BondoJames Posted September 21, 2023 Been improving my work on my own PBR materials for vanilla textures, breathing new life into dynamic lit areas. 6 Share this post Link to post
eltiolavara9 Posted September 21, 2023 (edited) THE MACHINE im planning on compiling a ton of random maps ive made into a DUMP-like wad with a hub where you go play levels from and such (pictured: this will be in there somewhere) 3 Share this post Link to post
eltiolavara9 Posted September 21, 2023 20 hours ago, CrazedCleric said: this looks really nice 1 Share this post Link to post
volleyvalley Posted September 22, 2023 Started working on an ancient medieval ruin, overflown by slime. Tried to capture the bleak atmosphere of 3HA2 MAP03, and I think it's going great so far. 15 Share this post Link to post
DoomGappy Posted September 22, 2023 (edited) Just made the pic for my Community project which revolves around giant maps where the player is very small. It's called Doom Rats. Still, I feel very inexperienced to start it yet. I only have some maps under my belt, and I'm still learning about complevels and differences between source ports. I'm going to post the first map here the way it is now, it has been designed and tested for ZDoom based ports only, but it's still very much playable. It's called Happy Birthday because it's a gift for my brother. If anyone likes what they see and wants to help me with this, feeel free to reach out to me so we can talk. Download: Happy birthday (Public).7z Project started: Spoiler Which one looks better? Some screenshots from the map: Edited September 23, 2023 by jo2ukegappy 2 Share this post Link to post
RaZZoR Posted September 22, 2023 New project "Electron Soup", i started yesterday so these are very first and early screens. 17 Share this post Link to post
Matt Eldrydge Posted September 22, 2023 These are few days old now, but I started a new area of my dream-inspired brutalist map, Structure. In my notes, this is called the Tall Room. I've had its entrance mapped out as one of the earliest areas of the map, but only three days ago did I actually get around to making it come true. For reference, that's a standard 128x128 door in the background. It's also the one area where the sky is actually visible with some regularity. 32 Share this post Link to post
Wo0p Posted September 23, 2023 7 hours ago, Matt Eldrydge said: These are few days old now, but I started a new area of my dream-inspired brutalist map, Structure. We must go through the Mines of Moria! 3 Share this post Link to post
Matt Eldrydge Posted September 23, 2023 8 hours ago, Wo0p said: We must go through the Mines of Moria! Hah, good one! I knew I had seen something similar to this when I was young! 1 Share this post Link to post
Frank Harper Posted September 23, 2023 Thinking I was close to the finish line, I met an unexpected setback. The map grew so big that it started to break in vanilla, so I decided to split it into two parts. But it also meant that there was more to do as I needed to add a proper ending to the first part. At the moment, the first part is almost ready, and the second part is about 70% ready. Here some screenshots from first part. 16 Share this post Link to post
Arrowhead Posted September 23, 2023 Demonic Construct: A new medium-sized FFA map. It's some kind of blood-flooded hellish prison. I'll be starting work on Vending Machine soon, my new 6 map duel project. Hope to have this released tomorrow - will likely release 'Galaxy Base' soon, too. :) 17 Share this post Link to post
exl Posted September 23, 2023 2 maps for the Culling Strike deathmatch project. 26 Share this post Link to post
MarketAnarchy Posted September 23, 2023 22 hours ago, jo2ukegappy said: Just made the pic for my Community project which revolves around giant maps where the player is very small. It's called Doom Rats. Still, I feel very inexperienced to start it yet. I only have some maps under my belt, and I'm still learning about complevels and differences between source ports. I'm going to post the first map here the way it is now, it has been designed and tested for ZDoom based ports only, but it's still very much playable. It's called Happy Birthday because it's a gift for my brother. If anyone likes what they see and wants to help me with this, feeel free to reach out to me so we can talk. The first title pic looks better. I recall a community project that had a gigantic toilet with a roll of toilet paper that was 2x the player's height, unfortunately I don't remember who made it. If you can track it down, they might be a good contributor. 0 Share this post Link to post
DoomGappy Posted September 23, 2023 1 minute ago, MarketAnarchy said: The first title pic looks better. I recall a community project that had a gigantic toilet with a roll of toilet paper that was 2x the player's height, unfortunately I don't remember who made it. If you can track it down, they might be a good contributor. I used it! And I mentioned Mandrill Ass project in my topic as an inspiration, it had some cool rats style maps. I don't know if that was it. Hope I can find some people. I'm already starting work on my second map. 0 Share this post Link to post
ViolentBeetle Posted September 23, 2023 I've been preparing for an as of yet undisclosed project with custom MBF21 monsters. It will be split in 6 episodes and each needs a boss, so I made some, that really showcase what MBF21 can do. 9 Share this post Link to post
Daytime Waitress Posted September 23, 2023 10 minutes ago, ViolentBeetle said: I've been preparing for an as of yet undisclosed project with custom MBF21 monsters. It will be split in 6 episodes and each needs a boss, so I made some, that really showcase what MBF21 can do. Spoiler They all look like complete arseholes - can't wait to wreck 'em. May be because I'm on a shmup kick at the moment, but this looks like an absolute blast, VB. 3 Share this post Link to post
NeilForshaw Posted September 23, 2023 23 hours ago, Matt Eldrydge said: Looks so good. Breathing new life into the classic textures (or maybe even breathing life into them for the first time :) 1 Share this post Link to post
Matt Eldrydge Posted September 23, 2023 20 minutes ago, NeilForshaw said: Looks so good. Breathing new life into the classic textures (or maybe even breathing life into them for the first time :) Thanks, but I should say the only vanilla textures there are the MODWALL windows and metal light flat. I did pick textures that would align well with Doom's style though, gotta complement and use them somewhere. :P 1 Share this post Link to post
Naarok0fkor Posted September 24, 2023 A little mapping can go a long way in the morning... 14 Share this post Link to post
MarketAnarchy Posted September 25, 2023 On 9/12/2023 at 3:23 AM, Chookum said: Headless Chicken, MAP29: 5-5: Bisch-Bosch Just because the void is vast, dark, and empty doesn't mean you can't find yourself on a solid sliver of it that is as dangerous as it is vivid. So, I missed the whole point of your message because you hid your pictures in the quote thingie. Your amazing work deserves more support, so please, in the future don't hide your pix. 1 Share this post Link to post
A.K. Posted September 25, 2023 On 9/23/2023 at 3:09 PM, ViolentBeetle said: I've been preparing for an as of yet undisclosed project with custom MBF21 monsters. It will be split in 6 episodes and each needs a boss, so I made some, that really showcase what MBF21 can do. <YouTube Video> That Death Knight with the chaingun/airborne grenade launcher is pretty cool at 2:24 in. (I believe thats a Tsran compilation (more is always better, cool stuff)) May I ask how did you get the grenade projectile to perform that attack? Is my assumption correct in that the grenade projectile is two separate things? My assumed process: Knight fires grenade -> Grenade Projectile A (GPA) flies for X frames at Y tcs, then GPA calls for A_FaceTarget -> then fires Grenade Projectile B (GPB) fired at the Player. 0 Share this post Link to post
ViolentBeetle Posted September 25, 2023 (edited) 1 hour ago, A.K. said: May I ask how did you get the grenade projectile to perform that attack? Is my assumption correct in that the grenade projectile is two separate things? It used to be two things but I figured out how to have just one. It uses A_SpawnObject to launch projectile independent of where his target is, with a little forward speed and a lot of vertical speed, after a while executes A_SeekTracer with minimal angle at full circle. There's also A_JumpIfTracerCloser afterwards to detect if the target died while projectile was in mid-air, that would remove NOGRAVITY flag and have it fall to the ground to explode, but it's hard to demonstrate. Edited September 25, 2023 by ViolentBeetle : I checked the code and it doesn't stop anymore, so corrected the reply. 1 Share this post Link to post
SupremeBioVizier Posted September 26, 2023 (edited) Spoiler Mini wad, 8 levels...is that a miniwad? I just changed the player sprite so when you die, you see Barbara sprite...tons of work going into this castle map, going to take time for screenshots and promo soon... finished up dehacked files tonight...it's called Barbara and Reggie's castle massacre, Reggie is kind of an RPG character through out the wad...all new sprites/sounds/texture/music...and at the end you get pregnant and spend eternity at work listening to joe bob Briggs recite the drive in mutant anthem as the ghost of your unborn baby smiles in the crib......bam. Spoiler Phone wouldn't put pics in spoiler sorry Edited September 27, 2023 by nocisum 1 Share this post Link to post
LoatharMDPhD Posted September 26, 2023 On 9/23/2023 at 6:16 PM, NeilForshaw said: Looks so good. Breathing new life into the classic textures (or maybe even breathing life into them for the first time :) // very soviet... iron curtain look. nice. 0 Share this post Link to post
MarketAnarchy Posted September 26, 2023 I decided to replace map 1 of X² with recreated elements from the other maps in the wad. It's been interesting faking floors with midtextures. The gameplay won't be that impressive I suppose since it's just one cyber, but I'm impressed with the aesthetic I was able to get in 1 sector. It even has working bars and opening doors, so that's cool. Here's a sample of what I have: 19 Share this post Link to post
SpaceCat_2001 Posted September 26, 2023 4 hours ago, MarketAnarchy said: I decided to replace map 1 of X² with recreated elements from the other maps in the wad. It's been interesting faking floors with midtextures. The gameplay won't be that impressive I suppose since it's just one cyber, but I'm impressed with the aesthetic I was able to get in 1 sector. It even has working bars and opening doors, so that's cool. Here's a sample of what I have: Holy shit! It's fabulous! Is this wad available or still in the development? 1 Share this post Link to post