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everennui

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

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13 hours ago, Sneezy McGlassFace said:

Oh, that. Well, you can use the Sector_SetFade multiple times to cover all doors and stuff, so it's even. This is just a quick test with W1 213: Sector_SetFade 0 65 32 0

The 3D floors look weird, and the lowering bars and stuff don't have the effect. But I think it's possible to get it nice and even?

mFUbQ1O.png

 

edit: I know OG Hexen had some foggy levels, so it gotta be possible

 

edit2: oh, you're talking about something completely different.

Maybe you can set it in mapinfo or acs or something?

are you in hexen format? or doom format? i'm on linux and can't use UDMF in eureka doom editor, if i can in windows, then i would use wine or something so i can do scripting!

 

i just saw the extra text under the picture... and ya your in hexen... you could set the fade color to a RGB value and have the fog RIGHT in front of the player i think...

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14 hours ago, dededenova said:

are you in hexen format? or doom format? i'm on linux and can't use UDMF in eureka doom editor, if i can in windows, then i would use wine or something so i can do scripting!

 

i just saw the extra text under the picture... and ya your in hexen... you could set the fade color to a RGB value and have the fog RIGHT in front of the player i think...

Hexen format lets you use all sorts of cool stuff. It's like proto-udmf. Slopes, 3d floors, acs.. you name it. Afaik, you can't do stuff like re-aligning flats, so slopes are a bit stretched. And few other things. 

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1 hour ago, Sneezy McGlassFace said:

Hexen format lets you use all sorts of cool stuff. It's like proto-udmf. Slopes, 3d floors, acs.. you name it. Afaik, you can't do stuff like re-aligning flats, so slopes are a bit stretched. And few other things. 

 

You can align (and rotate) flats in ZDoom/Hexen format, but it's rather fiddly & time consuming as it involves using ACS scripting.

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49 minutes ago, NiGHTMARE said:

 

You can align (and rotate) flats in ZDoom/Hexen format, but it's rather fiddly & time consuming as it involves using ACS scripting.

Now you said it, I think I've heard that mentioned before. 

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24 minutes ago, Gaia74 said:

ezgif.com-gif-maker.gif

this is the villain's lair if he had a companie

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i'm working on a small 5-map megawad consisting of mostly tech-bases. it's been on hold since mapping block and i didnt plan this out at all, so this isnt coming any time soon. only MAP01 is finished, MAP05 is being worked on and MAP02-MAP04 has nothing done for them. not even a concept. also if you have any name ideas, please tell me.

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image.png.20d7362b5712999d87dde36042cc64b3.png

Screenshot_Doom_20220602_125835.png.f7e38393d8d2d429a66618e6a3e11877.png

 

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Also working on this sprite replacement mod:

 

 

I might also add some custom sounds to it, mainly the doom 64 pistol sound because having the pistol have the same sound as a g36 triggers me greatly.

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8 hours ago, Arrowhead said:

My 16 map portion of a currently unnamed CTF megaWAD...

 

qx6SJ5o.jpg

3Qqe15h.jpg

:)

Looks nice, i always wanted some CTF maps for me and my friends to mess around in

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This thing's really grown into a monster over the past few days. I also decided to put up a playable demo of what I've got so far.

Recommended to turn jump/crouch/freelook OFF.

Stuff marked "DEMO" with an arrow is temporary so the map's playable, and will be changed as work continues (the red key will be in a dedicated area with some enemies & items, same with the exit, the left right-hand 'loop' will be better fleshed out, other areas will be added).

PREP4D8M_map01demo.7z

p4d_lunaroutpost_udb.png

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19 minutes ago, SavebearingBoss said:

Stuff marked "DEMO" with an arrow is temporary so the map's playable, and will be changed as work continues

That's actually pretty clever. Never thought of making placeholder rooms in areas that I 'haven't figured out' yet. Could help w/ my creative process. Don't think I've seen this before, but I'm sure others do it too. :)

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t5Tm8vX.png

New DM map, DM147. Bit of a hell level. Still haven't figured out the sky.

 

Edit: Whoops, didn't mean to double-post.

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A couple more shots of my WIP mapset, this is MAP02:

 

fotm.jpg
fotm1.jpg

 

Aiming for short maps that aren't too hard with occasional more intense combat. I'm praying I don't run out of steam (or ideas) before I get to the planned 5 maps. I smashed out the majority of the first two in a couple of days, so I know I can do it, may just take longer than my original "mapset inside of a week" goal...

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On 6/15/2022 at 6:37 PM, Arrowhead said:

t5Tm8vX.png

New DM map, DM147. Bit of a hell level. Still haven't figured out the sky.

 

Edit: Whoops, didn't mean to double-post.

Nice lava...It should glow much more though...

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That's some great level design but the magenta is making my eyes bleed 

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