Arbys550 Posted March 5 2 hours ago, Arrowhead said: I'm loving those gold 'veins'. Black and gold is always a nice combo. Thanks! You can't see it in the screenshots but at the start of the final fight the gold veins come to life and light beams travel through them and put on quite the light show 5 Quote Share this post Link to post
SkeletronMK666 Posted March 6 (edited) Terminator: Arena 3.0 Edited March 6 by SkeletronMK666 additional screenshot lol 8 Quote Share this post Link to post
Arrowhead Posted March 6 Havok DM 3: MAP05: Frag District: Finished a new one! I may still change some stuff up still! :) 25 Quote Share this post Link to post
SkeletronMK666 Posted March 6 btw, the building in the second screenshot 3 Quote Share this post Link to post
SkeletronMK666 Posted March 6 1 minute ago, Arrowhead said: Havok DM 3: MAP05: Frag District: Finished a new one! I may still change some stuff up still! :) use of 3d floor stacking is top notch, very well done! 1 Quote Share this post Link to post
K_Doom Posted March 6 4 hours ago, Arrowhead said: Havok DM 3: MAP05: Frag District: Finished a new one! I may still change some stuff up still! :) How do you manage to make such large maps every day? 2 Quote Share this post Link to post
Arrowhead Posted March 6 (edited) 28 minutes ago, K_Doom said: How do you manage to make such large maps every day? I think it comes down to mainly 7 things: 1) Having too much free time (lol) 2) Being 'efficient' w/ that time 3) Having made nearly 300 total (including currently unreleased) maps, you kind of get things down to a certain 'workflow' after a while. 4) DM/CTF seems to - on average, take less time to make a functional level than it does to make an SP level of a similar size - this is different for everybody, it's just what I've noticed. 5) How familiar I am w/ the texture pack. I can make an Otex1.1 map faster than say, this last map - as I'm super familiar w/ it after making a ton of levels w/ it. 6) Generally, I am considered a fast mapper - I can have a functional (and hopefully fun) DM map made from scratch in about 3.5-6 hours' total time. 7) A lot of my mapping is done without prior planning - I just start laying down lines. MP is more lenient w/ this than SP. I started mapping in February 2021, and have made roughly 300 since, (published 210 so far, about to release 32 more 3 days from now) so I think that roughly on average one every 3-3.5 days? There have been periods where I take breaks, but yeah after dozens and dozens of levels, you kind of get 'in the zone' easier. :) Edited March 6 by Arrowhead 12 Quote Share this post Link to post
K_Doom Posted March 6 2 hours ago, Arrowhead said: I think it comes down to mainly 7 things: 1) Having too much free time (lol) 2) Being 'efficient' w/ that time 3) Having made nearly 300 total (including currently unreleased) maps, you kind of get things down to a certain 'workflow' after a while. 4) DM/CTF seems to - on average, take less time to make a functional level than it does to make an SP level of a similar size - this is different for everybody, it's just what I've noticed. 5) How familiar I am w/ the texture pack. I can make an Otex1.1 map faster than say, this last map - as I'm super familiar w/ it after making a ton of levels w/ it. 6) Generally, I am considered a fast mapper - I can have a functional (and hopefully fun) DM map made from scratch in about 3.5-6 hours' total time. 7) A lot of my mapping is done without prior planning - I just start laying down lines. MP is more lenient w/ this than SP. I started mapping in February 2021, and have made roughly 300 since, (published 210 so far, about to release 32 more 3 days from now) so I think that roughly on average one every 3-3.5 days? There have been periods where I take breaks, but yeah after dozens and dozens of levels, you kind of get 'in the zone' easier. :) Wow, you are literally a map factory lol. I'm extremely slow and think a lot about how to do it. I have a problem with thinking one way and when I sit in front of the computer it doesn't seem so good... I wish I was like you ;-; 2 Quote Share this post Link to post
Wo0p Posted March 6 (edited) On 3/5/2024 at 6:15 AM, Vanilla+Unicorn said: A second map for local community project. -snip I love the use of classic textures in these shots. It demonstrates (I think) how much a few extra vertices along a wall and a few more sectors in a hall can bump up the quality in design without leaning on more advanced textures to do the work for you. Something I could definitely learn from! Great stuff, keep it up :) Edited March 6 by Wo0p 2 Quote Share this post Link to post
Arrowhead Posted March 6 Well Woes: I've finished the last map of this pack! This map includes a large 'well' that you jump down - once you hit the ground, you'll be teleported up to a high perch w/ a railgun. I'll likely put out this pack a week or two from now - I think 6 maps is enough. :) 19 Quote Share this post Link to post
Yousuf Anik Posted March 8 (edited) On 3/6/2024 at 2:03 PM, K_Doom said: Wow, you are literally a map factory lol. I'm extremely slow and think a lot about how to do it. I have a problem with thinking one way and when I sit in front of the computer it doesn't seem so good... I wish I was like you ;-; Same here. I too am extremely slow in making even the simplest map. The fastest I ever made was the one for the Doomworld Maximum Project 2023. I completed it in 10 days and that was very simple map lol :D Also, I can't give enough time in mapping because everyday I go on work on the morning and come at night, and then I do not have that much energy to sit and think properly. Only if I can manage to come home earlier on the evening and the Friday. Btw, this year I hope to complete my Mystery 2 which I was working on a long time. The layout is almost complete, now time to setup things and perhaps difficulty I think. @Arrowhead Man, you are too good in making UDMF maps, wow! Do you happen to make anything that resembles map from Doom 2016? Like Kadingir Sanctum or any other? Edited March 8 by Yousuf Anik 6 Quote Share this post Link to post
Arrowhead Posted March 8 (edited) 8 minutes ago, Yousuf Anik said: @Arrowhead Thanks! Nothing like that yet - I may branch out into more stuff like some singleplayer, soon, though! Spoiler I actually haven't finished Doom 2016! Could be cool to try to recreate something from new Doom eventually. Spoiler I've got some ideas for a UDMF pack focused on replicating Quake 3 maps in the Doom engine - but I haven't started that yet. I've got a new megaWAD coming out tomorrow, I may start something new soon! :) Edited March 8 by Arrowhead 1 Quote Share this post Link to post
Yousuf Anik Posted March 8 3 hours ago, Arrowhead said: Hide contents I actually haven't finished Doom 2016! Could be cool to try to recreate something from new Doom eventually. Ah that's fine. I never got to play Doom Eternal still now. I played Doom 2016 just 2-3 times, that too with the lowest settings possible. Hide contents I've got some ideas for a UDMF pack focused on replicating Quake 3 maps in the Doom engine - but I haven't started that yet. I've got a new megaWAD coming out tomorrow, I may start something new soon! That's cool! For a long time I was thinking to create something from one of my very favorite game I used play on my childhood. A mapset or maybe all in a single map, in Doom style, like Doomguy went there to fight. That's the idea. And recently I've started already. Of course it will be in UDMF style and from what I have observed so far, it won't be easy for a beginner like me. Nevertheless, I've started learning and experimenting UDMF mapping. 1 Quote Share this post Link to post
rita remton Posted March 10 (edited) trying out brutalist architecture in a boom map for a cp. Edited March 10 by rita remton 29 Quote Share this post Link to post
NecrumWarrior Posted March 10 1 hour ago, Doom-X-Machina said: snip Dragonzord let's go! 0 Quote Share this post Link to post
Chookum Posted March 11 Ordinarily I'd post screenshots alone, but I figured I'd take a bigger bite for this. Currently blocking this map out and seeing how GZDoom plays nice with a wad combination that has Boom format and UDMF format maps working in concert. To speak simply, this is going to be a wad for a wad so you can modify Doom while you modify Doom. 11 Quote Share this post Link to post
Treehouseminis Posted March 14 Yep. Time to start the big map of this set. How can you tell? 22 Quote Share this post Link to post
Arrowhead Posted March 14 5 minutes ago, Treehouseminis said: Your stuff always has such a unique aesthetic. Nice work! :D 1 Quote Share this post Link to post
Treehouseminis Posted March 14 4 minutes ago, Arrowhead said: Your stuff always has such a unique aesthetic. Nice work! :D Thanks I appreciate that :) 1 Quote Share this post Link to post
knifeworld Posted March 15 Finishing up my other level for Doomium 2 20 Quote Share this post Link to post
Treehouseminis Posted March 15 Update on the previous shot, but in gif form 13 Quote Share this post Link to post
DRON12261 Posted March 16 One day soon one of my big map for Eternity Engine 4.03 (DOOM PSX: Damnation of Eternity) will be released as part of a big project, so stand by) 20 Quote Share this post Link to post
Frank Harper Posted March 18 (edited) On 1/26/2024 at 4:03 PM, Frank Harper said: The detailing phase is progressing faster than expected. Perhaps completion of the second map is not as far away as I originally thought. Ooooh boy - this statement has not age well. I spent a lot of time finding the balance between looking good and being able to run in vanilla, fighting with drawseq limits and little bit of visplane overflow. And just when I thought it was over, running final testing and suddenly I encounter an unexpected crash. My dumb ass realised that looking at drawseq and visplane is not enought - there is also blockmap limit. After spending a couple of hours unsuccessfully trying to solve this problem, I even thought about splitting the map in half (which I really don't want to do). As a last resort I tried making some of the arenas simpler and thank goodness it worked and thankfully not too many things were cut. Edited March 19 by Frank Harper 16 Quote Share this post Link to post
Wo0p Posted March 18 1 hour ago, Frank Harper said: Ooooh boy - this statement has not age well. I spent a lot of time finding the balance between looking good and being able to run in vanilla, fighting with drawseq limits and little bit of visplane overflow. And just when I thought it was over running final testing and suddenly I encounter an unexpected crash. My dumb ass realised that looking at drawseq and visplane is not enought - there is also blockmap limit. After spending a couple of hours unsuccessfully trying to solve this problem, I even thought about splitting the map in half (which I really don't want to do). As a last resort I tried making some of the arenas simpler and thank goodness it worked and thankfully not too many things were cut. -snippity What's the saying? While mortals make plans, God laughs. Or something like that :P But for real I like reading these anecdotes from other creators. Makes me feel less incompetent when I'm struggling with my own creation problems x) Well done pushing through it! You embodied the spirit of humanity; struggle and overcome :) Thanks for sharing. 2 Quote Share this post Link to post
DoomPlayer00 Posted March 19 Working on a 10 - 11 map wad for Doom 2. Hope to release it by summer or fall. Map 1's nearly done. Here's a little sneak peek :) Spoiler 17 Quote Share this post Link to post
prfunky Posted March 20 "Wile E., you've done it again... heh-heh-heh..." Spoiler 2 Quote Share this post Link to post
Soon2bGlue Posted March 20 Hi guys, Here is a small map I have made a proof of concept for a wad based on Alien/Aliens. Please let me know what you think :-) if people like it I hope to make more (I already have the majority of enemies prepared) https://www.mediafire.com/file/m0dcpdf07biwbyv/Map1-_Arrival.wad/file Sprites for facehuggers and eggs are from Alien Trilogy. The aliens themselves are stop motion photos from the kenner toy line. The map should only take 5-10mins to complete Made on GZ Doom Vertical aim ok No jumping Doom 2 wad This is made to be a first level, hence low enemy count. If any further info is needed let me know. If any problems running let me know, this is my first time using DEHACKED files to change enemies Any and all advice/opinions/criticism welcome :-) enjoy!! 2 Quote Share this post Link to post
NokturnuS Posted March 20 (edited) Another EE map , with some asian/chinese style. Some areas inspired by the chinatown of my own city and even have some silly dragons and yummy food :) Edited March 21 by NokturnuS 38 Quote Share this post Link to post
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