Treehouseminis Posted April 29 It is a little freeing to mostly focus on shape and lighting. I think I've used 6 or so textures and 6 flats total. 17 Share this post Link to post
Wo0p Posted April 29 5 hours ago, AshtralFiend said: Tech-base house -snippity! Dear lord, your attention to detail and penchant for doom cute is too much. Keep spoiling us please ^_^ 2 hours ago, Treehouseminis said: It is a little freeing to mostly focus on shape and lighting. I think I've used 6 or so textures and 6 flats total. - snup! It's great practice for certain! And honestly you have a great balance between contrasts imo with what you've limited yourself to. It doesn't melt together into a mess of one colour. Good job :) 4 Share this post Link to post
Matt Eldrydge Posted April 29 I've been polishing up Eraser since its release a couple of weeks ago. This means adjusting parts of the map itself, adding more stuff and generally making it play a bit nicer without sacrificing the tough start and limited supplies feeling it has - but it also means adding new sprites. Here's the new exit corridor as well as the new starting weapon. It sounds dumb, but removing the spread of a slightly faster pistol actually makes it feel quite lame as I found out after playtesting this for the 11th time. An innaccurate bullethose with a delay when you let go of the trigger has proven to be more fun so far. The elusive Gungnir powersuit will also be a reward for those who like exploring in the near future. Don't get your hopes up, it's just blue armor. Some more decorations have been added. And lastly, some more interactivity has been added to the map. Not a lot, just enough to make returning to Eraser feel fresh. The next update should be out at some point in May. It's quite extensive and will also add a few new monsters to keep you on your toes. See you there! 19 Share this post Link to post
Arrowhead Posted April 29 10 hours ago, AshtralFiend said: I love that carpet texture. Looks great! Kick-ass visuals as usual! 7 hours ago, Treehouseminis said: Incredibly moody looking. Nice work! :D 5 Share this post Link to post
Arrowhead Posted May 1 Here's MAP07 complete! A very vertical map involving a careful jump to the central raised flag platform. There are numerous chutes and passageways to reach the flags! Lots of dropdown areas should lead to some fun ambushes hopefully, once I run this through a thorough play test! DASH CTF: MAP07: Skyward Struggle: Onto MAP08! I already have some ideas for it! Nearly halfway done this new pack! :D 15 Share this post Link to post
Naarok0fkor Posted May 1 9 minutes ago, Arrowhead said: Here's MAP07 complete! A very vertical map involving a careful jump to the central raised flag platform. There are numerous chutes and passageways to reach the flags! Lots of dropdown areas should lead to some fun ambushes hopefully, once I run this through a thorough play test! DASH CTF: MAP07: Skyward Struggle: Onto MAP08! I already have some ideas for it! Nearly halfway done this new pack! :D I hope that those blue and red textures are scrolling around... 1 Share this post Link to post
Arrowhead Posted May 1 1 minute ago, Naarok0fkor said: I hope that those blue and red textures are scrolling around... A good amount of them, but not too much. I didn't want to make things too visually 'busy' :) 1 Share this post Link to post
Naarok0fkor Posted May 1 Just now, Arrowhead said: A good amount of them, but not too much. I didn't want to make things too visually 'busy' :) Yes. If you want everyone to play your WAD, you need to keep things simple... 1 Share this post Link to post
DoomPlayer00 Posted May 1 Sneak peek of the second map from my 11-map project. Spoiler 6 Share this post Link to post
Treehouseminis Posted May 1 Apparently my discord links keep breaking idk why. Heres a few extra shots and a gif 26 Share this post Link to post
Woody101 Posted May 1 (edited) Woody World Episode 6, about 40% done... follow me for more updates! In the meantime, you can try the other episodes: https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/woodyworlde1 Edited May 3 by Woody101 : follow added 13 Share this post Link to post
Amaruq Wulfe Posted May 1 I'm currently working on a six map, deathmatch exclusive wad in the vanilla format (albeit targeting the limit-removing ports.) The set theme that I'm following is a mixture of Gothic and Hellish imagery and architecture. The maps at this stage of development are mostly complete, but I still have to modify the art assets (custom fonts, custom HUD, custom menu screens, etc.), replacing the existing sounds with new ones, add in some new music and change some of the weapons' attributes and behavior via DeHackEd, more specifically DeHackEd Extra. A single screenshot from each of the six maps: And here's a little peak into the art assets: 26 Share this post Link to post
Arrowhead Posted May 1 (edited) Dash CTF: MAP08: Verdant Gardens: Not quite finished this one yet, ( a bit more geometry needed, item placement, mirroring) but it's going really well so far! May still tweak some stuff, being that this is unfinished still... I've been wanting to use some themes not as commonly seen in CTF, so I thought I'd do a garden level! Thought I'd do something spring-related! :D 16 Share this post Link to post
Laocoön Posted May 1 (edited) EDIT: the wad: Monuments is getting a second map! Still a W-I-P, but getting there! 20 Share this post Link to post
Arrowhead Posted May 1 I've been messing around w/ an 'effect' sort of new to me! This is a bit of a video test for a 'bleeding wound' using super-acute slopes paired w/ bloodfalls textures. I think this would only be convincing as an 'effect' from a far distance - something similar has definitely been made prior to this. Putting this in an inaccessible distant area would look great, I believe! I'm busy thinking up many different variations: BLEEDING WOUND VIDEO: I've done a couple static variations, too: CLIFFSIDE CAVE MOUTH (w/ SOLID BLACK INSIDE) [To be viewed from distance: TORN TREE BARK (FROM CORRECT DISTANCE): The reason a decent distance is needed is that any texture being used on a slope that acute will look terrible up close, it will be egregiously stretched out vertically - the further the distance, the more natural things appear. I know a similar thing has obviously been done before - I intend to only use the above 3 'effects' in decorative only areas. A distant cliffside out in a harbor, a series of huge trees off in the distance, a bleeding organic wall up far away from the play area, etc. The bleeding wound will only likely be useful in a hell map - I intend on trying to make one today! Oh! Also: please ignore the slight flickering on the right of the wound in the video - that's only there because I must have partially lowered an acute slope into another. As I refine this more, I'm sure it will look more believable! Yeah! Nothing too novel or new, but I haven't really seen this being used too much, I'm sure I can figure out how to use it in a map nicely. I at least cannot think of any deathmatch content that does this, but I could be wrong. This would likely only work in GZ: D2 in Hexen, or UDMF of some variety, I believe. :D 11 Share this post Link to post
Lizardcommando Posted May 2 (edited) Aside from adding more trees in the jungle, I started working on one of the abandoned villages in the map. The tent on the right side of the picture is supposed to basically introduce the silent teleport method that I used a lot in my previous mapset, Battle for Toad Hall 20XX. There's supposed to be another village further along in the map. I also added in another beach area off to the side of the village. It just has a few more goodies. I'm not entirely sure what I'll add between the large village ruins and the end of the map, which I already have in mind on what I'll be making, which will essentially be the entrance to a large cave, which is basically where the Demons came from. Also, just for shits and giggles here are two images of the very first "jungle" map I made back in 2011 and also the last forest I made, which was in the previously mentioned mapset, Battle for Toad Hall 20XX. Spoiler My first jungle map, circa 2011. It was made in WadAuthor. It was super dark and the "trees" texture was from some freeware platformer sprites pack that I had copy-pasted some tree sprites to make the trees texture. I had to use Lite-Amp goggles to fully showcase the horror show that is my first Jungle map. Battle for Toad Hall 20XX (MAP04). Not bad considering it's only using default textures, at least for the trees you can walk up to, but OTEX really does help out in making a more believable forest/jungle. Edited May 2 by Lizardcommando 11 Share this post Link to post
Wo0p Posted May 2 (edited) 1 hour ago, Lizardcommando said: -snip! Aside from adding more trees in the jungle, I started working on one of the abandoned villages in the map. The tent on the right side of the picture is supposed to basically introduce the silent teleport method that I used a lot in my previous mapset, Battle for Toad Hall 20XX. There's supposed to be another village further along in the map. I also added in another beach area off to the side of the village. It just has a few more goodies. I'm not entirely sure what I'll add between the large village ruins and the end of the map, which I already have in mind on what I'll be making, which will essentially be the entrance to a large cave, which is basically where the Demons came from. Also, just for shits and giggles here are two images of the very first "jungle" map I made back in 2011 and also the last forest I made, which was in the previously mentioned mapset, Battle for Toad Hall 20XX. Reveal hidden contents My first jungle map, circa 2011. It was made in WadAuthor. It was super dark and the "trees" texture was from some freeware platformer sprites pack that I had copy-pasted some tree sprites to make the trees texture. I had to use Lite-Amp goggles to fully showcase the horror show that is my first Jungle map. Battle for Toad Hall 20XX (MAP04). Not bad considering it's only using default textures, at least for the trees you can walk up to, but OTEX really does help out in making a more believable forest/jungle. - triple snippy! Hah, it's great seeing these kinds of progression images. You've really developed your skills over the years ^_^ Thanks for sharing! It's kinda life-affirming in a way, and reminds me that if something I made sucks in my eyes, it's a process and will get better if I keep at it :) 1 Share this post Link to post
NecrumWarrior Posted May 3 On 4/29/2024 at 1:06 AM, RDETalus said: OTEX jungle gang 4 hours ago, Lizardcommando said: Aside from adding more trees in the jungle, I started working on one of the abandoned villages in the map. The tent on the right side of the picture is supposed to basically introduce the silent teleport method that I used a lot in my previous mapset, Battle for Toad Hall 20XX. There's supposed to be another village further along in the map. I also added in another beach area off to the side of the village. It just has a few more goodies. I'm not entirely sure what I'll add between the large village ruins and the end of the map, which I already have in mind on what I'll be making, which will essentially be the entrance to a large cave, which is basically where the Demons came from. Also, just for shits and giggles here are two images of the very first "jungle" map I made back in 2011 and also the last forest I made, which was in the previously mentioned mapset, Battle for Toad Hall 20XX. Reveal hidden contents My first jungle map, circa 2011. It was made in WadAuthor. It was super dark and the "trees" texture was from some freeware platformer sprites pack that I had copy-pasted some tree sprites to make the trees texture. I had to use Lite-Amp goggles to fully showcase the horror show that is my first Jungle map. Battle for Toad Hall 20XX (MAP04). Not bad considering it's only using default textures, at least for the trees you can walk up to, but OTEX really does help out in making a more believable forest/jungle. It's cool that I'm not the only one working on Jungle themed stuff. Excited to see where yours goes. Hopefully I'll have more time to work on mine here soon. I mostly have gathered resources and imported some sprites from NAM and Blood so far. 3 Share this post Link to post
Arrowhead Posted May 3 UNNAMED NEW DEATHMATCH PROJECT: MAP01: 'Battlefield Boulevard': I've decided to make a 3 map or so deathmatch project set in a war-torn environment. All I have so far are this fireblu hovertank, and this military gun cabinet holding the most complex 3D floor work I've ever done. Those machine guns have: a trigger, sights, barrel, butt, hollow end you can look down (even though you'd never be able to), magazine, trigger guard, front and rear grips, etc. Here is a picture of the hovertank, a picture of the gun cabinet w/ the newly made 3D floor guns stocked inside it, and a final picture looking down the sights of the machine gun. Of course, there is always tweaking to be done still, but I think this map is off to a good start!: The gun took me about 4 hours to make - was very hard to wrap my head around, but I think they look cool when paired w/ the traditional Doom 2 ammunition items. :D 11 Share this post Link to post
ivymagnapinna Posted May 3 (edited) started on a set of somewhat short and tough maps I'm calling Stone Flower. 01-03 of likely 5, they're pretty green and brown. Edited July 28 by ivymagnapinna : cleared out attachments 21 Share this post Link to post
Lizardcommando Posted May 3 5 hours ago, NecrumWarrior said: It's cool that I'm not the only one working on Jungle themed stuff. Excited to see where yours goes. Hopefully I'll have more time to work on mine here soon. I mostly have gathered resources and imported some sprites from NAM and Blood so far. I was basically reinvigorated into making my jungle map by listening to these two songs from Massmouth 2 lol. I really want to use the second song I linked for it, but I feel like the first song matches the current map more. 2 Share this post Link to post
JackDBS Posted May 3 (edited) Various screenshots from my in-progress megawad, Devilbuster Dreams MAP04: Dragon Knight MAP06: Castle Gardens III MAP13: Black Coffee MAP11: The Baker's Dozen 20 Share this post Link to post
AshtralFiend Posted May 3 Hell Keep Tech Base This mini project is reaching its final stage 27 Share this post Link to post
Protagonist Corvus Posted May 3 8 hours ago, JackDBS said: Various screenshots from my in-progress megawad, Devilbuster Dreams MAP04: Dragon Knight MAP06: Castle Gardens III MAP13: Black Coffee MAP11: The Baker's Dozen It looks good. 3 Share this post Link to post
Matt Eldrydge Posted May 4 Eraser has gotten quite the makeover this week. Instead of playing as regular ol' Doomguy, you'll play as...Eraserguy. I promise there's more to it, but what matters is his arsenal is a bit different (and hopefully more fun). What's certain is the UAC isn't behind this anymore. One of the major changes was a new chaingun replacement that's even better at dealing with single targets. It's significant enough that your limit for bullets has been raised by quite a bit! Hint: It has no spread anymore and is a DPS machine, assuming you can keep it fed and watch that trigger. The map has also changed, but this week really focused on its player character and his weapons. This update will likely be released in the middle of May at the pace things have been going, but we'll see... 19 Share this post Link to post
97th Century Fox Posted May 4 10 minutes ago, Matt Eldrydge said: Eraser has gotten quite the makeover this week. Instead of playing as regular ol' Doomguy, you'll play as...Eraserguy. I promise there's more to it, but what matters is his arsenal is a bit different (and hopefully more fun). What's certain is the UAC isn't behind this anymore. One of the major changes was a new chaingun replacement that's even better at dealing with single targets. It's significant enough that your limit for bullets has been raised by quite a bit! Hint: It has no spread anymore and is a DPS machine, assuming you can keep it fed and watch that trigger. The map has also changed, but this week really focused on its player character and his weapons. This update will likely be released in the middle of May at the pace things have been going, but we'll see... Loving the updates, wad's gaining more and more personality as time goes on! Eager to give this a go when it releases! 4 Share this post Link to post
Wo0p Posted May 4 On 5/3/2024 at 7:30 AM, JackDBS said: MAP13: Black Coffee -snip! Those overgrown cave walls warm my cold soul. Looks great :D Although that waterfall has a bit of ye olde texture misalignment syndrome! 0 Share this post Link to post
oneselfSelf Posted May 4 I kept dreaming about a small map that looked almost like this so I decided to make it real. 18 Share this post Link to post
JackDBS Posted May 4 7 hours ago, Wo0p said: Those overgrown cave walls warm my cold soul. Looks great :D Although that waterfall has a bit of ye olde texture misalignment syndrome! Doh! 1 Share this post Link to post