[Project] "Knee-Deep in ZDoom"

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Lexus Alyus
Posts: 4220
Joined: Tue Jul 15, 2003 5:07 pm
Location: Nottingham, UK

Post by Lexus Alyus »

I can see kirbsters smaller pics just fine... plus my desktop is at a res of 1280x768 and I have no problems. Then again my TV is pritty bright compared to most monitors. IMO, monitors are too dark...

Anyway, cool stuff kirb :D.

NiGHTM: That small box room is where I intend to have the blue room... might make it drop into a sewer as the current room is far too small a space to do anything even half decent :D.

So, you actually like my stuff ths time? :D. That's cool :D. I have started to use the star textures a little more and I'm looking at how you guys detail and it's making more sense :D.

:twisted:
NiGHTMARE
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Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

It's gone awfully quiet in this thread, I hope everything is okay :).
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TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Well, I have mappers block right now. (Great.)
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Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Well, I don't have so here are some new shots :)

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A new "STONE2" area with nifty sfall stuff and Lexus' "PIPEWALx" :)

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Anothrt part of this area, you can see the new YELLOW area :)

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The room before the SOULSPHERE secret. I changed a lot of textures and added lots of detail as you can see. The whole thing looks now much better in my eyes :) At the right you can see some more buildings in the outside of the base :)

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Another view of this room. You see also a new blue door there :)

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2 new things on this shot: 1. The new skybox and 2. the crate in the nukagepool, and yes, it moves up and down :) (thx to waggle!)
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Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Oh, sorry for doublepost but here are some stats and info for the map:

DETAIL STATS
==========
6118 Vertices
7630 Linedefs
12977 Sidedefs
1618 Sectors
514 Things
Size: 1,2MB (+800kb to week2)

INFORMATION
=========
Every old area has now been revamped and I have about 20% of the new areas I want to add to this map: A room before you enter the Phobos Labs, a new outside area where the old soulsphere was, some new connections between the last room before exit and the nukage room and well, yes :) that's it for now :)
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Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

Looks good, Torm... it's pretty much exactly what I wanted to do with that room had I had more time to work with it.

There is a problem with something, though, you took out the secret with the radsuit in it. I had really wanted this to stay there! If you are going to be forced to swim around in the nukage for very long like I had it then you should get a radsuit... and this secret area was the perfect place to have it... I hope you have put in a suit nearby!
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Tormentor667
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Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@Risen - No, I didn't put it sounds logic and that's why I will put one somewhere back in there :)
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Ixnatifual
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Joined: Fri Dec 12, 2003 6:44 pm

Post by Ixnatifual »

Where's that gun from? It looks cool.
Ninja_of_DooM
Posts: 667
Joined: Tue Aug 05, 2003 2:42 am
Location: Lossiemouth, Scotland

Post by Ninja_of_DooM »

Hey Torm nice work again. One wee suggestion would be to give the crates in the slime the floor_waggle feature for a bobbing effect. That is, at least, if it's "deep water". I on't know hy but ever since I got it to work in my other wad i've been using it wherever it looks good.
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Ixnatifual: I believe it was originally from Shadow Warrior, but it was touched up Cory Whittle (of Immoral Conduct fame).

Ninja_of_DooM: heh, he said below the shot that he'd done just that :)
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Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

These may look super dark, but they play just fine. Again, this is E1M7, and this is the second week since I started from scratch. It will definitely need more work after the end of the week, but I've made significant progress.

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Hallway Lighting

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This is where you get the yellow key. I added an area behind the player where the key is, but it's not much to look at unless you're playing the map (lots of dynamic lighting effects in this level)

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A single light fixture
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Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

damn, looking good guys, looking good. :D

EDIT: Room in progress :D
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GeeDougg
Posts: 3651
Joined: Fri Jul 16, 2004 2:39 pm
Location: VanCity, British Colonies, Isolated Republic Of Canuckistan

Post by GeeDougg »

Risen: I didn't know you were this f***ing capable of mapping.... Nice job dude. Those 3 shots are probably 3 of te sexiest (albeit dark) shots I've seen yet. Please show some more! :)
Ninja_of_DooM
Posts: 667
Joined: Tue Aug 05, 2003 2:42 am
Location: Lossiemouth, Scotland

Post by Ninja_of_DooM »

@NiGHTAMRE - Bloody hell. I could have sworn I read that whole thing right. Must have been the time of day and the added effects of a pint of guiness. :oops:
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GeeDougg
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Joined: Fri Jul 16, 2004 2:39 pm
Location: VanCity, British Colonies, Isolated Republic Of Canuckistan

Post by GeeDougg »

Tormentor667 wrote:2. The crate in the nukagepool, and yes, it moves up and down :) (thx to waggle!)
Wouldn't that be kind'a weird? I mean how does the crate float up and down if you can't walk "in" the nukage pool (you can only walk "on" it like it's solid, I assume)? Wouldn't looks kind'a strange?!

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