Remilia Scarlet Posted December 9, 2020 Starting map02 of this new set now that map01 is finished. 30 Quote Share this post Link to post
Nootrac4571 Posted December 9, 2020 Trying to make a simple techbase. Failed utterly. 31 Quote Share this post Link to post
Snaxalotl Posted December 10, 2020 Why use decorations when you can make them yourself? 15 Quote Share this post Link to post
Mr. LBN Posted December 10, 2020 3 hours ago, Nootrac4571 said: Trying to make a simple techbase. Failed utterly. Sooooo.....Where's the failure?_? I don't see it. 2 Quote Share this post Link to post
IRod54 Posted December 11, 2020 (edited) Been out of the loop for a bit but back with new material Edited December 15, 2020 by IRod54 15 Quote Share this post Link to post
Omniarch Posted December 11, 2020 I found the last couple of maps I made to be rather too blocky and orthogonal, so I decided to try and make something a little more pleasant. Sadly, even though I'm quite pleased with the result from an aesthetic perspective, the gameplay is not really what I am looking for, so I don't think I'll include it in my megawad. Still, its a decent enough E1-style techbase so I thought I'd share a few screenies: Spoiler 10 Quote Share this post Link to post
smeghammer Posted December 11, 2020 (edited) I thought I'd try and build something as a PK3. I'm doing a DIHF Episode 1 replacement, and I'm REALLY gonna try to keep the levels small... I also wanted to use custom monsters without having a mess of sprite frames etc. all mixed together in a .WAD file. Haven't really thought of a decent name yet - it's currently called 'Departure', but that's a bit pony... Anyway - here are some screenshots from E1M1. Not finished, but reasonably happy with it so far: Spoiler Starting area: Entry hallway: Control room: Final area (not finished, note cyberimp): Edited December 11, 2020 by smeghammer 4 Quote Share this post Link to post
Scuba Steve Posted December 11, 2020 I have never seen a map try to create a sector shadow for the tree sprite. That is interesting to me, especially if the idea is consistent across most static sprites in the map. 0 Quote Share this post Link to post
Novaseer Posted December 11, 2020 4 minutes ago, Scuba Steve said: I have never seen a map try to create a sector shadow for the tree sprite. That is interesting to me, especially if the idea is consistent across most static sprites in the map. Wouldn't it look super weird when the tree faces you? 0 Quote Share this post Link to post
smeghammer Posted December 11, 2020 I tried this before in another map of mine (Belial's Ruin), mostly for monoliths. It only really works if you do it on a few discrete tree sprites - gets unwealdy otherwise. I do like my shadows though... 11 Quote Share this post Link to post
Scuba Steve Posted December 11, 2020 I think there's a degree of 'suspension of belief' and, so long as every static object has a shadow... your brain will just accept it. 1 Quote Share this post Link to post
smeghammer Posted December 11, 2020 (edited) 7 minutes ago, Novaseer said: Wouldn't it look super weird when the tree faces you? Seems OK: Spoiler It's just a WiP, so it may all change though Edited December 11, 2020 by smeghammer 0 Quote Share this post Link to post
Scuba Steve Posted December 11, 2020 I think it would be less jarring if the shadow was narrower and had more definition so it and looked more like a jagged tree. 3 Quote Share this post Link to post
smeghammer Posted December 11, 2020 17 minutes ago, Scuba Steve said: I think it would be less jarring if the shadow was narrower and had more definition so it and looked more like a jagged tree. I agree the shape could be adjusted. It would certainly be fine for a circular sprite (one of the pillar sprites, say) but if the shadow is adjusted to match the tree outline, that may only work from one view angle. The shadow is defined as sectors, which of course don't move if the player moves, but the sprite is always at the same orientation WRT the player. That could mean that the exact shadow made from the sectors would only match the tree sprite from a certain angle. But as I said, this map is an early WiP and I'm just testing out ideas. Things may change... 0 Quote Share this post Link to post
smeghammer Posted December 11, 2020 Yeah, you're right - adjusted the shadows and made more jagged: Spoiler I also put the tree on a little plinth. 4 Quote Share this post Link to post
URROVA Posted December 11, 2020 On 12/9/2020 at 7:25 PM, Nootrac4571 said: Trying to make a simple techbase. Failed utterly. where i can get the ray textures? Im needing some 1 Quote Share this post Link to post
SpaceTrash Posted December 11, 2020 5 hours ago, Omniarch said: I found the last couple of maps I made to be rather too blocky and orthogonal, so I decided to try and make something a little more pleasant. Sadly, even though I'm quite pleased with the result from an aesthetic perspective, the gameplay is not really what I am looking for, so I don't think I'll include it in my megawad. Still, its a decent enough E1-style techbase so I thought I'd share a few screenies: That line view is incredibly satisfying to look at. 3 Quote Share this post Link to post
Omniarch Posted December 11, 2020 2 hours ago, OrbitalSpaceGarbage said: That line view is incredibly satisfying to look at. Thanks! I was trying my hand at a more organic, non-orthogonal layout. Unfortunately the gameplay is so-so at best, though admittedly somewhat more engaging than your average E1 techbase. My next map will incorporate lessons learned from this map and combine it with the high-intensity gameplay of its predecessors. I'm aiming for a Base Ganymede or Return to Hadron style experience with my megawad, though with a slightly greater emphasis on visual storytelling. 1 Quote Share this post Link to post
Cheesewheel Posted December 12, 2020 Bit more work on a new project. Demo soon.......? 21 Quote Share this post Link to post
Nootrac4571 Posted December 12, 2020 On 12/11/2020 at 7:19 PM, URROVA said: where i can get the ray textures? Im needing some Here they are: (not really worth making a new post in the textures/sprites threads) The red lightning is a modified and recoloured mashup of the Arc of Death from Hexen. 5 Quote Share this post Link to post
Martin Howe Posted December 13, 2020 Created a project thread on ZDoom forums for the Black Cats of Doom, as the mod is mature enough for public testing: 3 Quote Share this post Link to post
whybmonotacrab Posted December 13, 2020 Working on my first map: One of these days I'll make something as pretty as the other stuff I'm seeing in this thread. Maybe. 10 Quote Share this post Link to post
Btyb88 Posted December 14, 2020 "Quartzite Quarrel" A 1024 Eternity map with a lot of dense fights and moving floors. Every time I think I'm finished with it I end up tweaking something that ends up with me re-working the whole map. 10 Quote Share this post Link to post
Cryo Posted December 15, 2020 So, it's been a while. Plutonia 2/PRCP in PSX Doom is FINALLY FINISHED, due to release December 21st. Yes, this still uses the old 2.13 version, so playing in GZDoom 1.8 to 2.2.0 is recommended. Map 33 Chocolate is included in Map 26, and both Map 30's have been merged into 1 big map. Here's a few more screenshots of the project: The credits: Map 22: Suicide Mission Map 56: Poison Ivy And Map 57: Planned Overload. 5 Quote Share this post Link to post
Salmon Posted December 15, 2020 I've been working on a very cheesy, Sandy-inspired map that kinda looks like a 90s arcade. It's goofy but I'm having fun with it. Currently aiming to post it Friday. 13 Quote Share this post Link to post
IRod54 Posted December 16, 2020 This map is coming along nicely, about 70% done 8 Quote Share this post Link to post
VGA Posted December 16, 2020 @IRod54 Interesting layout. Which source port has this funky looking map? 0 Quote Share this post Link to post
IRod54 Posted December 16, 2020 41 minutes ago, VGA said: @IRod54 Interesting layout. Which source port has this funky looking map? GzDoom, I simply just changed the automap colors 0 Quote Share this post Link to post
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