Steve D Posted August 9, 2016 Soldier993 said:Working on my E1 for the Ultimate DooM. Just finished the first map. It's gonna be vanilla-style with some new music. That light fixture might be a bit fancy, and it doesn't seem to be giving off any light. Other than that, looks promising. Keep going! 0 Quote Share this post Link to post
Steve D Posted August 9, 2016 antares031 said:I still need to populate the level, to be honest. But here are some first person shots if you're interested in. I agree with Fonze on the green trees/red sky, and with scifista42 on the red trees. This appears to be a mammoth, epic project. But once again, I'm impatient to see it done so I can play it. ;) 0 Quote Share this post Link to post
Steve D Posted August 9, 2016 Xyzzy01 said:Working on Confinement 256... The first few maps are complete while many others are in progress. Sounds like this is more of a long-term project. Keep us posted so we can be ready to play it. What I see looks like the kind of Hitscanner Holocaust I'm very fond of, though looks may be deceiving. ;) 0 Quote Share this post Link to post
grahf Posted August 9, 2016 Looks stunning! :DStormCatcher.77 said:A few pictures of my next map ( in deep development ) 0 Quote Share this post Link to post
Urthar Posted August 9, 2016 StormCatcher.77 said:A few pictures of my next map ( in deep development ) Looks really good. 0 Quote Share this post Link to post
scifista42 Posted August 9, 2016 @SteveD: Heptuple posting might be a record. Why didn't you put all those quotes+replies into one post? Or just say "@<username>: " before your reply to each particular person, without quoting at all? 0 Quote Share this post Link to post
StormCatcher.77 Posted August 9, 2016 SteveD said:Please hurry up and finish this. One look and I'm already impatient to play it. I hope to finish within the next couple of months or at least this year. It's only my second work. It is untitled, but will carry the subtitle "Complex 502", as it will be a continuation of my first map. I basically only use standard resources of Doom 2 to test my skills. New map will be greater than previous one and much detailed (and overdetailed...) Another collection of images earlier published on iddqd.ru: Technical map info at this moment: Vertices: 74.527 Linedefs: 95.265 Sidedefs: 168.311 Sectors: 19.742 Things: 3881 (until without monsters) 0 Quote Share this post Link to post
scifista42 Posted August 9, 2016 StormCatcher.77 said:https://postimg.org/image/5rxjf62r7 I like this one, the corridor's shape looks original. Texture tiling on the STONE wall on the right and the FLAT1 wall at the back could use touch-ups, though. 0 Quote Share this post Link to post
Spectre01 Posted August 9, 2016 Rayzik said:Also, this is kind of on-topic too, since this is what I am working on atm. Very nice. 'mirin the OpenGL and Anti-Aliasing. 0 Quote Share this post Link to post
Jaska Posted August 9, 2016 I'm working on some kind of prison map: 1 Quote Share this post Link to post
DooM_RO Posted August 9, 2016 Currently working on my second map out of three of my Retribution vanilla Doom series. It's going a lot faster. The first map was for Doom 1 but the last two will be for Doom 2. You get the first map here. Please rate and comment if you try it. https://www.doomworld.com/idgames/levels/doom/Ports/p-r/retrbtn Made this in a couple of hours. About 50% complete but you get the gist. 0 Quote Share this post Link to post
Steve D Posted August 9, 2016 scifista42 said:@SteveD: Heptuple posting might be a record. Why didn't you put all those quotes+replies into one post? Or just say "@<username>: " before your reply to each particular person, without quoting at all? Because I didn't want to do it that way. ;) I see a lot of new mappers here doing interesting things, and I decided to express my encouragement by quoting each one in an individual post, thinking they were more likely to see it that way than in a single post with name-spamming. If I am wrong, eh, no big deal. :) BTW, sci, I ended up doing a lot more detailing and polish on Shotgun Symphony, and it's all your fault! :D Yes, because you challenged me, I decided I could not leave the older maps in their late-90s state. I think they are better for it, so thanks for your comments! I will probably post some pics here soon. 0 Quote Share this post Link to post
floatRand Posted August 10, 2016 DooM_RO: Good looking stuff. Those are all vanilla textures, right? Probably only good set in vanilla - after working with cc4tex I can't imagine working with just Doom-assets... Jaska: Really good atmosphere in that one. Thanks for reminding that I need to get some tree-replacements at some point to get rid of dead trees - swap them for livelier ones. Anyway, still working, although I might get this pretty finished by sunday, which leaves me some ample time to pack things up for sloppy, buggy, horribly broken release. 0 Quote Share this post Link to post
Steve D Posted August 10, 2016 StormCatcher.77 said:I hope to finish within the next couple of months or at least this year. It's only my second work. It is untitled, but will carry the subtitle "Complex 502", as it will be a continuation of my first map. I basically only use standard resources of Doom 2 to test my skills. New map will be greater than previous one and much detailed (and overdetailed...) I very much like what I see here. Indeed, it's encouraging me to design for GZDoom at some point. I've always planned that, but still have at least 2 years of regular Doom work ahead of me. I agree with scifista42 about the interesting corridor shape and wish you good luck on finishing this massive project before the year is out. With almost 20,000 sectors -- on the level of Vela Pax! -- one wonders if the map has to be so big, or whether it might be better to spread across several maps. If you put 800 or more monsters into this, you will end up with a lot of playtesting work. That is the primary reason I moved away from big maps to small and medium-size, because playtesting made it seem like the big maps would never get done. But I don't want to discourage you. By all means, finish this map according to your vision. Time for adjustment will come later. 0 Quote Share this post Link to post
Steve D Posted August 10, 2016 DooM_RO said:Currently working on my second map out of three of my Retribution vanilla Doom series. It's going a lot faster. The first map was for Doom 1 but the last two will be for Doom 2. Those are sexy screenshots. Very innovative use of the spine and intestine textures. I downloaded your Retribution map and got started on it. Very atmospheric, and I love the industrial BGM, which might make me unusual in this metal oriented community. ;D I look forward to finishing this and hope to get it done tonight. I'll let you know my thoughts when done. 0 Quote Share this post Link to post
DooM_RO Posted August 10, 2016 Thank you all for the kind words! floatRand said:DooM_RO: Good looking stuff. Those are all vanilla textures, right? Probably only good set in vanilla - after working with cc4tex I can't imagine working with just Doom-assets... Actually, the Doom 1 and especially Doom 2 textures are very versatile. The 3 part series is made using only vanilla stuff. 0 Quote Share this post Link to post
Remilia Scarlet Posted August 10, 2016 Just started this level, so there's only about 4-5 hours of work on it, and about half of that was getting some DECORATE code to work (never wrote any before, heh) I'll do some sort of official announcement for this project soonish. 0 Quote Share this post Link to post
everennui Posted August 10, 2016 Jaska said:I'm working on some kind of prison map: http://i.imgur.com/7UHE3BW.png That looks sweet! 0 Quote Share this post Link to post
scifista42 Posted August 10, 2016 DooM_RO said:Made this in a couple of hours. About 50% complete but you get the gist. http://i.imgur.com/GYpKZV6.jpg http://i.imgur.com/qCBt6Pq.jpg Stylish and certainly a huge improvement over your corridor mazes in Retribution 1. 0 Quote Share this post Link to post
Steve D Posted August 10, 2016 yukib1t said:Just started this level, so there's only about 4-5 hours of work on it, and about half of that was getting some DECORATE code to work (never wrote any before, heh) I'll do some sort of official announcement for this project soonish. Ah, some more GZDoom smackdown! That is seriously gorgeous work, very atmospheric. I'm totally stoked. 0 Quote Share this post Link to post
Li'l devil Posted August 10, 2016 I didn't visit this topic in long time and i see you here are doing some really awesome stuff. As for me.. well, here's my 5 days worth of work: After releasing my pointless previous map, i've decided to start working on something conceptual. The idea i came up with is to create a very dark horror map using only textures from Noir texture pack. Most of the textures in this pack are grey or black, so map is going to be bland-looking and also minimalistic in geometry. Why? I dunno, it just feels scarier that way. Here are a couple of high resolution screenshots: The map is obviously far from being finished, there's still a lot of work to do. I'm planning to finish it by the beginning of September, because on September i will start getting roasted by studies and won't have time for anything. 0 Quote Share this post Link to post
The_SloVinator Posted August 10, 2016 SteveD said:That light fixture might be a bit fancy, and it doesn't seem to be giving off any light. Other than that, looks promising. Keep going! Thanks. I fixed it. Now the light is a bit brighter & that ceiling light looks normal compare to the screenshot with those ugly spiky corners. 0 Quote Share this post Link to post
Remilia Scarlet Posted August 11, 2016 More work done tonight. And an updated room: Decided to name this project "Shadows of The Nightmare Realm". EDIT: Editor picture: 1 Quote Share this post Link to post
torekk Posted August 11, 2016 And the current map layout I'm wondering when I'll hit vanilla's limits for a single map 0 Quote Share this post Link to post
scifista42 Posted August 11, 2016 torekk said:And the current map layout http://i.imgur.com/dhMS4GM.png I'm wondering when I'll hit vanilla's limits for a single map http://i.imgur.com/FSYVQsE.png Looking at the statistic numbers, you won't hit overall map size limits anytime soon, but looking at the map layout, in some areas, you might be already hitting limits of acceptable amounts of VISPLANES and DRAWSEGS viewed by the player at the same time, especially if the doors will be open (so that more areas will be visible at the same time). 0 Quote Share this post Link to post
Steve D Posted August 12, 2016 yukib1t said:More work done tonight. This is looking more and more sensational. 0 Quote Share this post Link to post
Unterspahgenzich Posted August 12, 2016 Gore nests, inspired by Doom 4 obviously. Extremely WIP. Planned improvements: -Doom colour palette -redraw front angled sprites for left and right, the lower jaw needs to be lower to be consistent with the side angled sprites -Remove dark outline on facing front angle sprite -Redraw front and back sprites to be more consistent in size with the other angles 0 Quote Share this post Link to post
Xyzzу Posted August 13, 2016 The first six maps are done for my first ever megawad! To celebrate, I made an ENDOOM screen! I think it turned out pretty good, thanks to the creators of ENDOOMER and DEU for making this possible. SteveD said: Sounds like this is more of a long-term project. Keep us posted so we can be ready to play it. What I see looks like the kind of Hitscanner Holocaust I'm very fond of, though looks may be deceiving. ;) Most of the maps so far are Invasion-style with a mix between Hitscanner Holocaust and Projectile Purge XD. I will keep posting like you say when I reach a sort of " personal achievement milestone" like this. 0 Quote Share this post Link to post
Deadwing Posted August 13, 2016 My level is close to being the final version. Paper: Base layout last month: Close to final (already with monster, items and decoration): Well, I am kinda working with all the 6 levels of the episode at the same time. It takes a lot of time to have a level finished, but in the other hand it makes easier to create multiple levels without having to repeat the process (plan -> build basic geometry -> make it finishable -> add main weapons and items -> place enemies, ammo, health -> decorate) 0 Quote Share this post Link to post
Impie Posted August 14, 2016 I don't know what I'm doing with my life... 0 Quote Share this post Link to post
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