Arrowhead Posted June 11 Finished my 9th round of random deathmatch mapping! The randomizer selected 'Silver Textures', and I paired this w/ the silver / grey textures from stock Doom 2. This was a bit challenging, but I think the map turned out well. It ended up being a nice combo in the end. Once I started pairing the new lights available in the silver pack w/ some sector lighting, things started coming together well! Random Doom2 Deathmatch Mapping (STREAM 9): MAP10: Silver Salvo: List of packs used in streams so far: Spoiler 1) Otex1.1 2) AquaTex 3) 5th Episode Textures 4) GothicDM1+2Tex 5) FoxTex 6) Vanilla Doom 2 7) Too Much Brown 8) NMN Corp. Tex 2 / Darkbase 9) Silver Textures 10) ??? The VOD of these maps being made is available here: https://www.twitch.tv/arrowheadd2dm Nice to be a third of the way through my new megaWAD already! :D 11 Quote Share this post Link to post
Daytime Waitress Posted June 11 6 hours ago, Arrowhead said: Finished my 9th round of random deathmatch mapping! The randomizer selected 'Silver Textures', and I paired this w/ the silver / grey textures from stock Doom 2. This was a bit challenging, but I think the map turned out well. It ended up being a nice combo in the end. Once I started pairing the new lights available in the silver pack w/ some sector lighting, things started coming together well! Random Doom2 Deathmatch Mapping (STREAM 9): MAP10: Silver Salvo: There's some really strong contrast to some of these, enhanced by the lighting. It's not completely cartoony, but it's definitely unique, and I'm really liking how much the matte stuff pops against the metallics. 3 Quote Share this post Link to post
Michael63 Posted June 11 I am working on... I hope some my maps will be a contribution to the sequel of the past year megawad Thirty Years with Doom. 26 Quote Share this post Link to post
TheGreenZap Posted June 11 Here is my third map of the new deathmatch pack I'm working on. I've been working hard on these. I have some music to add to the last two maps and more testing to do. Then I have two more maps to create. 17 Quote Share this post Link to post
Egregor Posted June 11 I'm getting ready to drop RC1 of a vanilla Heretic level set titled Your Journey Begins. Here is the picture preview: 24 Quote Share this post Link to post
Doom-X-Machina Posted June 11 Dissension II: The Hell That Followed [WIP] 11 Quote Share this post Link to post
Matt Eldrydge Posted June 11 Working on my RAMP 2024 map. Decent progress so far, with the main challenge coming from making my map in the 10x10 style, evoking Sunder's scale and using more light wherever possible. Only two fights are done at the moment, kinda shooting for a fun, slaughterlite kinda thing. Also challenged myself to use a midi by Ribbiks, since that felt really hard for me to justify - but I think I'm capable of living up to the choice. 26 Quote Share this post Link to post
Broadsword Jim Posted June 11 4 hours ago, Egregor said: I'm getting ready to drop RC1 of a vanilla Heretic level set titled Your Journey Begins. Here is the picture preview: I'm very glad that there is still someone making new maps for Heretic.. I really like Heretic and the pictures look really good.. I'm looking forward to it. 1 Quote Share this post Link to post
Milkeno Posted June 12 (edited) Trying to stretch the ability of my limited mapping skills right now, I can't figure out how to make a compelling narrative in vanilla but until I can do that I'll stick with this hl2 beta project. These are very WIP... Edited June 15 by Milkeno Better screenshots 8 Quote Share this post Link to post
Laocoön Posted June 12 Making slow progress on Monuments.wad map03 21 Quote Share this post Link to post
DRON12261 Posted June 12 Made another weapon New melee weapon for Eternity Engine 4.03 - Force Gauntlet with the mechanic of accumulating damage before a punch: If you hold down the LMB, the player will begin to accumulate punch, the longer you hold it, the more damage you will end up taking during the punch. During a berserk, the damage is doubled. There are 4 stages of damage accumulation, the transition from one stage to another can be distinguished by a specific mechanical sound and visually by the changing sprite of the stretching arm. Stage 1 - 100 (200 with berserker) damage, will work if you just press the LKM. Stage 2 - 200 (400 with berserk) damage, changes the sprite of the outstretched arm. Stage 3 - 350 (700 with berserk) damage, the sprite of the outstretched arm changes. Stage 4 - 500 (1000 with berserk) damage, maxed out, at which point the player keeps his left arm maximally extended at the center of the screen, allowing for better aim before punching. 6 Quote Share this post Link to post
Somniac Posted June 12 I am once against indulging my green/brown/orange/blue fetish. 13 Quote Share this post Link to post
Arrowhead Posted June 13 I did my 10th round of randomized deathmatch mapping! I rolled the randomizer at the start of the stream, and this time I got 'MummyTex'! Today's texture pack was from 2001, and was created by Andy McKie - it comes from his WAD called 'Mummy Phuquers 2'. It claims to be an Egyptian-themed megaWAD, in the texture pack readme, but I can't find it on the /idgames archive. Anyway, for being so old, it has some nice features - lots of marble edits, arch midtextures, bricks, and Egyptian mural textures. Honestly, it's not bad at all, if you're wanting to make a WAD of this style - especially if you pair it w/ Doom 2, like I did in this session! The map only took me 1 hour, 58 minutes to complete beginning to end - for some reason, I was much quicker this time! Here are some screenshots from tonight's session! Random Doom2 Deathmatch Mapping (STREAM 10): MAP11: Pyramid Peril: List of packs used in streams so far: Spoiler 1) Otex1.1 2) AquaTex 3) 5th Episode Textures 4) GothicDM1+2Tex 5) FoxTex 6) Vanilla Doom 2 7) Too Much Brown 8) NMN Corp. Tex 2 / Darkbase 9) Silver Textures 10) MummyTex 11) ??? So yeah, didn't really intend for this to be a speedmap - but I'm not complaining! I've been really productive recently, getting a map done every second day! At this pace, it shouldn't take me very long to reach 32 levels! Spoiler This will be my 6th 32-map+ Doom2 deathmatch megaWAD! :D 11 Quote Share this post Link to post
Treehouseminis Posted June 14 I REALLY like high contrast Lighting 16 Quote Share this post Link to post
The BMFG Posted June 14 Still have been working hard on that one WAD I posted some screenshots of here. 14 Quote Share this post Link to post
ak47fu2 Posted June 14 Working on my mod and trying to make the Urdak map (although frankley all of them) better. I am kinda bad at mapping lol. I still need to finish code for alot of demons and weapons aswell. 2 Quote Share this post Link to post
Arrowhead Posted June 15 I did my 11th round of randomized deathmatch mapping! I rolled the randomizer at the start of the stream, and this time I got 'GothMash'! The map only took me 2 hours, 30 minutes to complete beginning to end. Here are some screenshots from tonight's session! Random Doom2 Deathmatch Mapping (STREAM 11): MAP12: Keep of the Damned: List of packs used in streams so far: Spoiler 1) Otex1.1 2) AquaTex 3) 5th Episode Textures 4) GothicDM1+2Tex 5) FoxTex 6) Vanilla Doom 2 7) Too Much Brown 8) NMN Corp. Tex 2 / Darkbase 9) Silver Textures 10) MummyTex 11) GothMash 12) ??? / ??? VOD available here: https://www.twitch.tv/arrowheadd2dm I'm more than a third done this new megaWAD already! :D 12 Quote Share this post Link to post
Walter confetti Posted June 15 Boy, compiling all these random texture packs must be a nightmare! 2 Quote Share this post Link to post
Charbomber Posted June 15 I started making a Rain World-themed joke wad (joke as in it's funny not as in it's bad) but it snowballed and now it's becoming a whole thing. It's really cool trying to accurately recreate environments from the game in 3D though... especially when working with Doom and the whole no jumping no crouching thing. 4 Quote Share this post Link to post
TheGreenZap Posted June 16 (edited) This is my fourth deathmatch map for my new DM pack. I have never created a Hell style level at all, so this was a new experience for me. When I was finishing this level up, I had a good feeling that this might be my strongest one yet. Shoutout to @Arrowhead for checking out each one of my maps to make sure I'm on the right track. Edited June 16 by TheGreenZap 8 Quote Share this post Link to post
Gez Posted June 16 On jeudi 13 juin 2024 at 3:51 AM, Arrowhead said: Today's texture pack was from 2001, and was created by Andy McKie - it comes from his WAD called 'Mummy Phuquers 2'. It claims to be an Egyptian-themed megaWAD, in the texture pack readme, but I can't find it on the /idgames archive. https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mumphuq2 Like mumphuq1, it was made for Doom Legacy. Dunno how much Legacy features it uses (haven't tried it); it might run in GZDoom which has some amount of Legacy-compatibility built-in. 2 Quote Share this post Link to post
MObreck Posted June 16 After a few month hiatus I've have resumed work on the demo for my TC project. The basic layout of the level is complete now. I just have to code in another enemy and populate the level. Hopefully a release will be ready before July: 10 Quote Share this post Link to post
Andromeda Posted June 16 2 hours ago, Gez said: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mumphuq2 Like mumphuq1, it was made for Doom Legacy. Dunno how much Legacy features it uses (haven't tried it); it might run in GZDoom which has some amount of Legacy-compatibility built-in. That's close but not it, that's Mummy Phuquer 2. Mummy Phuquers 2 can be downloaded here: https://teamhellspawn.com/doomheaven/wads/mummy2.zip 1 Quote Share this post Link to post
Gez Posted June 16 1 minute ago, Andromeda said: That's close but not it, that's Mummy Phuquer 2. Mummy Phuquers 2 can be downloaded here: https://teamhellspawn.com/doomheaven/wads/mummy2.zip Well, that's a confusing but insistent naming convention. 1 Quote Share this post Link to post
TheBlurCafe Posted June 16 2 hours ago, MObreck said: After a few month hiatus I've have resumed work on the demo for my TC project. The basic layout of the level is complete now. I just have to code in another enemy and populate the level. Hopefully a release will be ready before July: Getting big Marathon vibes from this, really nice atmosphere. 1 Quote Share this post Link to post
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