Mr.Rocket Posted February 25, 2021 (edited) Here's my yet to be released map called "The Dark Zone", a Quake1 DM remake level for Doom2. I've mentioned it in this topic before but here's a slightly updated shot: And here's a shot of a DM level I'm currently working on called Plexydome 3 - The Return. There will be 3 or 4 totally different styled areas where players can DM in, and a central sort of void area that will link them all together. This is just one of the areas so far, a sort of man-cave with black lights and big florescent posters everywhere, currently WIP: It was hard to get a shot here as pretty much all the textures other than the posters are animated. Pretty much everything in the area is brightmap induced and as black lights tend to make everything glow yellow/green I'm scratching my head wondering if I should have the players glow this color via sector lighting or not. Edited February 25, 2021 by Mr.Rocket 7 Quote Share this post Link to post
Alfredo Posted February 25, 2021 I went fishing. All I found was Pain. 40 Quote Share this post Link to post
Novaseer Posted February 25, 2021 5 minutes ago, Alfredo said: I went fishing. All I found was Pain. I love this. Clever use of untextured walls if that's what I'm seeing. 0 Quote Share this post Link to post
Silhouette 03 Posted February 25, 2021 19 hours ago, StupidBunny said: Map I finished back in 2013 or so for the MAP04 slot of my ongoing project, but have gone in to touch up some of the blander-looking bits and more importantly to thoroughly revamp the combat to be (I hope) less grindy. Used to be a Tyson start but I thought this'd be more fun. If anybody wants to give it a playtest I will DM them the link ;3 I'd be happy to test it, if you wish . I can give you a pretty good( if I do say so myself) analysis of the map. Just PM me the link through Doomworld and I'll get to work on it as soon as possible. 3 Quote Share this post Link to post
Pirx Posted February 25, 2021 4 hours ago, Mr.Rocket said: Here's my yet to be released map called "The Dark Zone", a Quake1 DM remake level for Doom2. I've mentioned it in this topic before but here's a slightly updated shot: for doom? hell yeah. and spock's lsd trip is also crazy. yes, let them glow. 1 Quote Share this post Link to post
Mr.Rocket Posted February 26, 2021 (edited) I have to verify and run a Zan server for a bit but yep. :P Heh alright man.. It's imperative, they must gLooo... ;) I'd like for it to be.. fascinating. Edited February 26, 2021 by Mr.Rocket 0 Quote Share this post Link to post
Stupid Bunny Posted February 26, 2021 @Silhou3tte welcome to my testing team muahaha 0 Quote Share this post Link to post
Egg Boy Posted February 26, 2021 Messing with some visual concepts as well as minimal sector use. 12 Quote Share this post Link to post
MDevlin Posted February 26, 2021 Planning out a couple switch puzzles for my submission to Doomworld Maximum Project 2021. The blue puzzle is a combination lock: hit the switches in the correct order to open the door [Working and implemented]. The black puzzle is a slightly different take: Each switch activates or deactivates a certain number of the other switches in the system and all four must be active to open the portal [Work in progress]. 9 Quote Share this post Link to post
Buzzerb5x9x Posted February 26, 2021 20 hours ago, Buzzerb5x9x said: currently working on this just finished the map btw heres the download 1 Quote Share this post Link to post
ViolentBeetle Posted February 26, 2021 Been doing preparations for the community project that will be announced soon. Experimenting with lighting. Not sure if it's worth the effort. 11 Quote Share this post Link to post
Pirx Posted February 26, 2021 36 minutes ago, ViolentBeetle said: Not sure if it's worth the effort. it is very well worth it, imo. 0 Quote Share this post Link to post
PeterMoro Posted February 27, 2021 Working on a 8 - level wad for DoomII. This is part of the first map. Still very much a WIP, yet to finish the lighting and numerous other details. Mapping has taken a back seat in my life this year and so I'm building this wad really slowly. Maybe I'll release them one by one? 22 Quote Share this post Link to post
ViolentBeetle Posted February 27, 2021 Developed a new flat to make it more portal-y. It's a little jerky because a frame didn't work out, but not really noticable. 18 Quote Share this post Link to post
Mr.Rocket Posted February 27, 2021 4 hours ago, ViolentBeetle said: Developed a new flat to make it more portal-y. It's a little jerky because a frame didn't work out, but not really noticable Nice, I see it, that's looking pretty cool though! And poor voodoo doll back there in his forever loop. :D 0 Quote Share this post Link to post
ViolentBeetle Posted February 27, 2021 25 minutes ago, Mr.Rocket said: And poor voodoo doll back there in his forever loop. :D What is my purpose? You turn the light on and off on the loop. 0 Quote Share this post Link to post
Azuris Posted February 27, 2021 So i am like 50% done with my Level for the Maximum Project 2021. Will be run and gone, maybe two or three Areas and some little Gimmick i'll not name to not spoile. 5 Quote Share this post Link to post
rouge_means_red Posted February 28, 2021 Tinkering a bit with an idea for a TC with a medieval setting and cartoony graphics 5 Quote Share this post Link to post
Egg Boy Posted February 28, 2021 fun status bar edits, numbers from sunlust, the rest of it edited by hand. 4 Quote Share this post Link to post
Remilia Scarlet Posted February 28, 2021 I just realized I hadn't posted these here yet ^_^; 100% vanilla compatible map I'm doing for a friend (screenshots taken with k8vavoom, though <3) 23 Quote Share this post Link to post
A.o.D. Posted February 28, 2021 (edited) For my next project, apparently I have decided to make a men's restroom. Edited February 28, 2021 by A.o.D. 5 Quote Share this post Link to post
Cheesewheel Posted February 28, 2021 Trying to rock some wasteland vibes. tT 18 Quote Share this post Link to post
smeghammer Posted February 28, 2021 (edited) Decided to try my hand at a custom monster with DECORATE. I subclassed a BoH, and adapted the flamethrower code from a FlamerZombie. I changed the flames to be the same as the green fireball. It's pretty cool I think. It's currently on my episode 1 replacement in the secret level (e1m9) in a generic square room. You'll need to IDCLEV19 to it. >>Direct download<< Obligatory screen shots: Spoiler The screenshots don't do it justice... Edited February 28, 2021 by smeghammer updated link to compiled .pk3 2 Quote Share this post Link to post
joepallai Posted March 1, 2021 Been working on this map today; mostly rethinking and tweaking the visuals--though I did turn the whole level into a door by accident; hadn't done that in awhile... before after 8 Quote Share this post Link to post
Stupid Bunny Posted March 1, 2021 8 minutes ago, joepallai said: though I did turn the whole level into a door by accident; hadn't done that in awhile... Lol that's always a good time. Even more fun is when you turn everything into a crusher and suddenly the whole level itself is trying to kill you Solid looking techbase map btw 3 Quote Share this post Link to post
Valhen Posted March 1, 2021 (edited) Some more cool screenshots of my wad. Edited March 1, 2021 by Valhen 18 Quote Share this post Link to post
Doom_Dude Posted March 1, 2021 (edited) Vilecore 1.2, Map19: Kazadoom Bridge. Part of the cave / mine in my Vilecore 1.2 remaster of map20: Forsaken Mine. [edit] Whoops! I posted the older screenshot of map19. So here it is in a slightly updated implementation... only diff is I fixed a step and added a couple pillars. Edited March 1, 2021 by Doom_Dude 22 Quote Share this post Link to post
Martin Howe Posted March 1, 2021 (edited) IDK how many people are following it, as it had a few likes but not much comment, but the Black Cats of Doom has been quiet for a while. This is because while it is feature complete, it's probably my biggest Doom-related software development project so far. There is one serious bug that doesn't manifest often but is a big PITA when it does: the cats can get stuck running around in circles in small areas even when there would be - to a human or a real cat - an obvious way out. This will require upgrading the cats' custom A_Chase() function and while I am not looking forward to writing yet more code, it looks as if something similar to Josh 771's advanced AI pack posted in ZDoom a while ago will be required to fix this. There is also the odd crash of GZDoom now and then which may be down to the cats mod or not. So it's currently in long-term play testing. I've been meaning to do more playing of the game instead of modding it, so this is as good a reason as any. I also want to add some sort of artefact to ascend the remaining cats on a level to cat heaven; if I need the level cleared of cats during testing, I don't like killing them; besides, it's more in-keeping with the theme of them being 'black magic cats summoned by the Gods to fight against evil'; I did have this working in my experimental Farmville mod but only used a cheap teleport flash effect; really, they need a Heretic Golem style 'souls ascending to heaven' effect for this to look properly cool. Edited March 1, 2021 by Martin Howe 0 Quote Share this post Link to post
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