ivymagnapinna Posted May 25 22 minutes ago, Not Jabba said: I really like that first one with the two parallel sub-themes (the blood/bloody bricks/wires vs. the slime/jade bricks/vines). Thank you! I love TEKWALL4 and BRICK10 so much I had to use em twice with different colors lol 0 Share this post Link to post
Arrowhead Posted May 25 I'm finally done all 12 levels' primary mapping for Antiquated Extraterrestrials! I've since had an M_DOOM made: Here are some screenshots: Antiquated Extraterrestrials: MAP12: PULSAR PLAZA: Thanks to @AshtralFiend for the green+yellow/gold color combo suggestion! So, yeah - I'll get this out soon, now that I have almost everything I need! Then it's on to new things - after I wrap up and release a couple loose-end projects! :D 24 Share this post Link to post
ThatKidBobo Posted May 25 I have sped up development on my project again, so new areas are coming along very nicely, while older places also receive a facelift. 19 Share this post Link to post
ViolentBeetle Posted May 26 Shamed by the fact that I still haven't made a map for my own community project, I have mapped through the night. I have only mapped outdoors area, that might backfire later once I discover I made buildings too small. 24 Share this post Link to post
Cacodemon187 Posted May 26 3 hours ago, ViolentBeetle said: Shamed by the fact that I still haven't made a map for my own community project, I have mapped through the night. I have only mapped outdoors area, that might backfire later once I discover I made buildings too small. I adore this first shot with the block of houses, the division between the uniform black and beige street and the colorful houses is very nice :) 2 Share this post Link to post
Daytime Waitress Posted May 26 3 hours ago, ViolentBeetle said: Shamed by the fact that I still haven't made a map for my own community project, I have mapped through the night. I have only mapped outdoors area, that might backfire later once I discover I made buildings too small. It's all looking cosy, but I'm really digging that CacoShack. What kind of tasty treats do they sell there? 4 Share this post Link to post
ViolentBeetle Posted May 27 On 5/26/2024 at 7:26 AM, Daytime Waitress said: It's all looking cosy, but I'm really digging that CacoShack. I actually conceived this as a statue, a call-back to another my map which had caco and pain elemental toys in it in the same cubic style. But it is so big maybe someone is selling snacks inside, who knows. 3 Share this post Link to post
NoOne Posted May 29 (edited) Started another set of maps following on from my first megawad. Currently on map 5, as of yet no title. My first megawad [Spacial Doom] can be found here:- Edited May 29 by NoOne : Added link 17 Share this post Link to post
WASFDDDDD Posted May 30 On 5/25/2024 at 10:02 AM, ThatKidBobo said: I have sped up development on my project again, so new areas are coming along very nicely, while older places also receive a facelift. Looks more like Unreal than anything even close to Doom. How did you make this? 0 Share this post Link to post
Arrowhead Posted May 30 Decided to mess around w/ Greenwar2Tex today on a whim. Lots of nice natural tones in that set, so I made a kinda waterlogged, grimy base! I might make a couple more maps w/ this, or I might just rattle this off, and move on to something else. Remains to be seen. Unnamed Greenwar2Tex Pack?: MAP01: Grimy Base: It's Zandronum:UDMF, and I've added a R667 railgun, too. :D 19 Share this post Link to post
Walter confetti Posted May 30 (edited) While making a map for MBF21, i just found out that flying monsters can't be affected by instakill floors! Anyway, planning to do MBF21 map for ultimate Doom just for testing out if that works there too. 3 Share this post Link to post
Darsycho Posted May 30 had intended to do more mayhem mansion stuff for May-hem but didnt have the time, oh well :v 3 Share this post Link to post
DynamiteKaitorn Posted May 31 Might be a stupid pic but god damnit this gave me a laugh when you realise you can make a CWILV image this large. XD 8 Share this post Link to post
RDETalus Posted May 31 WIP Mesoamerican pyramid structure built in middle of lake, serving as the map's final dungeon. Also a view from the shoreline jungle. 19 Share this post Link to post
Naarok0fkor Posted May 31 4 hours ago, RDETalus said: WIP Mesoamerican pyramid structure built in middle of lake, serving as the map's final dungeon. Also a view from the shoreline jungle. Right on time for Dungeons&Cacodemons 6th edition... 2 Share this post Link to post
AshtralFiend Posted May 31 Slowly working on a map submission for "Tropic Hell" community project 36 Share this post Link to post
stochastic Posted May 31 My frozen hell/abyss map for the Scythe-inspired community project, "Rusty Drill" - very much still WIP, of course :) 26 Share this post Link to post
Treehouseminis Posted May 31 Fun elevator that probably took too long to make. 12 Share this post Link to post
Protagonist Corvus Posted May 31 2 hours ago, AshtralFiend said: Slowly working on a map submission for "Tropic Hell" community project I love this theme.. Looks amazing. 3 Share this post Link to post
Matt Eldrydge Posted June 1 Eraser's final update draws near. After nearly having a heart attack when I found out UDB's standard nodebuilder couldn't handle the sheer amount of segs in the map, my mood to keep mapping tonight certainly soured - but you can keep this! This part is very WIP but it should hopefully help illustrate the scale I'm going for. 20 Share this post Link to post
NecrumWarrior Posted June 1 5 hours ago, AshtralFiend said: Slowly working on a map submission for "Tropic Hell" community project Woah! This makes me want to get on my jungle project. Looks awesome! 2 Share this post Link to post
Arrowhead Posted June 1 (edited) My first mapping livestream went fairly well, considering I set things up on a whim! This map was made in 3 hours 50 minutes, during a live stream. It is a sequel to a much smaller map I made in Frantik DM 2. The texture pack was randomly selected via a spinning wheel from 15 other texture packs. Luckily, I got Otex1.1 for my first go at this - a pack I'm very familiar w/. Here are the texture packs that I picked to be randomly selected from: Spoiler Mapping stream video: Random Doom2 Deathmatch Mapping: MAP01: Wetworks 2: But yeah, not sure when I'll go live next, (possibly tomorrow afternoon) but this was fun, and something I hope to repeat again sometime soon! I'm hoping to get a texture pack I'm less familiar w/ next time! :D 12 Share this post Link to post
NecrumWarrior Posted June 1 10 hours ago, Arrowhead said: My first mapping livestream went fairly well, considering I set things up on a whim! This map was made in 3 hours 50 minutes, during a live stream. It is a sequel to a much smaller map I made in Frantik DM 2. The texture pack was randomly selected via a spinning wheel from 15 other texture packs. Luckily, I got Otex1.1 for my first go at this - a pack I'm very familiar w/. Here are the texture packs that I picked to be randomly selected from: Reveal hidden contents Mapping stream video: Random Doom2 Deathmatch Mapping: MAP01: Wetworks 2: yeah, not sure when I'll go live next, (possibly tomorrow afternoon) but this was fun, and something I hope to repeat again sometime soon! I'm hoping to get a texture pack I'm less familiar w/ next time! :D What happened to all the crates? 1 Share this post Link to post
bsharp Posted June 1 turned 14 a while ago and wanted to make a map to celebrate. playtesting it, should be out fully sometime soon 22 Share this post Link to post
Arrowhead Posted June 1 (edited) My 2nd mapping stream went well - a bit less technical hiccups today, than my first day! This entire deathmatch map was made in 3 hours 33 minutes, during a live stream earlier today. The texture pack was randomly selected via a spinning wheel from 40 other texture packs. This time I got AquaTex, (a smaller pack I found trickier to use than Otex) - there are obviously far fewer resources in AquaTex, so it made me think more outside the box. It definitely was a fun challenge to do on the fly. I only ended up needing to supplement it w/ two additional Doom2 textures (slimefall, and ceil5_2). A little bit of colored sector lighting definitely helped, too. Spoiler Random Doom2 Deathmatch Mapping (STREAM 2): MAP02: Acid Vats: I'll likely hop on later today (maybe only tomorrow) for another 3+ hour stream - gonna try my hand at a third random map - in a productive mood! Some of those texture packs are definitely more challenging to use than others - excited to see what I'll get next! Definitely recommend this type of challenge for others - helps you think about making maps in ways I hadn't thought before! :D 18 Share this post Link to post
Arrowhead Posted June 2 I did another round of random deathmatch mapping! This time the randomizer landed on '5th Episode Textures.' Random Doom2 Deathmatch Mapping (STREAM 3): MAP03: Crimson Core: Apologies for posting again so soon! But, I've been very productive today! :D 16 Share this post Link to post
TheGreenZap Posted June 2 8 hours ago, Arrowhead said: I did another round of random deathmatch mapping! This time the randomizer landed on '5th Episode Textures.' Random Doom2 Deathmatch Mapping (STREAM 3): MAP03: Crimson Core: Apologies for posting again so soon! But, I've been very productive today! :D I love that red, it looks awesome! I like that you threw some Fireblu in there as well. Great looking map! 1 Share this post Link to post
TheGreenZap Posted June 2 (edited) I'm just about to finish up my first DM map. It's a Doom II map in a classic style. I plan to make more. I love DM. Edited June 2 by TheGreenZap 13 Share this post Link to post