyor belt with the boxes It just starts playing in your head automatically... 1 Quote Share this post Link to post
INfront95 Posted August 8, 2023 (edited) Finally got my hands on model import workflow, stuff is not intuitive at all .Did a rough test of implementing PBR on the wall textures and PBR on the model. Uv works, PBR works, scale works. Adjust textures on the model and texture density and it will look even better. Me like, finally a way to curve textures on the Z plane albeit it feels hackery. Edited August 8, 2023 by INfront95 15 Quote Share this post Link to post
Zemini Posted August 9, 2023 Drop Box Link opened. I strongly suggest watching the preview video so you dont get lost. 2 Quote Share this post Link to post
BUYXRAYS Posted August 9, 2023 (edited) I am making a plutonia wad that is meant to be as close to the original plutonia mapping style as possible. I know it is not much. But it is probably one of the best looking maps I have ever made. Edited August 9, 2023 by BUYXRAYS 7 Quote Share this post Link to post
Arrowhead Posted August 9, 2023 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 MAP07: XERIC MAP05: CHILLY VICTORY Spoiler has more images: Spoiler MAP01: ACID HOUSE MAP08: OCHRE SKIES MAP11: EERIE HECKBASE MAP02: MOLTEN STATION MAP04: SADISTIC DOMAIN MAP10: CHEMICAL WASTE PLANT MAP09: FROZEN FORT I just have to finish up MAP12, and clean up some texturing, and this is good to go. :D 13 Quote Share this post Link to post
Silhouette 03 Posted August 9, 2023 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 1 Quote Share this post Link to post
Moustachio Posted August 9, 2023 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. 16 Quote Share this post Link to post
Async Unicorn Posted August 9, 2023 (edited) 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. Edited August 9, 2023 by Vanilla+Unicorn 11 Quote Share this post Link to post
Async Unicorn Posted August 9, 2023 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. Where did you found these bushes? I want them, they look super! 1 Quote Share this post Link to post
Matt Eldrydge Posted August 10, 2023 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. 4 Quote Share this post Link to post
Moustachio Posted August 10, 2023 5 hours ago, Vanilla+Unicorn said: Where did you found these bushes? I want them, they look super! From here: Bushes.zip Found it on the Realm667 vegetation archive. 1 Quote Share this post Link to post
Berubaretto Posted August 11, 2023 Spoiler Working on a forest-themed map, plus some elements inspired from Hexen 2. 17 Quote Share this post Link to post
bioshockfan90 Posted August 12, 2023 (edited) 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! UPDATE: the bisquiks have landed Spoiler also an actual map for the project for those interested: Spoiler Edited August 12, 2023 by bioshockfan90 2 Quote Share this post Link to post
BeachThunder Posted August 13, 2023 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: New Gun Game: 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. 3 Quote Share this post Link to post
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