skaarjman Posted July 8, 2021 On 7/1/2021 at 3:18 PM, PeterMoro said: Coming soon. Those arches look good and I have never seen something like this before, nice job 1 Quote Share this post Link to post
Walter confetti Posted July 8, 2021 19 hours ago, ketmar said: 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. This is genuinely impressive! Is this k8vavoom? 0 Quote Share this post Link to post
ketmar Posted July 8, 2021 (edited) 5 minutes ago, Walter confetti said: This is genuinely impressive! Is this k8vavoom? yeah, thank you! i have even funnier video here. you will get this demo map with the next public build. the cabin moves by waypoints (map spots), using map spot (x,y,z) coordinates and angles to move and rotate. of course, you can do it manually (without waypoints) too. Edited July 8, 2021 by ketmar 1 Quote Share this post Link to post
Scypek2 Posted July 8, 2021 I've been planning to make a mapset designed specifically for Bite-Sized Threat, and it looks like this project is gonna be the debut: Yangshuo Invasion, a doom 1 episode replacement set in the location Id Software sourced their E1 sky texture from. I've just finished making the first level, and all the dehacked is in place too. There's all the gameplay chnages of Bite-Sized Threat, plus a bunch of extra stuff. For what it's worth, E1M1 starts on a moving train (all vanilla). It's a gimmick implementation I've had in mind in for a long time, and I'm glad to finally make it reality. 19 Quote Share this post Link to post
whybmonotacrab Posted July 9, 2021 Vanilla level is coming along decently so far. Still runs in chocolate doom at the moment, but I won't be too upset if it becomes a limit removing level instead. 14 Quote Share this post Link to post
CBM Posted July 9, 2021 (edited) On 7/7/2021 at 9:52 PM, Toilet_Wine_Connoisseur said: Working on implementing enemies for my new project "GOLDEN AXE DOOM" Deeply impressed Very cool and true to the original game And a Very Very cool concept to boot. I cant wait to try it Edited July 9, 2021 by CBM 0 Quote Share this post Link to post
Magicana Posted July 9, 2021 On 7/8/2021 at 11:52 AM, Zanieon said: I finished this in 7 days, with the raw power of nostalgia i had for the original map as motivation: What map was this based off? It looks hauntingly familiar... (Also looks really good, great job). 1 Quote Share this post Link to post
Zanieon Posted July 10, 2021 2 hours ago, Magicana said: What map was this based off? It looks hauntingly familiar... (Also looks really good, great job). It's based on Overdose (mpterra1) from Quake 3 Team Arena, and thanks: 8 Quote Share this post Link to post
vedan Posted July 10, 2021 (edited) I just finished my second map ever after weeks of fiddling and playing around to create nice assets... thank god it's done^^ Main features: Health- & armor-dispensers like in Half-Life New beam effects for monsters (one for ex-humans & tech monsters, one for demons) Ambient sound Many light effects (e.g. on switches and other stuff) Star Trek doors opening with a "swish" (and without having to press the "use" button) Nice locations (tech & horror) 20 minutes of pure fun Did I already mention how glad I am, now that I'm done with it? (ok, some updates MAY come) ps: Of course, all are invited to "steal" some of the stuff and scripts (e.g. my monster spawner: enemies are categorized into 5 groups à three monsters - ex-humans are spawned with an energy ring effect and a blue light, demons with a big flame effect). I'll create a topic with example files in a few days. UPDATE 1: Added a demo map for the health & armor dispensers to this post: Health and Armor Dispenser.zip UPDATE 2: Added a demo map for the portals to this post: Portal Demo.zip (updated^^) UPDATE 3: Added a demo map for the monster spawner to this post: Spawn Effect Demo.zip (updated^^) https://www.moddb.com/mods/techbase-of-terror Title Main Hall Corner Energy Core (including a nice start-up script) Monster Tower (quite tall & the red light runs all the way up with a sound) Portal chamber Security Section (HD Version) Bridge (lights running on bridge & blinking lights for platforms) Edited July 15, 2021 by vedan 13 Quote Share this post Link to post
uber Posted July 11, 2021 hopefully this time i'll actually finish it lol 26 Quote Share this post Link to post
smeghammer Posted July 11, 2021 Adding to my new map 'Belial's Keep'. A bit of gameplay in outer ring of arena: Getting there slowly... 2 Quote Share this post Link to post
NiGHTMARE Posted July 12, 2021 (edited) Jumping on board the "big chain" bandwagon: The idea is that when you flip the red switch, the block at the bottom will instant lower into the lava, revealing a teleporter on top. (This will of course be achieved via Boom conveyor-scripting.) Edited July 12, 2021 by NiGHTMARE 11 Quote Share this post Link to post
rescue86k Posted July 13, 2021 (edited) After first few minutes might want to lower the volume. There's a 1 time play sound script thats bugged so it loops for 20 minutes. It's because you need to be tormented and dream about tycho and leela tonight. It's the current progress of the map. There is still a lot of work to do. I hope somebody likes the video. Edited July 13, 2021 by rescue86k 3 Quote Share this post Link to post
CBM Posted July 14, 2021 (edited) On 2/26/2016 at 12:50 PM, mrthejoshmon said: This flop of a megawad: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/tpbm Thread where I gave up: https://www.doomworld.com/vb/wads-mods/63847-thy-prboom-maps-it-is-released-now/ As you can see, I wasted a lot of time trying to make 32 maps whilst under the impression I could map. I can't map, so I obviously failed and in an attempt to salvage the shitfest I proposed a CP but nobody joined. Waste of effort. Never make solo megawads until you can map kids. Its also about having "doom cred" it seems... I tried to start various community projects that I had to abandon because there was very little interest, nomatter how much effort I put in to it... or even nomatter who tried to help promote it Even GZFreeDoom that people seem to love failed to attract help, it has switched back and fourth between being a solo projecct and trying to recruit help... but alas it has ended with it being a solo project for me that I will... eventually finish. It is 'only' chapter 1 that I am GZDoom'ing but the fate of the rest of GZFreeDoom rests on how GZFreeDoom episode 1 is received when I finally reach its first alpha version --- I have not put 50+ hours in to this yet... I have just started it in fact.. but here is the very early start of a map that will hopefully end up as an accurate replica of a commodore 64 mainboard using schematics and pictures of mainboards in real commodore 64 computers (I only did the first chip and its socket so far.. the 6526) : Edited July 14, 2021 by CBM 5 Quote Share this post Link to post
INfront95 Posted July 14, 2021 Well, not a wad, but i started to dabble in sprite creation. In time i will create my own monster. 10 Quote Share this post Link to post
pcorf Posted July 14, 2021 (edited) Zone 400 nearing completion. Currently undergoing testing. Expect the release in the near future. And yes I did create that sky myself. All skies are original and exclusive to Zone 400. Edited July 14, 2021 by pcorf 17 Quote Share this post Link to post
Peccatum Mihzamiz Posted July 15, 2021 Working on a map for Ray Mohawk 2. Before: After: 7 Quote Share this post Link to post
Doomkid Posted July 16, 2021 (edited) On 7/2/2021 at 4:49 AM, NiGHTMARE said: I saw someone in another thread say it's difficult to make good looking hell levels... TBH, my brain registers these visuals as "straight outta Brit11/Exec/All those other brick-and-metal DM maps that were in vogue 20 odd years ago", and I love that. Edited July 16, 2021 by Doomkid 6 Quote Share this post Link to post
RDETalus Posted July 16, 2021 (edited) Outdoor beach section of MAP01. The map takes place on Earth on an island in the middle of a freshwater lake. I'm basing it off of the islands and beaches around the great lakes surrounding Michigan. This is a shot of the teleport-conveyor cutscene (similar to Ancient Aliens MAP01 or Lost Civilization MAP10) used for the transition between Earth and the Astral Plane. MAP02 takes place on the snake people’s homeworld. Edited July 16, 2021 by RDETalus 52 Quote Share this post Link to post
INfront95 Posted July 16, 2021 First round of tests went better than expected. 12 Quote Share this post Link to post
morse2179 Posted July 16, 2021 (edited) T H E D U S You can test it out(still a little early and the yellow door section/android start are not finished) You will have to download Aliens Eradication and load the alientc pk3 with the eradication wad followed by this map, make sure to load the pk3 file first. I'm using ZDL to launch this at the moment. Haven't opened SLADE yet and configed this properly. https://drive.google.com/file/d/1PAPJunzIwvECf5DexBA_vvrj7Xh3hfOt/view?usp=sharing Edited July 16, 2021 by morse_deal_with_god 17 Quote Share this post Link to post
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