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what are you working on? I wanna see your wads.


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1 hour ago, LoatharMDPhD said:

/ I just revers engineered a @Walter confetti map and now i understand how to use conveyor belts to do my light effects...

Cool! Glad to be helpful!

And since i'm there:

Spoiler

DOOM02.png?ex=653ed960&is=652c6460&hm=d4

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From a DM map i completed recently. The thing in the centre of the room in the second screenshot has been changed to something more suitable for a DM map

Edited by Walter confetti

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5 hours ago, Matt Eldrydge said:

I finished Tech-Heresy a bit earlier today! It seems to have some problems with GZDoom I have to iron out, but if you play it on DSDA-Doom it should work right as that was pretty much the only port I actually tested it with. Whoops. :P

 

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Gratz on release!

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Some extra screenshots of my 2 level wad,

Hopefully I get it done sometime this year.

I'll try to make it a lot bigger, but this is how it is in the meantime.

 

 

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Edited by Betelgeuse

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1 minute ago, DynamiteKaitorn said:

Here's some screenshots of MAP14 of TMoD 7.

 

  Hide contents

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The starting room

 

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OwO! Fire Turrets!

 

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Das a lotta ammo. D:

 

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Through the red door.

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This reminds me of the virtual world stages in twisted metal 4. Damn.

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15 hours ago, Wo0p said:
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Gratz on release!

Thanks Wo0p! I'll get back to mapping shortly, but I did fix Tech-Heresy so it's not broken anymore.

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On 2/25/2016 at 8:09 PM, everennui said:

I would love to see everyone's prize masterpiece. If you spent over 50 hours on your map I would love to see it.

 

The pumps

Screenshot_Doom_20231015_210906.png.484c4adfc7a3860a8144474eabeef30b.png

 

A destroyed office

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And somewhere in hell...

Screenshot_Doom_20231006_095646.png.722190264fdf3bcecbcef5691436f955.png

Edited by Aeddes666

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I'm making a puzzle wad for Halloween. It's inspired by the game Portal and also the movie Cube. It starts as a puzzle wad and turns into some fast paced shootouts on some epic looking sets. It's chock full of secrets, too. 

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On 10/6/2023 at 7:42 AM, Uni said:

Somewhere, far far away, there's a 1994-style Castle level waiting to be conquered.

 

 

 

 

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What kind of texturepack(or wad) is this? After these screenshots I very VERY much wanted to try to do something with these textures.

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14 hours ago, Aeddes666 said:

 

The pumps

Screenshot_Doom_20231015_210906.png.484c4adfc7a3860a8144474eabeef30b.png

 

Super nice visuals! I also enjoy a great pum-... I mean, nice work on the pumps! They look great despite the vanilla texture limitations :D

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On 10/18/2023 at 1:41 AM, Treehouseminis said:

Some pool room vibes 129321859_dsda-doom0_25.610_16_20237_00_47PM.png.a031bbdd75d7d62e9b2286a8f3b9c81c.png

 

I'm blue daba dee aba daaa... *Smacks self* ahem!.. definitely a vibe :)

 

And not to derail:

 

 

Edited by Wo0p

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This has been a while in the making, for sure, since things have been ultra-busy for me. But finally, I'm ready to show off the melee animations for the Crusader's new Arming Sword, which is tentatively called "Heavensever".

The draw animation needs to be smoothed out; it jitters a bit at the end, but otherwise, I'm pretty happy with how this is looking so far.

What do you think? And what do you think the other fire modes do with a name like this? :D

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51 minutes ago, eharper256 said:

This has been a while in the making, for sure, since things have been ultra-busy for me. But finally, I'm ready to show off the melee animations for the Crusader's new Arming Sword, which is tentatively called "Heavensever".

The draw animation needs to be smoothed out; it jitters a bit at the end, but otherwise, I'm pretty happy with how this is looking so far.

What do you think? And what do you think the other fire modes do with a name like this? :D

 

Whoa looks cool :D! That Diablo 1 Goatman death sound brought me back, thanks for that :)

 

The animations themselves look good, but it feels a bit floaty (without having played it myself). If you made the pause greater before the next swing the sword would have more weight behind it. Also a small quake effect could enhance that feeling when you hit something with it. But if you don't want the sword to be slower, I think you've done great with it :)

Edited by Wo0p

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3 hours ago, Wo0p said:
  Reveal hidden contents

 

Whoa looks cool :D! That Diablo 1 Goatman death sound brought me back, thanks for that :)

 

The animations themselves look good, but it feels a bit floaty (without having played it myself). If you made the pause greater before the next swing the sword would have more weight behind it. Also a small quake effect could enhance that feeling when you hit something with it. But if you don't want the sword to be slower, I think you've done great with it :)

Thanks. I did originally have a little extra delay between swings, but because of how shield bashes can immediately happen when it autodetects enemies too close towards the end of a swing, it kind of often negates the effect, so I ended up choosing to go smoother. A small quake and a holy blast does happen on the weapon upgrade (all weapons have two potential upgrades in the mod), so I didn't want to step on the toes of that.

You can smack around Goatmen in the current version of Walp, they've actually been in since 0.94! But yep, that's a classic noise. :D

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1 hour ago, eharper256 said:

Thanks. I did originally have a little extra delay between swings, but because of how shield bashes can immediately happen when it autodetects enemies too close towards the end of a swing, it kind of often negates the effect, so I ended up choosing to go smoother. A small quake and a holy blast does happen on the weapon upgrade (all weapons have two potential upgrades in the mod), so I didn't want to step on the toes of that.

You can smack around Goatmen in the current version of Walp, they've actually been in since 0.94! But yep, that's a classic noise. :D

 

Cool, I'll have to try it out :) Indeed it is.

 

And that makes sense, sensory overload (or special effects overload) detracts from the specialty of a single effect. So good call :)

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PPP3: CINDERHOUSE - DM-MAP205:

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New map using an old collection of converted Quake 3 textures. This is some kind of lava pumphouse structure. Thanks to @Geniraul for suggesting this resource pack for me!

 

:)

Edited by Arrowhead

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3 hours ago, Arrowhead said:

PPP3: CINDERHOUSE - DM-MAP205:

5NvsBwv.png

VqSp9XR.png

qUwUjIz.png

rmojHAr.png

 

New map using an old collection of converted Quake 3 textures. This is some kind of lava pumphouse structure. Thanks to @Geniraul for suggesting this resource pack for me!

 

:)

This looks pretty dang nice, I really like the vibe it gives off.

Spoiler

Is it bad I want to eat the lava?

 

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@DRON12261The brick texture is by @Simon666, you can find it here.

 

The water texture is a converted Heretic liquid, I found it here.

 

The grass, mud and rock textures are from jmickle's Mondrigan.

 

The royal carpet is an edited doom texture combined with the trim from the carpet texture taken from D2ISO.

 

Lastly, the blue skies are from Eradrop's Skybox Pack. It's in the 4-part section.

 

I hope it helps!

Edited by Uni

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