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everennui

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

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I am working on a wad that I am calling "urban hell"

The idea is that it consists mainly of urban textures. It kinda reminds me of gothic doom.

I just finished the first map and released it for testing and feedback, but the final wad is not finished.

996308749_Screenshot2024-01-17at1_07_23PM.png.31d1a5ed70a6d42e8647e15872fc8d52.png684297722_Screenshot2024-01-17at1_07_57PM.png.093894f22eaf8e234e618dc7387ce52e.png684297722_Screenshot2024-01-17at1_07_57PM.png.093894f22eaf8e234e618dc7387ce52e.png2054685902_Screenshot2024-01-17at1_09_03PM.png.cb0a94d6cfbd24ff2a758a1fb10612a5.png

 

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4 hours ago, Matt Eldrydge said:

Got back to mapping Eraser in full today. Spent a good while figuring out how to do light sequences in Boom, which is easier than I thought, actually.

 

Really digging the aesthetics. You really do like concrete it seems

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12 hours ago, ReaperAA said:

 

Really digging the aesthetics. You really do like concrete it seems

 

Thanks, and yeah, checks out. :P I love brutalism and how well it matches the abstact feel I find myself drawn towards when mapping less common themes.

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All the upgrades and mutations for the Druid's Dryad Form in the upcoming 0.99 release of Walpurgis!!

Along with a few other things like the terrifying new Locust Flechettes.

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7 hours ago, Laocoön said:

 

2121510006_Skjermbilde2024-01-21174445.png.a4183d621076c3e40fa57beecfc35ab8.png

 

Even this screenshot from UDB looks cool. I'd be curious what it looks like in game

 

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20 hours ago, Clippy said:

OMG is that the star ship enterprise????

If you're referring to my map, I'm afraid it's not. More medieval castle in Hell.

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Dropping next week: "The Box", a mystery puzzle wad inspired by the movie Cube. This wad is chock full of secrets and puzzles. Will you be able to escape alive?

 

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On 12/5/2023 at 1:55 PM, Frank Harper said:

So, after a month and a half, the first map out of six is ready. At this rate, it will be a long time before release. At least I didn't have to do a lot of rearranging to make it work in vanilla, unlike my previous work. And for the first time I tried to make a map with full co-op support.
433941457_MAP01(editarea)at2023_12.0513-37-59.264R4138.jpg.699b7cec55cfe245b11ceedad8b1aca6.jpg1591906041_MAP01(editarea)at2023_12.0513-39-32.541R4138.jpg.0446572ef6b1c9a1e8ef1a2d0837c384.jpg167965379_MAP01(editarea)at2023_12.0513-39-51.622R4138.jpg.930f48e81d645589eb75a4d8cf751e40.jpg656561984_MAP01(editarea)at2023_12.0513-40-11.754R4138.jpg.d105d6ac160edbda441156e72ff2dabb.jpg1285318708_MAP01(editarea)at2023_12.0513-40-33.786R4138.jpg.c1436186bdbff8646cf0c5f2d9c6b6a6.jpg363621034_MAP01(editarea)at2023_12.0513-40-41.218R4138.jpg.7b3cd100d0a24b0b431d22f5770f282c.jpg495628580_MAP01(editarea)at2023_12.0513-41-13.749R4138.jpg.114f04346ef837b1657f53f30f6cc059.jpg1972625115_MAP01(editarea)at2023_12.0513-41-48.415R4138.jpg.cc47a72c2c2fbad7f98436f8bfdddbf8.jpg

Finally I made fully functional second map. Spent a lot of time redesigning the non-linear green slime area for two reasons. Firstly, because of my "favorite" Draw Seq limit, and secondly, because I tend to forget that the scale of a sketch in a sketchpad is not the same as the real scale. But I think it ended up being better than the original version. Now it's time for the detailing stage.MAP02Overview.png.e2473a3f583d303a262ec23249c7c682.png

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Not sure if it belongs here, but I created some "help screens" describing weapons/spells/abilities of playable characters in my TC project.

 

Some of them are:

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The dim backgrounds are actually not part of the help screens. These are just random levels I took the screenshots in.

 

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