97th Century Fox Posted May 4 10 minutes ago, Matt Eldrydge said: Eraser has gotten quite the makeover this week. Instead of playing as regular ol' Doomguy, you'll play as...Eraserguy. I promise there's more to it, but what matters is his arsenal is a bit different (and hopefully more fun). What's certain is the UAC isn't behind this anymore. One of the major changes was a new chaingun replacement that's even better at dealing with single targets. It's significant enough that your limit for bullets has been raised by quite a bit! Hint: It has no spread anymore and is a DPS machine, assuming you can keep it fed and watch that trigger. The map has also changed, but this week really focused on its player character and his weapons. This update will likely be released in the middle of May at the pace things have been going, but we'll see... Loving the updates, wad's gaining more and more personality as time goes on! Eager to give this a go when it releases! 4 Quote Share this post Link to post
Wo0p Posted May 4 On 5/3/2024 at 7:30 AM, JackDBS said: MAP13: Black Coffee -snip! Those overgrown cave walls warm my cold soul. Looks great :D Although that waterfall has a bit of ye olde texture misalignment syndrome! 0 Quote Share this post Link to post
oneselfSelf Posted May 4 I kept dreaming about a small map that looked almost like this so I decided to make it real. 18 Quote Share this post Link to post
JackDBS Posted May 4 7 hours ago, Wo0p said: Those overgrown cave walls warm my cold soul. Looks great :D Although that waterfall has a bit of ye olde texture misalignment syndrome! Doh! 1 Quote Share this post Link to post
Matt Eldrydge Posted May 4 16 hours ago, 97th Century Fox said: Loving the updates, wad's gaining more and more personality as time goes on! Eager to give this a go when it releases! Many thanks! I won't spoil it, but the weapon roster will actually be full next time you get to go through it. ;) The question, however, is if you'll actually want to go through it. 16 Quote Share this post Link to post
Arrowhead Posted May 5 Finally done this one! It's a large war-torn area set in a canyon. It features sector-linked 3D floor jets and hovertanks, (that bob up and down) craters everywhere - you can jump across the jets to get a BFG! Unnamed DM Pack: MAP??: CARNAGE CANYON: I'll have more maps done soon for this! This should be a fairly fun railgun level, too! :D 20 Quote Share this post Link to post
Wo0p Posted May 5 (edited) 3 hours ago, Arrowhead said: Finally done this one! It's a large war-torn area set in a canyon. It features sector-linked 3D floor jets and hovertanks, (that bob up and down) craters everywhere - you can jump across the jets to get a BFG! Unnamed DM Pack: MAP??: CARNAGE CANYON: -snippy! I'll have more maps done soon for this! This should be a fairly fun railgun level, too! :D Such a fun concept :) And I especially like the look of the humble emplacement guns ^_^ Edited May 5 by Wo0p 1 Quote Share this post Link to post
97th Century Fox Posted May 5 3 hours ago, Arrowhead said: Finally done this one! It's a large war-torn area set in a canyon. It features sector-linked 3D floor jets and hovertanks, (that bob up and down) craters everywhere - you can jump across the jets to get a BFG! Unnamed DM Pack: MAP??: CARNAGE CANYON: I'll have more maps done soon for this! This should be a fairly fun railgun level, too! :D Finally, after all these decades, Hovertank 3D 2 3 Quote Share this post Link to post
Arrowhead Posted May 5 (edited) 1 hour ago, 97th Century Fox said: 1 hour ago, Wo0p said: Thanks for the kind words! Much appreciated! I've got some crazy (have to emphasize that word lol) ideas for bi-planes, armed UFOs, blimps (possibly), raising / lowering 'lasers'- fluctuating machinery, wobbly bridges, earthquakes, etc, perpetually raising / lowering forklifts, bobbing platforms, etc etc. Gonna mess around w/ this hovering effect more - I feel there's a ton of untapped potential for detail oriented stuff (at least in the MP sphere). :D Edited May 5 by Arrowhead 1 Quote Share this post Link to post
97th Century Fox Posted May 5 1 hour ago, Arrowhead said: Thanks for the kind words! Much appreciated! I've got some crazy (have to emphasize that word lol) ideas for bi-planes, armed UFOs, blimps (possibly), raising / lowering 'lasers'- fluctuating machinery, wobbly bridges, earthquakes, etc, perpetually raising / lowering forklifts, bobbing platforms, etc etc. Gonna mess around w/ this hovering effect more - I feel there's a ton of untapped potential for detail oriented stuff (at least in the MP sphere). :D Hell yeah! Gotta say, this year is full of doomcute vehicles. 1 Quote Share this post Link to post
pcorf Posted May 5 I'm going to be releasing a new limit removing 3 level mini episode named Dead Meat in the near future. The beta will be in the WAD Releases & Development probably tomorrow. 25 Quote Share this post Link to post
Misty Posted May 5 Lines, lines, lines... Hopefully to be done soon. 17 Quote Share this post Link to post
DoctorNuriel Posted May 5 Trying out a loosely Japanese aesthetic in a spirit world setting inspired by Tomb Raider 2's final levels. 28 Quote Share this post Link to post
EduardoAndFriends Posted May 6 "Morituri Te Salutant", a Roman-themed single map. Been really good fun working out the visuals and fights for this one. Hopefully be ready for consumption in the next month. :) 27 Quote Share this post Link to post
Arrowhead Posted May 6 A *working* frag mine for my new military-themed DM pack: Not quite exactly how I want it quite yet, but it seems pretty effective now - much better than the previous method I was trying! Hoping to get this newest 'boot camp' level done soon! Then it's onto the 'trench warfare' level! :D 4 Quote Share this post Link to post
Naarok0fkor Posted May 6 1 hour ago, Arrowhead said: A *working* frag mine for my new military-themed DM pack: Not quite exactly how I want it quite yet, but it seems pretty effective now - much better than the previous method I was trying! Hoping to get this newest 'boot camp' level done soon! Then it's onto the 'trench warfare' level! :D The mechanics look sound. You just need an explosion animation to make it memorable... 0 Quote Share this post Link to post
Arrowhead Posted May 6 Just now, Naarok0fkor said: The mechanics look sound. You just need an explosion animation to make it memorable... Thanks! And true, right now it just makes the rocket explosion 'puff' from normal Doom 2. Its a bit tricky to see. I'll have to figure something out. Good point! :) 1 Quote Share this post Link to post
Naarok0fkor Posted May 6 3 minutes ago, Arrowhead said: Thanks! And true, right now it just makes the rocket explosion 'puff' from normal Doom 2. Its a bit tricky to see. I'll have to figure something out. Good point! :) When I tested a mine, the best way was to make a new Thing... 1 Quote Share this post Link to post
Arrowhead Posted May 7 Unnamed War-themed DM Pack: MAP01: Boot Camp Brawl: Image of barracks and mess hall: Active fully operational minefield - (mines spawn a rocket at your coordinates when you enter their sector, and then Z-thrust you into the air at the same time): Inside the barracks - you can use that open drawer to jump out the windows!: Inside the mess hall: Portion of obstacle course: Portion of obstacle course (2): Onto the 'trench-warfare' level, which should wrap this new little 3 map DM pack up! I've got big ideas for it - I'll have to see what happens! :D 12 Quote Share this post Link to post
Arrowhead Posted May 8 Done the final level of this war-themed pack! It's a trench-warfare type deal! Dogtag Deathmatch: MAP03: Mud and Blood: Glad to be done the primary mapping! Onto the main testing and cleaning up any issues! :D 13 Quote Share this post Link to post
Async Unicorn Posted May 8 https://drive.google.com/file/d/139czRQunMvtYyI6BqskyNGepmKJvUYnH/view?usp=drive_link You may write me a PM if you've noticed bug / inconsistency or if you have any suggestions. All credits goes to ViolentBeetle / Ancient Aliens / Paint-It Doom project, etc. 22 Quote Share this post Link to post
nicolas monti Posted May 8 Everytime I want a nightsky map into my brightsky episode I use candles: 9 Quote Share this post Link to post
oneselfSelf Posted May 8 Giving the 0.4 version of E2M7 the justice it deserved. It looks so butchered in the retail version to me. Adding the chairs later. 15 Quote Share this post Link to post
RDETalus Posted May 9 (edited) Obstacle removed with explosives FX. The switch teleports a crushed barrel into the rocks and uses the instant raise / lower floor trick to remove the big rock and create some debris. EDIT: The teleport method works in GZDoom, but doesn't work in Woof! or PrBoom+. I modified it so there is a barrel hidden INSIDE the rock, and it explodes when a crusher positioned above the barrel smashes down. The crusher is made invisible with the "create fake floor / ceiling" effect. You can't move the crusher sector after you activate it, but that doesn't matter because it's tall enough the player can just pass underneath it. Edited May 9 by RDETalus 26 Quote Share this post Link to post
Arrowhead Posted May 9 (edited) Unnamed FoxTex DM Pack: MAP01: Fragbase Omicron: Encountered a major issue w/ the textures rendering correctly in Zandronum, so these shots were taken using the newest GZ! Basically, it causes a significant portion of the textures to render completely black - hoping I can figure out what the issue is! Edited May 9 by Arrowhead 14 Quote Share this post Link to post
Lila Feuer Posted May 9 On 5/8/2024 at 3:11 PM, oneselfSelf said: Giving the 0.4 version of E2M7 the justice it deserved. It looks so butchered in the retail version to me. Adding the chairs later. Especially with that one huge room nearby with nothing in it. 3 Quote Share this post Link to post
oneselfSelf Posted May 9 46 minutes ago, Lila Feuer said: Especially with that one huge room nearby with nothing in it. The starting room was originally where the empty room is at. But they weirdly moved it for some reason and I guess they just didn't have any ideas on what to do with the empty space so they just made a big empty room. It even still has the two doors, the unpegged textures in them, and has the two clip pickups from the original version. 8 Quote Share this post Link to post
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