wallabra Posted May 30, 2020 @Szuran Did I spot a lucha-libre macho man?? 4 Quote Share this post Link to post
damned Posted May 30, 2020 1 hour ago, ViolentBeetle said: I too like to share my maps once in a while. 1 side area is still missing. Map is revolving around central platform that raises to connect a pair of doors, then you go into the side area to end up slightly higher and central platform raises after you. Looks kind of similar to my Czechbox Map27 "Lift it!" :D 1 Quote Share this post Link to post
ViolentBeetle Posted May 30, 2020 8 minutes ago, damned said: Looks kind of similar to my Czechbox Map27 "Lift it!" :D It would be naive of me to assume my ideas were never done before. I haven't played Czechbox, maybe I will play it after I'm done, as to not copy anything. 0 Quote Share this post Link to post
Payload4367 Posted May 31, 2020 I started experimenting with sector based vehicles a couple of weeks ago. Looks like my doom mapping predicted the future for many cities here in the US :( 29 Quote Share this post Link to post
Jaska Posted May 31, 2020 5 minutes ago, Payload4367 said: I started experimenting with sector based vehicles a couple of weeks ago. Looks like my doom mapping predicted the future for many cities here in the US :( Very creative! 1 Quote Share this post Link to post
ViolentBeetle Posted May 31, 2020 My newest architectural breakthroughs. A staircase made out of guts and a lift full of buttons. Maybe I should add buttons that turn the lights in it on and off just for fun. 6 Quote Share this post Link to post
Mad Dal 85 Posted May 31, 2020 I haven't done any mapping for my mod for about a week now, but I have been working on a Randomiser mod this weekend using weapons, monsters, powerups and more that is in my mod. Still need things added to it and a bug or two to sort out, but when it's done, it'll be ready to go. Then I just got to work out how to create a new game mode on the main menu so it will go something like this; New Game > Game Style > Difficulty/Skill Level The "game style" will be of two choices; Standard Play: Where everything is in it's own set place (just like the standard Doom wads) Random Play: Where everything (monsters, weapons, powerups, ect.) will be random like the Doom mod Clusterf*ck, but using what monsters, weapons, ect., that I have added in to my mod. 2 Quote Share this post Link to post
Frank Harper Posted June 1, 2020 Finishing third map of my boom-format episode. 9 Quote Share this post Link to post
floatRand Posted June 1, 2020 (edited) Trying around OTEX. and also vanilla 1024x1024 retextured. Edited June 1, 2020 by floatRand 25 Quote Share this post Link to post
smeghammer Posted June 1, 2020 Finished fourth map for Hellbreach :-) Way in to yellow key room: The exit room: One to go... 8 Quote Share this post Link to post
Szuran Posted June 2, 2020 On 5/31/2020 at 4:18 PM, Payload4367 said: I started experimenting with sector based vehicles a couple of weeks ago. Looks like my doom mapping predicted the future for many cities here in the US :( Placing them on the side is a terrific idea, I had so much trouble creating cars in a devastated city but never thought to put them like that. They're supposed to be future flying cars, but still - wonky. 11 Quote Share this post Link to post
elend Posted June 2, 2020 Yeah putting those cars sideways with missing tires is really, really awesome. I love it as well. Szuran; Yours look awesome as well. I like it! 3 Quote Share this post Link to post
Aku Posted June 2, 2020 making an Egyptian style map at the moment for evel 18 in my w.i.p megawad, i plan to change that sky texture to an orange sky before i put out the next version of labyrinth of the aku. 9 Quote Share this post Link to post
smeghammer Posted June 2, 2020 Nice - reminds me of SS First Encounter. 0 Quote Share this post Link to post
Payload4367 Posted June 2, 2020 2 hours ago, Szuran said: Placing them on the side is a terrific idea Thanks! Turns out, making them on the side (or even upside down) is a lot easier, especially when not using 3d sectors or sloped floors. I like those screen shots. Has that been released, and where can I get it? :) 1 hour ago, elend said: putting those cars sideways with missing tires is really, really awesome. I love it as well. Thanks! It was one of those light bulb over the head moments...a rarity for me. :) 1 Quote Share this post Link to post
Negatronica Posted June 2, 2020 I've started map 16 of HTC3: I added some lightning effects to my sky box so whenever the sky lights up and changes colors there is a bunch of lightning that spawns. 20 Quote Share this post Link to post
Szuran Posted June 2, 2020 4 hours ago, Payload4367 said: I like those screen shots. Has that been released, and where can I get it? :) Thanks. Not yet. One more level. :) 1 Quote Share this post Link to post
DRM-MAN Posted June 2, 2020 I'm not really working on anything good but i'd share some screenshots of my recent map's progress. 4 Quote Share this post Link to post
Moustachio Posted June 3, 2020 (edited) 14 hours ago, Szuran said: "Brundle's Transport Services - We fly in a blink of an eye..." Heh, nice. Edited June 3, 2020 by Moustachio 2 Quote Share this post Link to post
Szuran Posted June 3, 2020 8 hours ago, Moustachio said: "Brundle's Transport Services - We fly in a blink of an eye..." Heh, nice. Making pun banners was the most funny thing about making my WAD, it's chock full of them. 2 Quote Share this post Link to post
Pirx Posted June 3, 2020 On 6/1/2020 at 5:07 PM, floatRand said: Trying around OTEX. otex is such a glorious texture set. i like the 3d illusion some of its textures create, like the floor grates and the columns On 6/1/2020 at 6:42 PM, smeghammer said: Finished fourth map for Hellbreach :-) Way in to yellow key room: One to go... there's some nice detail in a plain corridor ;) and the second shot reminds me of the sewers area in plutonia map 28 2 Quote Share this post Link to post
smeghammer Posted June 3, 2020 (edited) On 6/3/2020 at 3:39 PM, Pirx said: here's some nice detail in a plain corridor Thanks. Wait till you see the cave corridors. I went all Slartibartfast on their ass. :-) I also noticed the iron was not aligned properly. Sorted: Edited June 13, 2020 by smeghammer remote image URLs 1 Quote Share this post Link to post
VanaheimRanger Posted June 4, 2020 [WIP] The most linear map I'll ever make, guess what the layout is based on: 2 Quote Share this post Link to post
Alper002 Posted June 4, 2020 @guitardz the picture doesn't work, all I'm seeing is a bunch of text resembling a filename. 0 Quote Share this post Link to post
floatRand Posted June 4, 2020 these things might coalescence into something. 12 Quote Share this post Link to post
papunio Posted June 4, 2020 3 hours ago, guitardz said: [WIP] The most linear map I'll ever make, guess what the layout is based on: Reminds me of one flew over caco's nest from AV 2 Quote Share this post Link to post
VanaheimRanger Posted June 4, 2020 4 hours ago, papunio said: Reminds me of one flew over caco's nest from AV It's actually a techbase version of Bleak Falls Barrow from Skyrim :) 0 Quote Share this post Link to post
DynamiteKaitorn Posted June 4, 2020 3 hours ago, guitardz said: It's actually a techbase version of Bleak Falls Barrow from Skyrim :) Spoiler 1 Quote Share this post Link to post
VanaheimRanger Posted June 4, 2020 5 minutes ago, DynamiteKaitorn said: Hide contents Lol, it will be part of Atomic Island. Which is progressing nicely by the way :) 0 Quote Share this post Link to post
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