Misty Posted June 30, 2021 More progress of 1klines 3 project, needs few more areas to be considered finished. 18 Quote Share this post Link to post
Zanieon Posted July 1, 2021 Mapped all those during 8 hours straight today. 29 Quote Share this post Link to post
NiGHTMARE Posted July 1, 2021 (edited) I saw someone in another thread say it's difficult to make good looking hell levels... (These are taken from my remastering of E3M7 and MAP25 respectively. You can probably tell that Viggles' Brigandine is a huge influence for my work on the Doom 2 hell levels.) Edited July 1, 2021 by NiGHTMARE 23 Quote Share this post Link to post
NeilForshaw Posted July 1, 2021 Working on a map for RAMP. Called Noisy Cellar Dwellers. 17 Quote Share this post Link to post
VanaheimRanger Posted July 1, 2021 10 hours ago, PeterMoro said: Wow, a PeterMoro Hell map? Sign me up! 2 Quote Share this post Link to post
Egg Boy Posted July 2, 2021 5 hours ago, NiGHTMARE said: I saw someone in another thread say it's difficult to make good looking hell levels... not sure why anyone would say that, they'd basically be discounting a good 25 to 30 percent of all maps ever made haha 2 Quote Share this post Link to post
smeghammer Posted July 2, 2021 Starting a new map... Not quite sure where it is going yet, but fairly sure I want the exit on the hanging metallic monstrosity. Only accessible after some - er - stuff to be decided. Anyhow, I quite like the initial visuals. Early days, but a taster: 7 Quote Share this post Link to post
NeilForshaw Posted July 2, 2021 2 hours ago, smeghammer said: Starting a new map... Not quite sure where it is going yet, but fairly sure I want the exit on the hanging metallic monstrosity. Only accessible after some - er - stuff to be decided. Anyhow, I quite like the initial visuals. Early days, but a taster: Looks promising :) 0 Quote Share this post Link to post
RDETalus Posted July 3, 2021 (edited) Made an elaborate looking gate mechanism for MAP01 exit The snake creatures were my favorite enemies from Heretic so I am bringing them back in this project Edited July 3, 2021 by RDETalus 27 Quote Share this post Link to post
NeilForshaw Posted July 3, 2021 23 minutes ago, RDETalus said: Made an elaborate looking gate mechanism for MAP01 exit Noice :D 0 Quote Share this post Link to post
MattFright Posted July 3, 2021 Here i am using 10-ish different rock textures for my caves while people give others advice to use 2 or 3 rocks at max... Seriously though, rock transitions are so much fun to do!! also don't mind the WIP everything else pls and ty 23 Quote Share this post Link to post
ViolentBeetle Posted July 3, 2021 I finally got myself together and went back to working on Hell Frontier. Starting episode 2, this MAP12, I want to have an alliterative title with "Avernum" in it, but not sure what another word should be. Starting area. The overly tall techpillar is a recurring motive on this map, because sky hacks are cool. More antennas here, I feel like the place I'm in right now needs details, but not sure what it could be. Just to make it clear we are now in hell, here's a meat staircase I'm still bad at making caves out of vanilla textures. A staircase with some meat again. The wall to the left is boring, I need to do something about it and also maybe ceiling. We are on the surface and finally got to see a reasonable portion of the sky, and I say this sky is sweet. 20 Quote Share this post Link to post
evil_scientist Posted July 4, 2021 Experimenting with skyboxes (never used them before). The result gives me System Shock vibes? 10 Quote Share this post Link to post
Endless Posted July 5, 2021 New project for UDMF-ports. I plan to make 3 or 4 maps. 17 Quote Share this post Link to post
Sectorslayer Posted July 5, 2021 Working on E1M3 for my "Knee Deep Again" project. 19 Quote Share this post Link to post
Van Daemon Posted July 5, 2021 3D model of a Torii made by jazzmaster, now added in SEPPUKU 18 Quote Share this post Link to post
NeedHealth Posted July 5, 2021 trying to figure out how i want to design the start area. deadly standards 4, my e4m2 map. 12 Quote Share this post Link to post
Walter confetti Posted July 5, 2021 Add some sort of decorative textures, like SKINYMB or SHAWN1, on the side buildings at your left/right? Looks pretty good too! 5 Quote Share this post Link to post
SLOTH MARINE (CB) Posted July 6, 2021 (edited) I remake of a map I made a while ago (I only got the starting room done tho :P) also here is the midi I am using for the map Overrun tech base midi.zip (might change because when it comes to music in my maps I change it A LOT) Edited July 6, 2021 by SLOTH MARINE (CB) 4 Quote Share this post Link to post
smeghammer Posted July 6, 2021 Belial's Ruin better starting theme: 2 Quote Share this post Link to post
Frank Harper Posted July 7, 2021 Something bad is happening in Phobos caverns... 9 Quote Share this post Link to post
ketmar Posted July 7, 2021 (edited) some fun video. no, it's not Build, still idTech1. no, it's not a 3d model, it is a 3d polyobject (actually, several linked 3d polyobjects). yes, you can create trains and cars with this. Edited July 7, 2021 by ketmar 1 Quote Share this post Link to post
Toilet_Wine_Connoisseur Posted July 7, 2021 Working on implementing enemies for my new project "GOLDEN AXE DOOM" 19 Quote Share this post Link to post
Zanieon Posted July 8, 2021 I finished this in 7 days, with the raw power of nostalgia i had for the original map as motivation: 39 Quote Share this post Link to post
Pirx Posted July 8, 2021 16 hours ago, Toilet_Wine_Connoisseur said: Working on implementing enemies for my new project "GOLDEN AXE DOOM" holy shit, man! played this with a guy when we were in school, and the dude still signs up in games as "axter", because he always chose the axe-wielding dwarf! 4 Quote Share this post Link to post
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