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


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On 8/6/2023 at 6:24 AM, Axuris said:

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

MAP07: Simple Checkpoint 

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MAP12: The Grave

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It reminds me a lot of scythe 2.

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Working on two different co-op map projects, each will be about 9-10 levels long

 

The first of the two is a limit-removing wad that will be meant for 4-player co-op, smallish maps with bigger interiors allowing players to freely move around while also retaining the core doom experience. This is made with ultimate doom as the base IWAD, and being made as a tribute to my favorite design tropes of Episode 1, with more *realistic* approach to believable areas.

 

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My other wad will be meant for larger servers (Even with only having 4 player starts), I'm making a gothic styled map thats a mix between labyrinth, outdoor courtyards, and stylized interiors all within a castle/fortress setting. It will be using MBF21 as the format so that there is compatibility with Odamex, ZDaemon, and any other type of Boom compatible port that supports MBF21 

 

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895182237_huesofpain(editarea)at2023_08.2216-32-17.300R4090.jpg.2d056a5c9b062287590e88bf38237e9d.jpg

 

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13 hours ago, Naarok0fkor said:

You gotta start somewhere. Try different colours for your walls or floors/ceilings to make things more interesting than gray...A darker room will make that skylight stand out even better...

I did that with my very first serious map i made back in 2020. Everything looked grey, both inside and out. So i changed the inside of the buildings to the TEKGRN** textures but kept the outside grey and it looks so much better and more colourful. 

Screenshot_Doom_20230823_132841.png

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On 8/23/2023 at 12:13 AM, Naarok0fkor said:

You gotta start somewhere. Try different colours for your walls or floors/ceilings to make things more interesting than gray...A darker room will make that skylight stand out even better...

 

Very tempted to do a darker room but it might not fit the theme of the map. The contents should make it more colourful as well so might suit leaving the room itself grey. Also still to do the shape of the room as well :)

Edited by NeilForshaw

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On 8/15/2023 at 1:56 AM, enigma101 said:

I've been wanting to make a map based around Dawn of The Dead/Dead Rising for months, but haven't been able to find the time until now. My map is going to be a mall with four main areas connected by a outdoor plaza, with keys unlocking different areas and eventually ending by escaping the mall through an underground security exit. So far I've only created the plaza, but I'll probably make it bigger to fit more monsters in.

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Update:

I've nearly made the entire first area of the mall, complete with shops. I was originally going to use real shops in the map, partly because I thought it was funny and partly to add to realism, but decided not to as it would seem a bit out of place to have all these fake supermarkets and then a random Tesco in the middle of it all. So I just made up names or took them from films (Quick Stop Groceries is from Clerks, Hallowed Grounds is from Dawn of the Dead (2004)). I also changed the colours of the Quick Stop Groceries in particular because there was no way I was going to redo all those textures inside the supermarket. Also, if it wasn't clear already from me mentioning Tesco, some of the shops are complete rips of actual ones in the UK: I changed HMV to BFG and the Quick Stop Groceries was originally going to be a Tesco Metro. The electronics/TV shop isn't really a parody of anything, I just wanted to make it seem similar to zombie apocalypse films that have TVs on showing news reports or other interviews.

Next is probably the 2nd area of the mall and maybe expanding the plaza area, as it is way too small in comparison to other areas of the map.

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Started making a couple of shops in the first map earlier. An item shop and a weapon shop. I know they don't look much like a shop at the moment, but i can always change them later on. This is just the start of the them. I can always look up how the shops worked in Strife later when I have finished them properly and added people behind the counters. Screenshot_Doom_20230824_161428.png.04ca1b0e249c575b0bad248c4461b6d5.pngScreenshot_Doom_20230824_161738.png.cb1bf5fc265aa8efd6538514e8050600.png

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So since i've been really quite about my solo Ultimate Doom wad i've been doing, i wanted to make a quick side my side comparison of E1M1 and E1M5 of my project Abandon: Shadows of darkness. 

 

I made arrows to show off the old version and the new version. I personally say E1M5 really needed it since the old version looks like some kid drew it and threw enemies in and called it a map. E1M1 how ever is basically a redux / remix or i call it a reduxmix.

 

Just wanted to share my two maps i'm currently redoing which E1M1 is done, now E1M5 is currently being worked on at this moment.

 

This is E1M1

E1M1.jpg

This is E1M5

E1M5.jpg

Edit: I just finished E1M5 and now both are ready to be played

Edited by xScavengerWolfx

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7 hours ago, Arrowhead said:

POWER STATION X26

 

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A new standalone DM map. Uses GZDOOM: Doom2 in Hexen.

 

The textures are from 32-in-24 15's texture pack. I will likely release this later tonight, or tomorrow. Haven't decided on what I want to do for my next large project, so I'll just be making one-offs until then!

 

:D

 

32-in-24 15 has some vibrant stuff, but the way you've contrasted it with darker tones really makes everything pop - a class act, as usual.

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Still making impscape

 

Screenshot_Doom_20230826_175602.png?raw=

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The warehouse map originally was for a 6 part mega map, but uhhhh... it scope creeped and now its map long, so i just made it a separate map. Once again im robtoping my project.

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1 hour ago, URROVA said:

Still making impscape

 

Screenshot_Doom_20230826_175602.png?raw=

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The warehouse map originally was for a 6 part mega map, but uhhhh... it scope creeped and now its map long, so i just made it a separate map. Once again im robtoping my project.

Have you thought about making a new targetting reticle for the imp?

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1 hour ago, Naarok0fkor said:

Have you thought about making a new targetting reticle for the imp?

do you mean the crosshair? is just my gzdoom configuration, it isnt for the mod.

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46 minutes ago, URROVA said:

do you mean the crosshair? is just my gzdoom configuration, it isnt for the mod.

Yes. The Imp needs his own crosshair...

TROOE1.png

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Spoiler
6 hours ago, SpaceCat_2001 said:

MAP14 for the DOOMMAX community project

Screenshot_Doom_20230827_134351.png.7357a2a3ff3a3cf68a18e4ba52dc4628.pngScreenshot_Doom_20230827_134346.png.7ab6f3f1c7630a1dc214fa6b1a680bd9.pngScreenshot_Doom_20230827_134339.png.4d1a63c8a057f03111d15a72d08ea27f.png

Screenshot_Doom_20230827_134331.png.7fbd9343a8ba93307e19767e8307be65.png

Feel free to ask questons or something lol

 

 

Very atmospheric. Looks super nice. Where'd you find those trash textures? :)

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1 hour ago, Wo0p said:
  Reveal hidden contents

 

 

Very atmospheric. Looks super nice. Where'd you find those trash textures? :)

I made them myself with photo of the trash in my city. Thanks for kind words!

 

Edited by SpaceCat_2001

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11 hours ago, SpaceCat_2001 said:

MAP14 for the DOOMMAX community project

Screenshot_Doom_20230827_134351.png.7357a2a3ff3a3cf68a18e4ba52dc4628.pngScreenshot_Doom_20230827_134346.png.7ab6f3f1c7630a1dc214fa6b1a680bd9.pngScreenshot_Doom_20230827_134339.png.4d1a63c8a057f03111d15a72d08ea27f.png

Screenshot_Doom_20230827_134331.png.7fbd9343a8ba93307e19767e8307be65.png

Feel free to ask questons or something lol

I absolutely love the balance of detail and especially the palette of the frame and how it pairs well with the interesting STATUSBAR. Good job.

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probably 45% done at this point but i'm working on finishing my first proper map for public release, nothing impressive but whateves :p

 

Spoiler

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I decided I wanted to make a curved sliding door in CL9 Boom+ compat so after 2 hours this is what I got using the textures/flats I had I in a wad I'm working on. I don't know when I'll use it, but it was nice to see that I got it working as intended (blocking movement/shots when closed, re-opening when blocked).

 

https://cdn.discordapp.com/attachments/534802812719333391/1145452470185771108/2023-08-27_14-09-03.mp4

 

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On 8/14/2023 at 4:21 PM, Frank Harper said:



...And it seems that fixing this area will be a fun experience.1928824819_NoLuckIsland(editarea)at2023_08.1415-58-14.686R4087.jpg.52a5dda505cfdd470610562b57f953ad.jpg

Finally finished fixing that area. I like big amount of trees here, because they make you feel like you are in the middle of a forest. But at the same time, I liked the original idea more, to be more open to the point where you can see both sides of the forest and most of the platforms.
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But generally speaking, I really like how this map playing out so far.244184327_NoLuckIsland(editarea)at2023_08.2800-30-03.207R4091.jpg.4e614fc53962518fab48888b5b3c54c7.jpg1727714565_NoLuckIsland(editarea)at2023_08.2800-30-55.869R4091.jpg.9517e4a12e7f1ee164bc66444e40f2f0.jpg

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11 hours ago, DRON12261 said:

I absolutely love the balance of detail and especially the palette of the frame and how it pairs well with the interesting STATUSBAR. Good job.

Thanks! I made this status bar myself

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20 hours ago, SpaceCat_2001 said:

I made them myself with photo of the trash in my city. Thanks for kind words!

 

 

Oooh custom trash textures! Those are the best textures ;P nice

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Just made my shops look a bit better with a few wall mounted lamps. It brightens them up. All the the items and weapons on display are fake item/weapon/ammo actors I made for (obviously) display purposes. They are just there to show what the shop has to offer. As for the little monitor below each of the item/weapon/ammo, when you press 'Use' it says what the item/weapon/ammo is, if it's in stock, and the price of it. Buying the items/weapons/ammo has to be done at the counter. 

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