New Megawad (of sorts) - Yet to be named

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spectre0618
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Joined: Wed Dec 30, 2015 3:14 pm

New Megawad (of sorts) - Yet to be named

Post by spectre0618 »

So I've been creating Doom levels since I was a kid and first got my hands on Doom companion eons ago and recently decided to start using the GZDoom UDMF format as I don't have a ton of time to work exclusively on a Doom project and I need something a little more simple to work with so that was the first reason for my choice. I was also clueless with regards to ACS and some of the more intricate design features offered a few years back when I first tried and I have since started trying to create my own textures as well as weapon sprites.

So without much more gabbing here's a few screens of my first level to this point. I've been learning as I go so this has taken me nearly a month thus far but it's finally almost complete. The story isn't overly deep, Sentek is basically a company I created which in the plot has bought out the UAC (who went bankrupt after the fiasco's that resulted in the first two games) and has enhanced some of the old demons and have a collection of new demons and human characters of their own.

The biggest thing I'm going for with this mod is making levels that are believable but also push the fantasy envelope a little and kind of blend gameplay with realism.

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Probably not hard to guess which Doom port inspired this rooms design.

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One of my custom doors. Particularly proud of this one. Variant 1 of 3.

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Variant 2 of 3.

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This was the room that the entire level started around originally. Made use of a few different 3D floors to help this room take shape.

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This is a hallway at a transitional phase of the 1st map. This room is still not final with regards to textures save for the glassed in pillars.

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Outer courtyard area. Doom 3 inspired this area with regards to the overhead hallway. Was also part of a different level originally and marks my first attempt at using a 3D floor to create a room with walls as well as the floor section.

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The outside of my warehouse area. The road consists of hi-res texture variants of the original Duke Nukem 3D road textures. Courtesy of the Duke forums. The skybox is also custom using a few cuts of a city view.

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My gun display case room. This one I'm proud of. The custom pillars from the silver room a few images above made good pedestals as well.

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This room went through about a days worth of redesigns and drove me bonkers. I just couldn't decide on a look I liked for it.

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The Duke fan in this room has since been replaced with the high res version.

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This light won't be staying as it was just a random inspiration which found it's way into the "bonkers" room mentioned above.

All of the black glove mods were done by me using photoshop and the pistol sprite was completely custom by me and made use of a Beretta stock photo originally. I'm currently working on adding the polish and the rest of the dynamic lights as well as placing the monsters, keys and resources. Spawn scripts will be used for 90% of the interactions as I like the control it gives over monster placement and appearance.

Will update as it goes along.
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QuakedoomNukem Cz
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Re: New Megawad (of sorts) - Yet to be named

Post by QuakedoomNukem Cz »

Looks nice. I like kind of Doom 3 style of graphics n' levels. But actually, I would like to also create some domo map, but i don't have skills (I have Doom Builder 2 n' GZDoom Builder).
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chronoteeth
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Re: New Megawad (of sorts) - Yet to be named

Post by chronoteeth »

that pistol's top edges need heavy reworking to remove the white sprites
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xenoxols
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Re: New Megawad (of sorts) - Yet to be named

Post by xenoxols »

Whoa. This looks cool.
spectre0618
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Re: New Megawad (of sorts) - Yet to be named

Post by spectre0618 »

chronoteeth wrote:that pistol's top edges need heavy reworking to remove the white sprites
That indeed they do. Funny part is in Photoshop it's near impossible to see even on a black background so when I get time I'm gonna have to re-work it. Not even sure it will stay. Gonna try and find something a little more futuristic.
spectre0618
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Re: New Megawad (of sorts) - Yet to be named

Post by spectre0618 »

QuakedoomNukem Cz wrote:Looks nice. I like kind of Doom 3 style of graphics n' levels. But actually, I would like to also create some domo map, but i don't have skills (I have Doom Builder 2 n' GZDoom Builder).
Honestly, it really doesn't take a ton of skill. The biggest boost for me was learning Slade 3 as it has opened up so much. Photoshop's texture reduction sucks hairy balls but thanks to Slade I can take my 2048x2048 hi res images and scale them to 128x128 with virtually no loss to quality.

I had no ability beyond the basics when I set out a month ago. I would recommend checking out Chubzdoomer's tutorials on youtube if you want to kick the editing up a notch. He really gives some good examples and it's how I learned 3D floors finally and other advanced stuff. None of it is overly difficult once you get the hang of it. I'm also an avid UDMF format user now. It simplifies so much.

There are some awesome tut's on the forums here as well as far as detail work, check them out as well. Honestly, it's amazing how much you can do in a short time.
spectre0618
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Re: New Megawad (of sorts) - Yet to be named

Post by spectre0618 »

xenoxols wrote:Whoa. This looks cool.
Much appreciated. Hoping it actually plays well when it's done lol
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Patriot1776
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Re: New Megawad (of sorts) - Yet to be named

Post by Patriot1776 »

Absolutely INCREDIBLE!!! I wanna play this...WHEN ITS FINISHED. ^^
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Matt
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Re: New Megawad (of sorts) - Yet to be named

Post by Matt »

Lookin' good!

Might want to take a look at the texture alignments on the last two shots (though I can't tell if the brown textures are intentionally like that)
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Stopsignal
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Re: New Megawad (of sorts) - Yet to be named

Post by Stopsignal »

Really awesome aesthetic.

i'm not sure if you let the textures misaligned in the last shots because you would change them or just forgot! Just nitpicking in that, hahahah.


Are there some height differences out there? I don't see much! But maybe it's only the pictures.
Keep going, i want to play this. I seriously like how it looks.
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unRyker
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Re: New Megawad (of sorts) - Yet to be named

Post by unRyker »

The gun pedestals look so... Heavenly!

If there's one thing for me to quibble on, it's that with the 'modern' space-station style you're going with looks mildly suffocating due to the fact that there's no visible air-vents in some screenshots.
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Orka
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Re: New Megawad (of sorts) - Yet to be named

Post by Orka »

Looks great!
Some of the textures and maps remind me about Shogo M.A.D.'s style a little bit that was one of my favourite games.
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QuakedoomNukem Cz
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Re: New Megawad (of sorts) - Yet to be named

Post by QuakedoomNukem Cz »

spectre0618 wrote:
QuakedoomNukem Cz wrote:Looks nice. I like kind of Doom 3 style of graphics n' levels. But actually, I would like to also create some domo map, but i don't have skills (I have Doom Builder 2 n' GZDoom Builder).
Honestly, it really doesn't take a ton of skill. The biggest boost for me was learning Slade 3 as it has opened up so much. Photoshop's texture reduction sucks hairy balls but thanks to Slade I can take my 2048x2048 hi res images and scale them to 128x128 with virtually no loss to quality.

I had no ability beyond the basics when I set out a month ago. I would recommend checking out Chubzdoomer's tutorials on youtube if you want to kick the editing up a notch. He really gives some good examples and it's how I learned 3D floors finally and other advanced stuff. None of it is overly difficult once you get the hang of it. I'm also an avid UDMF format user now. It simplifies so much.

There are some awesome tut's on the forums here as well as far as detail work, check them out as well. Honestly, it's amazing how much you can do in a short time.
Thanks, i'll try it all.
spectre0618
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Joined: Wed Dec 30, 2015 3:14 pm

Re: New Megawad (of sorts) - Yet to be named

Post by spectre0618 »

Really appreciate all of the feedback guys. I will certainly continue working at it. I do agree on some elements being a little bland and I am also currently hammering out the secret level which I have attached screenshots for. It's a remake of a classic Doom level which I'm sure people will figure out the ID of pretty quick. Or so I hope. Wanted to be fresh while staying true to the original.

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Stuck with a few of the original rooms, just upped the detail a tad and wanted to add on a few more to just give it a personal touch. I will be transitioning a few of these elements to future levels as well as I feel like I'm finally starting to get a flow going.

Again, please feel free to offer any critiques as at the end of the day these levels are built for you guys to hopefully enjoy and I've lurked around the ZDoom and Doom community for ages and know how awesome it is and how much knowledge there is so it helps me grow as well.
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wpninja
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Re: New Megawad (of sorts) - Yet to be named

Post by wpninja »

I like eye candy, me likie. *edit* but yea this looks amazing, I am really looking forward to this.
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