Arrowhead Posted July 27 Unnamed RKPhotoTex Duel Pack: MAP03: 'Sour Tower': This is another duel map for the RKPhotoTex pack I'm working on. A tall sentry tower oversees a basin in which a much shorter building lies - the short building houses a convenient supercharge under a flight of stairs. The tower has a railgun, and is accessible via a teleporter in a cavern - you can view nearly the entire play-area from that position - to combat potential camping abuse, I've made a relatively low roof, so that rockets can easily splash a player up there, and I've also placed a counter-railgun elsewhere for good measure! The map itself is quite small, (it is a duel map after all) but looks much bigger due to the decorative desert I've surrounded the play-area w/! :D 13 Share this post Link to post
Darsycho Posted July 29 (edited) Hit 200 followers on bluesky the other day, so heck with it, many brand new screenshots with both my games in celebration. 21 Share this post Link to post
Stabbey Posted July 29 What am I working on? I'll give you a big freakin' hint: (Still a work in progress, and I don't have a layout plan, so I'm winging it.) 8 Share this post Link to post
rita remton Posted July 30 14 hours ago, Stabbey said: What am I working on? ... woah. this is a rare treat! i love your other maps, especially [control tower]. will definitely be playing this one :) 0 Share this post Link to post
spineapple tea Posted July 30 I just wanted to be the 10,000th post on this thread. 20 Share this post Link to post
stochastic Posted July 30 Finishing up one of my maps for Tower of Babel! 33 Share this post Link to post
Matt Eldrydge Posted July 31 Hey, been a long time since I posted here (I think). Got done with a couple of smaller 1024 type maps and felt the distinct urge to give Eraser's monsters a bit of a touchup, both visual and dehacked-wise. Nothing crazy, just some frame timing. These sprites come from a pretty wide array of sources, but it's mostly a mix of the zombies from Combat Shock 2 (well, it's where I pulled them out of since they were done already), Tango's Minicharge and HorrorMovieRei's Gothic Reskins, plus Craneo's D3-style hellknight. 3/4 monsters left to track sprites down for. Can't show much since I should have been in bed an hour ago, but I got started with the final, FINAL area of the map. This is just the entrance to what I hope will be a Sunder-esque place I keep seeing in my dreams. The arsenal is now fully complete, tweaked and generally ready for use. Click here to see for yourself. There's a non-zero chance the arsenal might be made standalone and adjusted to fit other maps, but for now let's just call it a pipe dream. After this, God willing, Eraser will be able to finally call /idgames its home. 23 Share this post Link to post
Daytime Waitress Posted July 31 6 hours ago, Matt Eldrydge said: The arsenal is now fully complete, tweaked and generally ready for use. Click here to see for yourself. There's a non-zero chance the arsenal might be made standalone and adjusted to fit other maps, but for now let's just call it a pipe dream. Grand stuff. Would love to see the Sonic Boom Knife in particular in deathmatch. 1 Share this post Link to post
DoomGappy Posted July 31 11 minutes ago, AshtralFiend said: I love when the revants are in the "how may I serve you, milord?" position. 4 Share this post Link to post
AshtralFiend Posted July 31 3 minutes ago, DoomGappy said: I love when the revants are in the "how may I serve you, milord?" position. They are about to serve you some knuckle sandwichs 8 Share this post Link to post
kevansevans Posted August 1 This is a big project I've severely underestimated the scope of, and not anywhere near done, but I want to casually share some screenshots of what's in it so far. Spoiler Spoiler Spoiler 20 Share this post Link to post
Matt Eldrydge Posted August 2 More from Eraser's final area. Sunder map 18 is the main visual inspiration here, I think? It's only really present in the use of fake sectors and neon colors for highlighting and visual interest. I wanted this place to look like the inside of a massive and old, neglected industrial machinery complex so I'm doubling down on the burned-out textures where possible. 18 Share this post Link to post
RichardDS90 Posted August 3 My version of NeoDoom is replacing the annoying and out of place as fuck Vixens with the Hell Apprentices with less than half of the Vixen's health?! Well I never! 0 Share this post Link to post
EduardoAndFriends Posted August 4 Crimson Horror - Map01 "Underdark". Lots of black gradients on show and red and purple wheeeeeee. 24 Share this post Link to post
Arrowhead Posted August 4 I've ported Q3TOURNEY5 (Fatal Instinct) from Quake 3 into Doom 2. This is a port of the fogless Dreamcast version of the map, not the yellow foggy version in the original PC Quake 3. I'm working w/ a small team to replicate many Quake 3 levels / Quake Live levels in the Doom2 engine. :D 13 Share this post Link to post
MundyC Posted August 4 (edited) Two vanilla maps that I've been workin' on over the past week: Lots to do still... especially for the HUD/weapon GFX 16 Share this post Link to post
ZeMystic Posted August 4 (edited) 12 hours ago, EduardoAndFriends said: Crimson Horror - Map01 "Underdark". Lots of black gradients on show and red and purple wheeeeeee. some cool ass screenshots Spoiler bro this looks cool as hell. here is something i still need to thing place. 20 Share this post Link to post
EduardoAndFriends Posted August 5 11 hours ago, ZeMystic said: bro this looks cool as hell. here is something i still need to thing place. Thanks man! Ho ho, that looks tight as heck; Sandy temples always get me, every time. I see you there, dangling Hexen corpse, I see you! 3 Share this post Link to post
Nikolanchik Posted August 5 Updating the episode, I decided to show you two screenshots 8 Share this post Link to post
danidf96 Posted August 5 (edited) After a LONG internal debating with myself weather it's worth the effort or not i finally decided to start mapping for my favourite game and i have to say it has been extreamly gratifying to have some creative output for this amazing community. This is my second attempt at mapping after just 4 days and i'm really satisfied with the result dispite the short runtime, the set will have 3 maps, 2 are already done 1 left. These screenshots corresponds to the second one that took me 3 days to finish on and off. 11 Share this post Link to post
RevanTCO Posted August 5 Untitled Map for the (cancelled) Diabolus Community Project (Payday 2 reference momento.) 11 Share this post Link to post
Arrowhead Posted August 5 I've ported Q3TOURNEY1 (Powerstation 0218) to the Doom 2 engine. Some lighting isn't 'perfect' yet, but I'd say this one is very nearly complete! There's a lot more to make! I might try my hand at something more difficult next, like 'Bitter Embrace' or something... :D 21 Share this post Link to post
JackDBS Posted August 6 (edited) The Structure Edited August 14 by JackDBS : Link to wad 23 Share this post Link to post
Arrowhead Posted August 7 Vertical Vengeance, but in Doom 2! Plenty more converted Quake 3/Live maps on the way!! :D 11 Share this post Link to post
Laocoön Posted August 7 My thing is making detailed maps using UDMF, spending weeks on each one. In this project I make MBF21 maps as quickly as I can, which means that I can't dazzle people with the looks. Five maps in, I'm quite enjoying it! 8 Share this post Link to post
SharkyChip Posted August 8 Here are some screenshots of a few maps I've been making for Doom. This is mostly a creative exercise, given most times I build maps I run out of ideas rather quickly, so this has been my attempt at just letting my imagination fly. I'm only using Doom I stock textures, and I'm aiming to give a classic 90's vibe that slowly shifts into a more modern combat design. Screenies in the spoiler: Spoiler 13 Share this post Link to post