Arrowhead Posted July 13 Unnamed GothMash project: MAP01: HEATED HIDEOUT: A quick little lava-themed deathmatch level I made on a whim. Don't know if I'm gonna make this a little project, or not - might keep it as one map - and this is different from the current GothMash deathmatch community project I'm running! :D 20 Share this post Link to post
Arrowhead Posted July 14 Unnamed Small Otex1.1 Pack: MAP01: 'Soggy Showdown': Got another one done - kind of a speedmap - took me 2.5 hours to make. Bit of a boggy swamp-ish level. It's a large cavern system connected to an outdoors courtyard. Has a bit of a unique supercharge placement - involving a bounce pad that is accessible from two different directions. Should make for some interesting traffic and collisions! Didn't expect it to be a two map day! I'm tired now! Off to bed! :D 21 Share this post Link to post
Geniraul Posted July 14 7 hours ago, Arrowhead said: Unnamed Small Otex1.1 Pack: MAP01: 'Soggy Showdown' This map gives me some strong vibes of Frantik DM 3's map 11: Jungle Canopy. Looking forward to the level's release! 1 Share this post Link to post
TheGreenZap Posted July 14 This is a map for a new deathmatch pack I'm working on that includes Eon weapons. Lair of the Sand Demon. 14 Share this post Link to post
Toxisploder Posted July 16 On 6/13/2024 at 1:21 AM, DRON12261 said: Made another weapon New melee weapon for Eternity Engine 4.03 - Force Gauntlet with the mechanic of accumulating damage before a punch: If you hold down the LMB, the player will begin to accumulate punch, the longer you hold it, the more damage you will end up taking during the punch. During a berserk, the damage is doubled. There are 4 stages of damage accumulation, the transition from one stage to another can be distinguished by a specific mechanical sound and visually by the changing sprite of the stretching arm. Stage 1 - 100 (200 with berserker) damage, will work if you just press the LKM. Stage 2 - 200 (400 with berserk) damage, changes the sprite of the outstretched arm. Stage 3 - 350 (700 with berserk) damage, the sprite of the outstretched arm changes. Stage 4 - 500 (1000 with berserk) damage, maxed out, at which point the player keeps his left arm maximally extended at the center of the screen, allowing for better aim before punching. Noice, I love meleeing in Doom. More visual impact (some screen shaking, enemy being thrust away) would be appropriate, because this thing is OP! 0 Share this post Link to post
rita remton Posted July 19 a [mbf21] map at a very early stage for a community project. 28 Share this post Link to post
Steve D Posted July 19 On 6/27/2024 at 12:06 PM, CravenCoyote said: Wondering if anyone will recognise this little recreation I've been working on... And it looks like a screenie from an AGA Amiga. Are you doing a full conversion of Alien Breed 3D2: The Killing Grounds to GZDoom? It would make a wonderful companion to Project Osiris from Arcturus. Color me psyched! 1 Share this post Link to post
CravenCoyote Posted July 19 1 minute ago, Steve D said: And it looks like a screenie from an AGA Amiga. Are you doing a full conversion of Alien Breed 3D2: The Killing Grounds to GZDoom? It would make a wonderful companion to Project Osiris from Arcturus. Color me psyched! Absolutely correct! Thread here 1 Share this post Link to post
Steve D Posted July 19 28 minutes ago, CravenCoyote said: Absolutely correct! Thread here Wow, that is so totally beyond awesome. You made my year!!!!! 2 Share this post Link to post
ViolentBeetle Posted July 19 Been struggling with this map for a while. It finally looks like what I want but now I have to actually place monsters here. 17 Share this post Link to post
stochastic Posted July 19 My WIP Plutonia MAP17/Doom II MAP22 mash-up for Second Mix 29 Share this post Link to post
Matt Eldrydge Posted July 20 Working on a map for a restriction-based project. 26 Share this post Link to post
Arrowhead Posted July 20 Unnamed Small Otex1.1 Pack: MAP04: 'Stagnant Slaughter': A new level for this currently unnamed little DM side-project I'm working on! Aiming for 8 levels! Onto MAP05! :D 14 Share this post Link to post
Daytime Waitress Posted July 20 12 minutes ago, Arrowhead said: Unnamed Small Otex1.1 Pack: MAP04: 'Stagnant Slaughter': Digging the gradation on the greens and browns, and the cute, contrasting pillboxes. 2 Share this post Link to post
myolden Posted July 21 I made a trailer for Nostalgia Zero for the Mapping Off stream, and now that it's been shown I can release it publicly. Coming this year! Probably! 25 Share this post Link to post
RaRu Des2122 Posted July 21 @myolden, great news, I'm looking forward to it! 1 Share this post Link to post
DynamiteKaitorn Posted July 23 So I looked at a post someone made about "can you add/make custom levels for DooM SNES?" Answer? Absolutely! And honestly once you're set up it's actually fairly easy! Just keep in mind you can't recreate any Sunder or Sunlust map since, ya know, SNES be limited yo. Here's a small compilation of a DooM project I released back in 2018 but I converted E1M1 and E1M2 into SNES versions! :D Spoiler E1M1: The spawn room. Note: the pillars are grey for some reason. Guessing not all DooM 1 textures are in SNES DooM. The next room over. Another angle. Near the exit. E1M2: The starting staircase. The main hallway. FPS isn't that bad here considering. A dead body. Also, that key sprite looks fucky-wucky. XD Near the exit. I've noticed 256 AKA full-bright causes sectors to be rendered almost 100% black. Guess the SNES port dislikes full-bright sectors. Wonder if 255 or 254 would be better? B e d s . 6 Share this post Link to post
NinjaDelphox Posted July 23 Been working on two maps recently, one is finished the other is 95% done 19 Share this post Link to post
ivymagnapinna Posted July 24 working with an all-tan (and some brown) colour scheme. first screen is the map's opening shot. 30 Share this post Link to post
Arrowhead Posted July 26 Unnamed RKPhotoTex Duel Pack: MAP02: Flame Alley: I'm making a small duel pack using RKPhotoTex! Lovely texture set - has a real cool look to it, very fun to use! Not sure how many maps will be in this set, but I've got 2 down already! :D 20 Share this post Link to post
Frank Harper Posted July 26 (edited) Getting closer to finish line in Lunar Waterfalls for TropicHELL community project. 28 Share this post Link to post
Beubeu Posted July 26 (edited) Far from finishing my map for PUSS XXXV: Summer Showdown but by i like what i did so far 16 Share this post Link to post