View Full Version : Post Your Maps Up (Editor Shots)
Doom_Dude
January 7th, 2004, 05:22 PM
To revive the olde thread that got killed....here it is again. Post screenshots of you maps from the editor. No in-game shots or off-topic talk please. Talk about the screens is encouraged. :)
Here is a shot of the revamped and not yet finished Map07: Demonic Outpost from Vilecore II (Vilecore II is a working title... see sig for poll )..
http://img67.exs.cx/img67/5069/demonic_outpost1.th.jpg (http://img67.exs.cx/my.php?loc=img67&image=demonic_outpost1.jpg)
sargebaldy
January 7th, 2004, 09:58 PM
looks nice doom dude! like the color scheme too, reminds me of another little editor :) i did the same thing with mine.
here's neith, which i released this week:
http://oregonstate.edu/~lloydo/neith.png
Ninja_of_DooM
January 7th, 2004, 11:18 PM
Here's Jail break form the NDCP. It's the only overhead i've got on the internet.
http://www.whacked.daniel-carroll.co.uk/temp/ndcp_ninjaofdoom.gif
MikeCyb
January 7th, 2004, 11:44 PM
http://cyb.vect.org:8080/pics/cc2map30.png
community chest 2, map30
iori
January 8th, 2004, 04:03 AM
D_D, can you make this a sticky again please?
zarkyb
January 8th, 2004, 04:11 AM
http://zarcyb.mancubus.net/erebusmap.png
Erebus Revisited for ZDoom, currently a work in progress (http://wip.paci-fist.org/index.php?a=listwads&wad=36).
Looney
January 8th, 2004, 07:20 AM
Hunted1 released:
http://www.doomwadstation.suhost.com/ltd/postpics/hunted1.jpg
Ninja_of_DooM
January 8th, 2004, 11:42 AM
Some nice maps here.
MasterOfPuppets
January 8th, 2004, 07:32 PM
my problem is i'll make half a map, and get bored:(
iori
January 9th, 2004, 12:12 AM
SO make the map unboring ;)
ToXiCFLUFF
January 9th, 2004, 01:25 AM
Finish Erebus Revisited now goddamnit.
MasterOfPuppets
January 9th, 2004, 07:40 AM
SO make the map unboring ;) i try, how i do try...*rolleyes*
Woolie Wool
January 9th, 2004, 08:51 AM
Finish Erebus Revisited now goddamnit.
MasterOfPuppets
January 9th, 2004, 09:08 AM
hehehe, here we go
http://images2.deviantart.com/i/2004/02/a/b/Da_Bad_mAAAp.jpg
thats the first ZDoom map i ever made...its so ghetto. i make better maps now, i just don't release them*crazy*
EDIT: or finish them
http://images2.deviantart.com/i/2004/02/2/1/what_could_have_been___.jpg
that would have been MAP01 of HTA, but sense that has gone down the crapper, this map is destined to go nowhere, and fast.
PumpkinSmasher
January 9th, 2004, 12:50 PM
http://zephyr.doomrepublic.com/images/ndcp1.jpg
Exl
January 9th, 2004, 01:19 PM
A little 10 sector wad (8 sectors so far):
http://www.whacked.daniel-carroll.co.uk/temp/10sector_exl.gif
MasterOfPuppets
January 9th, 2004, 02:13 PM
nice, looks like more than 10 sectors though
Exl
January 9th, 2004, 02:24 PM
That's what you think. A sector doesn't necessarily have to be one closed section, they can be multiple too. Take those narrow sectors to the sides of most of the walls in the overview. They're all the same sector!
Ninja_of_DooM
January 10th, 2004, 04:56 AM
It's a simple little trick and it worlks well. it also saves time in some cases.
DoomedAce
January 14th, 2004, 07:15 AM
Here's a map I'm currently working on, though I think the project it's for has died out a bit...*rolleyes*. Oh well.... Might as well release it as a single map.
http://homepage.uvt.nl/~s430017/BB.jpg
The grid is set to 64 here, so you see it's becoming quite large *smirk*
psyren
January 17th, 2004, 12:53 AM
Maybe this is the wrong forum, but where is a megawad with megamaps?
I got into wads because Doom2 was over too fast. Most of the ID wads can be completed in less than five minutes. Waste tunnels, Refueling base, Industrial zone, Citadel, are some exceptions.
Like maps that take 20 - 30 minutes to get through, if not more.
psyren
January 17th, 2004, 01:04 AM
MOP: Think, this is for Doom64! New worlds! Places no one else has ever been or seen! But I know what you mean. If I was trying to make a map for that (which was got me into editing) I wouldnt know where to begin! :) I seen your screens and they look great!
MasterOfPuppets
January 17th, 2004, 02:17 AM
I got tired of Doom 64 mapping really quickly. i love ZDoom way to much! here is my latest in progress shot
http://kyleissatan.generation-nexus.net/images/feargod.jpg
PumpkinSmasher
January 17th, 2004, 06:14 AM
that looks pretty good puppet master
Wa59
January 24th, 2004, 05:29 PM
One of my firsts doom II Maps !!!
http://geocities.yahoo.com.br/wa59collection/map.JPG
here is the download link (PLEASE TEST) *bug*
DOWNLOAD HERE !!!!!!!!! (http://geocities.yahoo.com.br/wa59collection/map01.zip)
MasterOfPuppets
January 24th, 2004, 05:47 PM
missed the link
EDIT: well, i tried it out. i'm going to guess your pretty new to doom mapping, right? there wasn't much there, but it was fair. not grood, but it was ok. my only advice is to just work details in. spend 3 hours on one room if you have to, just get in some detail (thats wut i do)!
Chopkinsca
January 27th, 2004, 04:32 PM
Blah... It's my first map.
Yet to be released.
http://chopkkinscafdawrfas.homestead.com/files/new/firstmap.JPG
MasterOfPuppets
January 27th, 2004, 04:58 PM
looks pretty damn good for a first map!
Chopkinsca
January 27th, 2004, 09:38 PM
It is :p
It takes me around a half hour to complete it on skill 1. But I think it flows well. It's an island with an acient temple type thing in the middle.
I've been working on it for quite a while, I want my first map to be a good one and not just a "OMG! I madee a M4p!! s33!".
Tolwyn
January 28th, 2004, 12:04 PM
Say. How do you get that full-preview thing with Doombuilder?
Exl
January 28th, 2004, 12:23 PM
Uh... zoom out, disable grid lines (or make them so small that they can't be seen), press PrintScreen, paste it into MSPaint, cut out the map itself and save that to a file for display?
sargebaldy
January 28th, 2004, 08:56 PM
Under Neith
http://oregonstate.edu/~lloydo/underneith.png
Kaiser
February 3rd, 2004, 03:47 AM
http://dsv.newdoom.com/trash/cchest218.jpg
MasterOfPuppets
February 3rd, 2004, 03:33 PM
arg...damnit Kaiser, your good.
i find i keep sliding toward sematry, how do i avoid this?
Chopkinsca
February 4th, 2004, 07:02 PM
arg...damnit Kaiser, your good.
i find i keep sliding toward sematry, how do i avoid this?
I would say just try to keep an element of randomness with you when you map.
I wish I could finish my map, but I can't for several reasons. One, I am not at the house that has the map on the computer (even if this computer had it, it doesn't have the RAM to handle it). Two, I am far too depressed to do anything, let alone work on a map. I could release it as is, but it is really linear right now.
I have a 'beta' of it, if anyone wants to try it. Here (http://chopkkinscafdawrfas.homestead.com/files/new/zchris.rar)
Dude345
February 7th, 2004, 05:54 AM
*burn* GOD my wad in progress is NOTHIN like any of those!My 1st level only have 6 Rooms BUT GOD
Dude345
February 7th, 2004, 06:00 AM
what would i have to do to create a finish button in deepsea?
iori
February 8th, 2004, 02:50 AM
Kaiser..on that map, what would represent a grid scale of 64? (just to get a feel of how big that actually is)
Kaiser
February 8th, 2004, 07:35 AM
two things, either if the map has lots and lots of huge open areas, or its just long.
Nmn
February 11th, 2004, 07:07 AM
As always Kaiser Your map contains some D64 maps elements :D Like the central area was inspired by "The Bleeding". Am I right? Your DSV5 had plenty of elements inspired by Doom64. That makes Your style pretty unique.
We all love Doom64. I wish there would be some good coder that could implement 3 things to d64TC to make it perfect:
1.D64 hud-minor but annoying
2.Scrolling clouds in skies and thunders-I miss this sooooo
3.true 3d sectors- ya, mapping a bridge would be much easier. I hate messing with unclosed sectors (altough original Doom64 didn't have true 3d, that was also a glitch in the game's code :)
iori
February 12th, 2004, 12:34 PM
My NDCP map, WIP
http://members.shaw.ca/jprimmett/doom/ndcp11.jpg
Kaiser
February 13th, 2004, 11:22 PM
As always Kaiser Your map contains some D64 maps elements :D Like the central area was inspired by "The Bleeding". Am I right? Your DSV5 had plenty of elements inspired by Doom64. That makes Your style pretty unique.
We all love Doom64. I wish there would be some good coder that could implement 3 things to d64TC to make it perfect:
1.D64 hud-minor but annoying
2.Scrolling clouds in skies and thunders-I miss this sooooo
3.true 3d sectors- ya, mapping a bridge would be much easier. I hate messing with unclosed sectors (altough original Doom64 didn't have true 3d, that was also a glitch in the game's code :)
The Bleeding? yeah, somewhat, but most of it was inspired by some of the Master Levels for Doom2.
Chopkinsca
February 15th, 2004, 12:44 AM
Here is a better picture of my map:
http://chopkkinscafdawrfas.homestead.com/files/new/firstmap2.jpg
MasterOfPuppets
February 15th, 2004, 11:44 AM
heh, thats cool
MasterOfPuppets
February 25th, 2004, 07:48 AM
my logo for digital art class. its still a map.
http://kyleissatan.generation-nexus.net/images/kc.jpg
Chainsaw
March 5th, 2004, 10:00 AM
Heres a map I have currently in progress, currently takes 41 mins to complete, and the whole section on the left and upper left are not populated with things yet. Takes me 41 mins to complete.
http://www.dur.ac.uk/richard.head/test2.jpg
Dude345
March 5th, 2004, 10:01 AM
sweet
Exl
March 5th, 2004, 01:19 PM
Damn, looks pretty good.
Doom_Dude
March 14th, 2004, 05:32 PM
Here is map31: Bloodstone for the new Vilecore. I'm currently still working on it....
http://img25.photobucket.com/albums/v75/Doom_Dude/Stuph/map31_02.jpg
Dude345
March 20th, 2004, 11:58 AM
Some of these maps ROCK!
Dude345
March 20th, 2004, 12:10 PM
Here is mine its a small dm level which was released a while back:
http://www.angelfire.com/vamp/doom_iii/Graphics/WIP.JPG
Crap innit just anough to make you wanna puke:
*chuck* *crazy*
Sorry about the image size :(
MasterOfPuppets
March 20th, 2004, 10:04 PM
MAP01 of Return to Babel, no name yet.
http://kyleissatan.generation-nexus.net/images/rob_1.jpg
Agent Spork
March 31st, 2004, 09:38 PM
http://doomrealm.d-nation.org/temp/e1m3rc.jpg
iori
March 31st, 2004, 09:48 PM
Looks awesome Agent. I cant stress how much I like well done Episode 1 maps (like most doomers).
Kaiser
March 31st, 2004, 11:23 PM
/me tosses up another map to put spork to shame.
iori
March 31st, 2004, 11:49 PM
Haha, give him his 15 minutes of fame.
ToXiCFLUFF
April 1st, 2004, 04:34 AM
MOP, what port is return to babble for?
Spork: Heh, the music from e1m3 stret playing in my head while I was checking your map out.
Agent Spork
April 1st, 2004, 01:22 PM
/me tosses up another map to put spork to shame.
:(
Nice avatar by the way, heh.
MasterOfPuppets
April 1st, 2004, 03:36 PM
Return to Babel will be for Legacy, but you won't see any of the really cool Legacy features (too much of a pain for me), all i wanted was 3d sectors for gameplay reasons. so other than some 3d sectors all the maps could be vanilla doom 2*bliss*
right now i'm working on map02.
EDIT: and as for map01, i've named it Captured. as for gameplay, it is pretty hard. it's totally beatable, but i can easily see somebody getting killed on their first attempt.
ToXiCFLUFF
April 1st, 2004, 04:39 PM
EDIT: and as for map01, i've named it Captured. as for gameplay, it is pretty hard. it's totally beatable, but i can easily see somebody getting killed on their first attempt. This should happen in my opinion. Either a map's difficulty isn't pitched right or the player is using the wrong skill setting if they don't die once on a new map, in my opinion.
Dude345
April 1st, 2004, 11:49 PM
Hmm im working on a megawad called "halfway to hell...."
Kaiser
April 2nd, 2004, 06:22 AM
http://dsv.newdoom.com/trash/kaiser_10.jpg
*spin*
iori
April 2nd, 2004, 11:34 AM
Good God, another one.
MasterOfPuppets
April 2nd, 2004, 03:24 PM
i'm abligated to say "good job" "looks great" and all that stuff, but the first thing that came to my head was "damn you Kaiser"
lol, but seriously that is nice looking.
iori
April 2nd, 2004, 03:35 PM
0MG K4153R 4UT06r4pH PLZ!!one
S3ND W4D PLZ.
Agent Spork
April 2nd, 2004, 04:23 PM
Heh, looks nice Kais. You sure do know how to whip out those nice maps fast enough :P
BTW, you're never on AIM! Get on AIM! heh
Kaiser
April 2nd, 2004, 06:43 PM
life has taken the best out of me :( :( :(++
btw, finish that damn wad of yours. I am anxious to play it.
MasterOfPuppets
April 6th, 2004, 01:36 AM
hey i may have stayed up till 1 AM working on it, but its been worth it...um, i think?
Return to Babel: map02 Aproach
http://mop.darkasylums.net/images/rob_2.JPG
right now all the doors are set to linedef action #1 (lol) so i'll be fixing that, adding the keys and stuff, along with the baddies. i also know i'll have to fix a few kinks in the areas i just got done making (i'm so sleepy ;) ). anway, after the baddies are in i'll take some in-action screenshots and post it at WIP, so you can look forward to that, too.
on another note, Akuma has finally gotten to work on Firestorm Skies (link in sig), so read the stuff there, i hope you guys will like the idea.
EDIT: i love spring break
DrDooM
April 6th, 2004, 01:55 AM
The Best Maps Author for Doom is Roger Ritenour.
EARTH.WAD, GLAXIA.WAD, PHOBOS.WAD - The BEst Maps In The World!!!
MasterOfPuppets
April 6th, 2004, 11:15 AM
got any links or screenshots? otherwise i'm nominating myself as best map author ever:p
Agent Spork
April 6th, 2004, 09:53 PM
http://doomrealm.d-nation.org/temp/e1m3map.jpg
The finished map
DrDooM
April 7th, 2004, 02:33 AM
MasterOfPuppets.
and where I can get your maps to play?
MasterOfPuppets
April 7th, 2004, 12:53 PM
glad you asked. http://mop.darkasylums.net/files is where i keep my doom stuff. the only seriouse maps i have there are my n00b maps tho, the two that i've shown on this thread aren't realesed yet.
btw, i was just joking about that, i know i'm far from the best;) *points at Agent Spork's map, then at Kaiser's, then keeps going up thread pointing*
DrDooM
April 8th, 2004, 03:12 AM
I download your maps. I'll see them on weekend. If you want I can send my works.
And do you now, where I can to register my site with first-level domain (for example: www.mysite.com).
MasterOfPuppets
April 8th, 2004, 09:07 AM
yes, but my hosting is free and i get free tech help because the owner is my best friend ;)
anyway, i modified RoB MAP01 at WIP and make it MAP02, but it hasn't been aproved yet. anyway, you can look for those screenshots soon.
Doom_Dude
April 9th, 2004, 09:34 PM
Map05 from Vilecore II
CLICK ON THIS JOBBY (http://img25.photobucket.com/albums/v75/Doom_Dude/Stuph/map05_001.gif)
MasterOfPuppets
April 9th, 2004, 10:04 PM
looks pretty damn cool! Vilcore 2 is going to be one of the great wads, i think.
iori
April 10th, 2004, 01:39 PM
Who are ya trying to kid, Doom_Dude? Vilecore II will be nothing! NOTHING! *dark*
Doom_Dude
April 10th, 2004, 02:13 PM
Thats it! I'm reporting you to a mod. :p
iori
April 10th, 2004, 06:01 PM
LOL if I get banned I'll eat my hat...which will never happen! Muahahahaha
iori
April 10th, 2004, 06:05 PM
...because I dont own a hat.
OMFGOKTHXIFOL! Double Post!
Frades
April 11th, 2004, 01:03 AM
iori is on a spamming spree
iori
April 11th, 2004, 01:54 AM
Heh, iori is being an idiot :p
DrDooM
April 14th, 2004, 11:13 PM
Doom_Dude,
Your MegaWad works on original doom ?
MasterOfPuppets
April 17th, 2004, 08:15 PM
i think Vilecore 2 is for vanilla Doom 2, but i would imagine its not actually compatable with Doom2.exe.
MasterOfPuppets
April 20th, 2004, 09:12 AM
got kinda board (and uninspired, atm) working on RoB, so i cranked up a new ZDoom map.
http://mop.darkasylums.net/images/inprog_1.JPG
don't worry, thats where the semetry will end.
DrDooM
April 23rd, 2004, 12:48 AM
MasterOfPuppets
Your maps are good but to small for single maps. Make realy big map or MegaWad.
Agent Spork
April 28th, 2004, 12:58 PM
MasterOfPuppets
Your maps are good but to small for single maps. Make realy big map or MegaWad.
There's nothing wrong with relatively short single player levels.
Big levels are actually kind of annoying if you ask me.
ToXiCFLUFF
April 28th, 2004, 01:04 PM
MasterOfPuppets
Your maps are good but to small for single maps. Make realy big map or MegaWad.
There's nothing wrong with relatively short single player levels.
Big levels are actually kind of annoying if you ask me. Amen Spork..... There's this prevalent attitude that bigger is better, but in a game like Doom I definitely prefer medium-short maps.
Marshall Flag
April 28th, 2004, 01:15 PM
Amen Spork..... There's this prevalent attitude that bigger is better, but in a game like Doom I definitely prefer medium-short maps.
Agreed Toxicfluff, the Scythe megawad is a perfect example :)
Doom_Dude
April 28th, 2004, 08:42 PM
Doom_Dude,
Your MegaWad works on original doom ? Yeah the original Vilecore megawad will work with the original Doom 2. No source port required. As far as I know theres no problems but I never played it without a source port. Only map that might have a prob, that I can think of is The Energy Well.
i think Vilecore 2 is for vanilla Doom 2, but i would imagine its not actually compatable with Doom2.exe. Source Port is defintiely required for Vilecore II.
Map18: Doomed Castle for Vilecore 2 (map is Unfinished)
http://img25.photobucket.com/albums/v75/Doom_Dude/Stuph/map18_3.jpg
I have to agree about the small to mid sized maps like the ones in Scythe. I have plans to do a set of small Legacy maps of which Blood Pentagram will be the entry map.
Also heres a detail shot of Doomed Castle:
http://img25.photobucket.com/albums/v75/Doom_Dude/Stuph/map18_3a.jpg
Kaiser
May 2nd, 2004, 05:58 AM
where did this come from?
http://dsv.newdoom.com/trash/ir4map.jpg
Doom_Dude
May 2nd, 2004, 10:59 AM
It's your map Kaiser, you tell me.*funnynot*
Do you mean where did this topic come from?
http://img25.photobucket.com/albums/v75/Doom_Dude/Stuph/map21_01.jpg
Hair Machine
May 3rd, 2004, 11:01 AM
Wow. Everything I see here is amazing! I only started trying to make Doom maps properly about a week ago (translation: I am a pathetic n00b) and my brain already feels like someone ran over it with a steamroller... *bug*
If I could ever get even half as good as some of the guys here I would die a happy man. Doom rules.
Doom_Dude
May 3rd, 2004, 11:35 AM
Welcome to Newdoom Hair Machine. We all started off as noOb mappers. ;)
Meanwhile here is map23 of V2 as I'm working on it.
http://img25.photobucket.com/albums/v75/Doom_Dude/Stuph/mapp23_01.jpg
MasterOfPuppets
May 3rd, 2004, 03:09 PM
Wow. Everything I see here is amazing! I only started trying to make Doom maps properly about a week ago (translation: I am a pathetic n00b) and my brain already feels like someone ran over it with a steamroller... *bug*
If I could ever get even half as good as some of the guys here I would die a happy man. Doom rules. hehe, stick with it man, we need all the sector smashers we can get:)
i know the feeling though, i'm trying to turn myself into a brush banger (quake mapping) in addition to working with doom. not to mention that halo editting tools will become available soon, so i'll have yet more to learn!
anyway, welcome, have fun.
http://mop.darkasylums.net/images/inprog.JPG
btw, ^ is a WIP
PumpkinSmasher
May 3rd, 2004, 03:24 PM
Map02 from Zephyr
http://www.doomrepublic.com/media/data/500/134map02.jpg
So ha work has been done.
Doom_Dude
May 4th, 2004, 04:51 AM
Looks cool there MOP and PumpkinSmasher. :D
Exl
May 4th, 2004, 05:06 AM
Hah! Those maps have nothing on this!
http://www.whacked.daniel-carroll.co.uk/temp/cheeze_map.gif
:p
Doom_Dude
May 4th, 2004, 06:06 AM
LOL@CHEEZE
Hmmmmmm that looks familiar. :p
-Ki-
May 4th, 2004, 07:31 AM
Thats nothing :P I did a map shaped like a nude woman's torso ^.^;;;;;;;;;;;;;;;;;;;;;;;; Also, it had some errors.. :(
Hair Machine
May 4th, 2004, 01:59 PM
Ooh, more awesomeness. Thanks for the kind words of welcome! Maybe one day I'll be showing a map on this thread that makes people say 'wow'... I can but hope! Today I actually succeeded in finishing a vaguely competant looking (but very small) outside area. With a lift! And a fountain! It took me around 8 hours... *eek* And it still hardly qualifies as 'good'... Maybe I should try making a CHEEZE/CRAZY STUFF map, not that it would be actually playable.
PumpkinSmasher
May 4th, 2004, 02:55 PM
Just keep practicing, my first maps sucked too. All of ours did, though some of us don't like to admit it.
Doom_Dude
May 4th, 2004, 03:01 PM
My first maps sucked. Is why I'm redesigning the bloody things. ;)
PumpkinSmasher
May 4th, 2004, 03:09 PM
Vilecore rules.
I'm still waiting for Vilecore 3: The Legacy Version
MasterOfPuppets
May 4th, 2004, 03:18 PM
Today I actually succeeded in finishing a vaguely competant looking (but very small) outside area. With a lift! And a fountain! It took me around 8 hours... *eek*how that brings back memories... i remember spending hours just trying to figure out how to get doors to work.
CRITICAL ERROR:
May 4th, 2004, 05:12 PM
How do i post a map shot up and how do i make one.
MasterOfPuppets
May 4th, 2004, 06:00 PM
open up your editor and your map file (it helps to dissable grid lines at this point) then press the Sys Rq key, which is located directly above the Insert button. now open microsoft paint, and press ctrl+v. after you are satisfied with that, save the image.
you'll have to upload the image to a server somewhere. if you don't have one, you can always use photobucket.com (http://photobucket.com/) then, when you post your screenshot, you can use the IMG tags in your post to have it show up.
Hair Machine
May 6th, 2004, 11:22 AM
So Doom_Dude = Vilecore? I really liked that set! It's even more impressive that those were your first maps, I really wouldn't have guessed. Well, mine are a lot.. *ahem* ... crapper.
i remember spending hours just trying to figure out how to get doors to work.
Luckily, WinDEU makes doors for me! YAY! But they sound very tricky manually.
iori
May 6th, 2004, 11:32 AM
Not at all. In fact its best to do it manually because youre actually learning something. Using door builders and stair builders never caught on for me, and take some of the fun out of it (yes, seriously).
Hair Machine
May 6th, 2004, 12:01 PM
You're probably right. But it takes me long enough to do a room even with the auto doors and lifts... Somehow I feel like actually getting to grips with making something look more like a room than a big square block first. ;) Call me lazy...
MasterOfPuppets
May 6th, 2004, 03:35 PM
one thing you should understand early on is that the lines are activators for things that sectors do (with a few exeptions). for example, to make a lift you don't give the lines that make up the sector lift properties, you make another line somewhere else be a switch and give it the proporties of what you want your lift to do, then give it and the lift sector the same tag.
don't know if you've had a problem with this, but i know i did when i first started.
-Ki-
May 7th, 2004, 06:50 AM
Doors are super easy to make.. just have a sector, lower it's ceiling to the floor level, give it an uper texture and remove the middle texture, then give the lines for the walls you push to open a line type to one of the doors and tada a working door. You don't even have to tag it to a sector. Even lazy people could make them :)
Hair Machine
May 7th, 2004, 10:33 AM
Wow, thanks guys! All this is very helpful... It's very very cool that you're so willing to help out. Hmmm, I think I'm beginning to understand some of the concepts behind this Doom mapping lark... CHEERS!
Doom_Dude
May 7th, 2004, 11:43 AM
So Doom_Dude = Vilecore? I really liked that set! It's even more impressive that those were your first maps, I really wouldn't have guessed. Well, mine are a lot.. *ahem* ... crapper. Thanks. Yeap those are my NoOb maps. :p
MasterOfPuppets
May 10th, 2004, 05:57 PM
level 3 of Return to Babel (although i'm now considering changing the name). once i get this filled with monsters i will release it and the other first 2 levels as a demo. then it will go on the back burning for awhile, as i have a larger project to focus on for the meantime;)
http://mop.darkasylums.net/images/rob_3.JPG
i should put the monsters in it tonight, but i bet i'll just leave it for tomarrow.
Frades
May 25th, 2004, 12:35 PM
NDCP Map04. In progress. Lots of switches. Still needs more areas and a lot more detail.
http://www.teamhellspawn.com/lpg/temp/maptop.jpg
Exl
May 25th, 2004, 12:39 PM
Pimp fight!
Well nm now. Nothing to see here.
iori
May 25th, 2004, 12:43 PM
Zuh? Which map is this exl?
Fradse: are you back to mapping now?
Exl
May 25th, 2004, 12:44 PM
No map at all.
Doom_Dude
May 26th, 2004, 04:28 PM
I thought you'd have that asparagus shaped map done by now.... :p
MasterOfPuppets
May 26th, 2004, 04:41 PM
cool Frades.
gawd, i just can't find time to work on this map. i'll show it when its done
MasterOfPuppets
May 29th, 2004, 04:02 PM
as good as my word.
http://mop.darkasylums.net/images/02.JPG
the lower left area is for DM. but when i tried openning the poly object door, it crashed (and burned). please tell me that ZDaemon simply dosn't do poly objects?
Frades
May 29th, 2004, 11:41 PM
ZDaemon doesn't do polyobjects.
MasterOfPuppets
May 30th, 2004, 12:33 AM
if you are joking it isn't funny.
but in the case that you aren't, THANK GOD. i thought i messed up.
MasterOfPuppets
June 22nd, 2004, 01:44 PM
map05 of the DWS megawad.
http://mop.darkasylums.net/images/dws_up1.JPG
its about 75% - 80% done. WIP (http://wadsinprogress.info/index.php?a=listwads&wad=252)
Xerxes
July 2nd, 2004, 06:42 AM
This is Doomcity . He can run only with Zdoom *winky*
http://doomcity.chez.tiscali.fr/data/Doomcity_pic.jpg
28776 vertices ; 34642 linedefs ; 57321 sidedefs ; 5487 sectors
MasterOfPuppets
July 2nd, 2004, 09:35 AM
wow, thats awesome, freak'n great work man!
but, 5487 sectors? with a sector count that high i would imagine you could do some joining to cut down on the drag... altough, 30,000 lindefs, hm...wow
Xerxes
July 2nd, 2004, 09:49 AM
Thank you MasterOfPuppets :)
But most buildings have been taken of defer levels. However, they have all been redo in order to limit the complexity of the levels because he is planned for the deathmatch
MasterOfPuppets
July 11th, 2004, 11:32 PM
Doom Wad Station Megawad level 5, Build Upon Sin
http://mop.darkasylums.net/images/05.JPG
just putting in the baddies, then its on to my NDCP map!
-Ki-
July 14th, 2004, 02:13 AM
Hey Xerxes when can we get that Doom City map? Thats looking cool ;P
Xerxes
July 14th, 2004, 04:13 AM
thank you - Ki - :)
I would like to finish Doomcity before publishing it. I have lot of texture and floor to align and i create a day/night syteme :D
And I am going to add some buildings again, however I begin has see some bugs because I already had some problems with buildings that became unusable because I had add an of it elsewhere :(. But I have adjust today the problem
However I cannot start the level more without a correction with ZdoomBsp*owell*
-Ki-
July 14th, 2004, 11:55 AM
I'd like to test play that map :P whats wrong with BSP? it works fine for me.
Xerxes
July 14th, 2004, 12:41 PM
BSP functions very well ;), but before i could start Doomcity without having need to use it. Now he is impossible to me to start doomcity without using BSP.
I need more of time therefore to finish my level
Soon I will make a bĂȘta version of Doomcity.
My level doesn't have anything special because I don't use anything new texture, solely the one of Doom2 :D
-Ki-
July 14th, 2004, 12:51 PM
Can ya post some in-game screen shots?
MasterOfPuppets
July 14th, 2004, 12:52 PM
its size is the cause of the BSP troubles. i don't see how you could stand working on a level that huge, man. even my map took about 15 seconds to build nodes, every time i saved or went to 3d mode, it was very annoying.
Xerxes
July 14th, 2004, 01:20 PM
I need 5 minutes for the node :D
I had many problem with the 3Dmode because of the size of the levels: BSP didn't finish the node in DoomBuilder and therefore I were not able to more start it but with the last version of Doom Builder I have be able to use it :)
If to wish you to see some screenshots, go on my site. Use the link in my sign
Xerxes
July 14th, 2004, 01:24 PM
<
-Ki-
July 14th, 2004, 01:37 PM
Dude that is wicked cool. I waaaaaa..
iori
July 15th, 2004, 12:19 AM
Xerxes: While neat looking, this should be shown in the 'Showcase' forums. This thread is for editor shots only, as seen on all the other pages.
MasterOfPuppets
July 15th, 2004, 12:56 AM
lol yeah you sucked up all the comments that my map deserves:p
Xerxes
July 15th, 2004, 04:45 AM
Xerxes: While neat looking, this should be shown in the 'Showcase' forums. This thread is for editor shots only, as seen on all the other pages.
I know, it was just to put some screenshot for that one had ask me, I am going to modify my post and as giving an access has my site ;)
lol yeah you sucked up all the comments that my map deserves:p
sorry :D
Your levels seem brilliant!!! but it is the same problem, one doesn't see enough of it, a screenshot would be sufficient to me :)
MasterOfPuppets
July 15th, 2004, 09:19 AM
one doesn't see enough of it, a screenshot would be sufficient to me :) true but this thread is just for in editor shots. but, there are some old screenshots of it here (http://wadsinprogress.info/index.php?a=listwads&wad=252)
we should get back on topic now...
Xerxes
July 15th, 2004, 11:28 AM
Strange, I cannot reach has the page of your links *squint*
Falci
July 23rd, 2004, 07:10 PM
I've finally finished my first and hopefully not last level. It's a Ultimate Doom level. It replaces E1M8. It's a chapel. It took me about 10 minutes to play it form the begining to the end.
It's not the best you'll be seeing around, but I think it's a fun level.
ALERT ALERT ALERT... newbie problem! How the heck can I post the image here? I saw the insert image button but... I couldn't figure out how to use it... Yeah... I'm dumb...
-Ki-
July 23rd, 2004, 07:31 PM
Look up on the net for free web hosting. sign up. upload you're images there. then link to them here..
I recommend http://mywebpage.netscape.com/ it's good to use.
Falci
July 24th, 2004, 04:33 PM
Thanks for the tip, Ki.
Here's the picture of my very first level....
http://mywebpage.netscape.com/WarFalci/Level.jpg
Anyone interested in playing the level can get it here:
http://mywebpage.netscape.com/WarFalci/CapelaDeSangue.wad
If someone gets to play it, please PM me about what you think about it.
Darkhaven3
July 27th, 2004, 12:19 AM
It's not bad for your first map, Falci. It could use a little overall work and maybe some more detail here and there, but other than that it's a really good map.
Falci
July 27th, 2004, 02:41 PM
It's not bad for your first map, Falci. It could use a little overall work and maybe some more detail here and there, but other than that it's a really good map.
So... please PM me about the details you think that should be changed...
I'd apreciate that a lot.
MasterOfPuppets
July 30th, 2004, 01:53 PM
a dead simple remix. it is pretty small.
http://mop.darkasylums.net/images/07.JPG
fezzador
August 10th, 2004, 06:29 PM
http://geocities.com/skywalkersmut/dmlvl.jpg
Not much, but if someone wants to try it out, please email me @ fezzador@gmail.com
doomdiz
August 10th, 2004, 07:25 PM
um...yeah...i guess i got really bored. Still working on this bugger...its about 1/4 done :D
http://img.photobucket.com/albums/v310/DoomDiz/mapshot.jpg
MasterOfPuppets
August 10th, 2004, 07:47 PM
damn man, what is that big circle?
Scarekrowe
August 10th, 2004, 08:00 PM
That's what I was thinking. It's almost like one big colored spot.
Doom_Dude
August 10th, 2004, 08:14 PM
Looks cool. Thats the circle of pain..... or somethin. :D
Here is one of mine. Click on the thumb for the bigger shot.
http://img29.exs.cx/img29/9230/map01_01.th.jpg (http://img29.exs.cx/my.php?loc=img29&image=map01_01.jpg)
Or if you can't see that thumb, then click Right Here! (http://img29.exs.cx/my.php?loc=img29&image=map01_01.jpg)
Scarekrowe
August 10th, 2004, 08:17 PM
Holy crap. Is that wad with the big circle (I feel really dumb saying that for some reason) released yet?
doomdiz
August 10th, 2004, 08:59 PM
that big circle thingy is actually a space-ship reactor core. The neat thing about the room is that it is torroidal in shape.. (like a donut). Its like ZDoom slopes on crack!! *kewl*
Holy crap. Is that wad with the big circle (I feel really dumb saying that for some reason) released yet?
no, the map is still under constrution....sorry.... :(
BTW: thats a pretty detailed map you got there, D_D...
Scarekrowe
August 10th, 2004, 09:01 PM
Is it the map you were talking about in your other thread? The one were you said you wanted ideas and you posted a few screens.
doomdiz
August 10th, 2004, 09:03 PM
yeah, thats the one :)
Doom_Dude
August 12th, 2004, 08:15 AM
BTW: thats a pretty detailed map you got there, D_D...
Yeah its map01 for Vilecore II and I'm still working on it. Big entry map. :p
DuffPaddy
August 15th, 2004, 06:01 AM
I got a bit carried away with my first ever map back in about '96, and eventually it got too big to be built, or for that matter played (in original Doom). I tried splitting it up into two smaller PWADs, but to no avail. In disgust, I threw a hissy fit and decided my Doom map editing days were over. Now, however, with the advent of new editors and more powerful Doom engines, I've dug this map out and am finally planning to finish it.
http://img.photobucket.com/albums/v385/DuffPaddy/Doom/Doom-39Steps-WAD.jpg
In case you're wondering why it's called 39 Steps, the bit I had to strip off was the huge final room to the south which gave the WAD its name. So, I'm hoping find an editor which allows 'cut and paste' from one map into another. (I stupidly forgot to save the full map and only have two separate ones now.) Any recommendations?
Agent Spork
August 15th, 2004, 12:07 PM
A map I just finished that I thought I'd show off:
http://doomrealm.d-nation.org/downloads/e1m5rcmap.png
E1M5 Reincarnated. Another unoriginal map from Agent Spork. :P
Heh, I seem like more of a lurker than a poster theese days.
Gu-X
August 15th, 2004, 06:44 PM
how do you take a screenshot of your map and how do you 'release' it? sorry as you all know I'm pritty much in the dark still =P
doomdiz
August 15th, 2004, 06:55 PM
well, there should be a "print screen" button somewhere on your keyboard...just press that when you have the map up, and paste the image onto paint or something. In order to post the image up on the forums, you will need to get the image hosted on the net. PHOTOBUCKET (www.photobucket.com) lets you do that for free...just sign up for an account there...it'll take you thru the rest.. :)
DoomedAce
August 19th, 2004, 05:49 AM
This is map E1M1 of a new Doom episode I'm making. It's not gonna be one of those flashy ultra detailed maps; just a small and simple tribute to my all time favorite Knee Deep episode.
http://homepage.uvt.nl/~s430017/E1M1.jpg
EDIT: And here's E1M2
http://homepage.uvt.nl/~s430017/E1M2.jpg
Doom_Dude
August 22nd, 2004, 08:00 AM
Ashwall Plaza
http://img53.exs.cx/img53/7565/ashwall_plaza1.jpg
DoomedAce
August 22nd, 2004, 10:44 AM
Ashwall Plaza
I remember that one allright :D.
Can't wait to see it renovated
Aliotroph?
August 25th, 2004, 09:31 AM
Legacy kept crashing when I got to that map. I had to restart Vilecore from the beginning. It's a cool map.
Doom_Dude
August 25th, 2004, 05:26 PM
Legacy kept crashing when I got to that map. I had to restart Vilecore from the beginning. It's a cool map. Do you mean it did that again or are you talking about last time?
DoomedAce
August 26th, 2004, 08:06 AM
Do you mean it did that again or are you talking about last time?
Well, for me it crashed a couple of times while playing Vilecore 1.0
But since you say "again", you probably already know about that/you've already fixed that.
fezzador
August 26th, 2004, 11:01 AM
http://www.geocities.com/skywalkersmut/gothic.JPG
DoomedAce
August 27th, 2004, 09:14 AM
Alright here's the final version of E1M2:
http://homepage.uvt.nl/~s430017/E1M2-2.jpg
Doom_Dude
August 27th, 2004, 10:02 AM
Well, for me it crashed a couple of times while playing Vilecore 1.0
But since you say "again", you probably already know about that/you've already fixed that.
Yeah I knew about that but only time will tell if I fixed it. Since I don't know what caused the crash then I'm unsure what needs fixing. Maybe it was all those monsters on the screen at once.... theres quite a few that come out when your in the building. ;)
DuffPaddy
August 28th, 2004, 09:37 AM
DoomedAce: Nice map! *thumbs* Looks like you're judging the increases in skill factor from level to level quite nicely. I'm currently stuck on E1M2 with the blue and red key but apparently nowhere else to go, but that's probably just me being thick. *confused*
One very minor thing I would point out is that, on E1M1, if you do a 180 from the start position and look out of the south-facing window, you can see the bottom edge of the sky texture (I'm using JDoom). So, maybe if you could just crank up the floor height of the window sector a wee bit.
</TOPIC>
Fezzador: Fort Collins, eh? I've been there a couple of times with work, two of only 4 visits to the 'States so far. I took advantage of the trip to visit the Rocky Mountain National Park ... lovely part of the world, that.
Gu-X
August 28th, 2004, 06:23 PM
Please give honest opinions on how you think my second map is coming along...
http://www.angelfire.com/zine2/zine273/it.bmp
I'm mad because I can't seem to get levels as good as your-alls ><
DoomedAce
August 29th, 2004, 04:52 AM
Unfortunately I can't see the map, but I did test the other level, "Complex", on your site.
I don't think it really belongs here, but here are some general tips I think can be very usefull:
1. Pick a theme. Like, tech base, waste dump, city, castle, caverns, dungeon, hell etc. It adds to the play value of a map (for me at least) when people can recognize the kind of place they are in. So, you should select textures and flats that go with the theme.
2. Watch texture alignment. This only applies to certain textures, like computer screens or textures with demon heads. Not aligning those kinds of textures can make a wall look really weird. I saw you already aligned most of the textures in your first map, so I guess you're familiar with it.
One thing: whenever I opened a door in Complex, the left and right sides of the door-sector (mostly textured with "DOORTRAK" or "DOORSTOP") moved upwards as well. You can easily fix this by making them "lower-unpegged". This way they'll stay in place, even when the door is opened/closed.
3. Add detail. Adding detail improves the appearance of a map, making it look that much more interesting. There are many ways to do this. Add differences in height, split up long stretches of wall, add flashing lights, add windows to a building, add stalagmites and stalagtites in caves, create patterns in a wall, add computer panels to a tech base, set up hellish altars, etc, etc. Simply use your imagination and be creative. ;)
Personally, I believe that a good map in terms of gameplay (that is, including a balanced monster-ammo ratio, well designed traps, interesting lay-out etc.) doesn't necessarily need many fancy details. Just look at the IWADs. They're not very detailed, but they rock anyway.
Specifically, I thought the room in Complex with the low steel "walls" and the Baron trapped in the middle was a pretty good touch. *thumbs*
Phew... This is definitely the longest story I've ever posted *spin*
Gu-X
August 29th, 2004, 08:59 AM
Thanks alot for the tips man :D Since I'm just starting out I'm always open for anything you can throw at me. Sorry my map was down (no idea why) If It's down again you can see it by clicking here: http://www.angelfire.com/zine2/zine273/it.bmp I'm working on improving details and keeping a constant theme so again, thank ya :D My second maps going alright I supose but theres alot of things I could make better I'm sure. (P.s. unfortunantly the circle stairway in it I'm having trouble making work so I may have to comprimise with something else).
DoomedAce
August 29th, 2004, 02:18 PM
Hmm.. Looks like Angelfire is being evil again. Anyways, glad to help you out.
Heh. Guess everyone's a rookie at some point.. Not that my maps are all that great *knownot*
Gu-X
August 29th, 2004, 02:41 PM
Bah! Iets try Yahoo...
http://www.geocities.com/bloodyspire/it.bmp
http://www.geocities.com/bloodyspire/it.bmp
MasterOfPuppets
August 29th, 2004, 03:09 PM
looks like a big jumble. jagged rocks perhaps? dosn't look bad.
well, what the heck, i'll post my curret work, even though its only something like 5% done.
http://mop.darkasylums.net/images/fog.JPG
it takes so long to do rocks this way *knownot*
and before i forget http://wadsinprogress.info/index.php?a=listwads&wad=90
Gu-X
August 31st, 2004, 03:25 PM
hm your right the jaged rocks makes it look ugly, I may need to take example from your rocks.
DoomedAce
September 5th, 2004, 02:31 PM
Here's the unfinished version of E1M3, Toxin Refinery. Think large rooms dripping with toxic waste :D
http://homepage.uvt.nl/~s430017/E1M3.jpg
GBR0x0rz
September 5th, 2004, 04:10 PM
Wow. These are THE best maps I have ever seen. ID should hire a few of you *cough*doom_dude*cough*. Anyway, I suck at map making. I cant even get a running map. I have to still add music. Well, heres my first SERIOUS map.
http://img.photobucket.com/albums/v438/GBR0x0rz/Military_base.bmp
You may have to save it to your computer and open it up. I kinda gave up on it because the sectors were WAYYYY too wacked out.
doomdiz
September 6th, 2004, 12:17 AM
um....why is that pic so small....its like 100x200 pixels... :(
DoomedAce
September 8th, 2004, 03:18 PM
Just finished another map. Here's the final version of Toxin Refinery. Including a (hopefully) better hidden secret exit *smirk* Actually it's not that hidden; you can spot it very easily. But getting to it is an entirely different thing.
http://homepage.uvt.nl/~s430017/E1M3-Final.jpg
i dont use iddqd
September 11th, 2004, 03:46 PM
*bawl* i dont know how to load a map image lmao..... *bawl* *bawl* *bawl*
Gu-X
September 11th, 2004, 07:01 PM
get a image uploading site like photobucket yahoo or angelfire, then simply upload your image there, and copy the picture like this: ~picture link~
I've been working on my new map and I must say its looking tons better then when I posted it. (no more jumble)
i dont use iddqd
September 12th, 2004, 07:39 AM
well this is just the entry and the first hall... obviously im still working on it....
http://img.photobucket.com/albums/v499/ib4anarchy2003/map01.bmp
psyren
September 12th, 2004, 05:35 PM
Wow! Some great looking maps. I need to visit this thread more often. :) So these are the three maps of my latest project. Been so long since I posted images I've forgotten. Took the advice and got a photbucket account though, so they are here:
http://img.photobucket.com/albums/v475/psyren777/cc01.gif
http://img.photobucket.com/albums/v475/psyren777/cc02.gif
http://img.photobucket.com/albums/v475/psyren777/cc03.gif
Catsy
September 12th, 2004, 05:42 PM
Those look wicked cool, psyren. Are they port-specific?
I'd post a picture of my WIP, but I forgot to email it to myself before I left work Sat morning, so I'll have to wait until Tuesday to resume work on it.
I just figured out how to do 3D floors in Risen3D, so I have lots of cool stuff to try. :>
psyren
September 12th, 2004, 06:06 PM
Thanks Catsy. Not source-port specific yet, but need a port because of too many open areas and too many visible lines, so limit removing is essential.
I can't get Risen working, and still no luck understanding deep-water and floors-over-floors effects yet, so you're way ahead of me there!
Ever do anything for ZDoom? Like scripting or other tricks? A very good musician is making custom music for these maps, but they will be .ogg or .mp3 so I will have to make for ZDoom. Just seems a shame to make port-specific just because of music, and too ignorant yet myself to do anything special.
Let me know if your interested and I'll send you a link to play. psyren@easy.com
Catsy
September 12th, 2004, 06:24 PM
Doomsday supports .ogg format, and I'm pretty sure Risen3D does as well but I could be wrong. I'm afraid I haven't done anything with ZDoom, I took a look at it but ZDoom had fantastic features but no 3D acceleration, while ZDoomGL is presently lacking in features I needed.
I'll email you.
Gu-X
September 12th, 2004, 07:43 PM
Heres my current project, Sorry for the crummy picture I tried to get it clear and close up but couldent.
~N/M pic a few posts ahead~
There's FF7 music, which rocks.
i dont use iddqd
September 12th, 2004, 09:27 PM
well i've decided to name the wad im working on... 'Absolution Experiments'
heres the 15% complete 2'nd level ... i havent decided on a theme ... any suggestions based on the pic?http://img.photobucket.com/albums/v499/ib4anarchy2003/MAP02.bmp
Gu-X
September 13th, 2004, 05:30 PM
make it an underground tech station doing illegal experiments *Shrugs*
p.s. How do you guys make your clear picture? what program do you use and how? I use doombuilder and it shows every single line sticking out of the main lines. It looks like crap that way.
EDIT: I figured it out heres the updated pic
http://www.geocities.com/bloodyspire/thisisit.bmp
MasterOfPuppets
September 13th, 2004, 07:13 PM
wowsy, cool stuff there peeps.
iori
September 14th, 2004, 08:03 PM
get a image uploading site like photobucket yahoo or angelfire, then simply upload your image there, and copy the picture like this: ~picture link~
Photobucket is ok, but dont touch yahoo, geocities, or angelfire, as they dont support direct linking of images.
Catsy
September 14th, 2004, 08:13 PM
Or for about five bucks a month, get your own web space somewhere and never worry about it again. :>
Catsy
September 15th, 2004, 08:34 PM
So, I'm hoping find an editor which allows 'cut and paste' from one map into another. (I stupidly forgot to save the full map and only have two separate ones now.) Any recommendations?
A few weeks late on this reply, but I just went back and read the thread and didn't see anyone answer--the registered version of DeePsea does this.
Catsy
September 15th, 2004, 08:38 PM
Oh, and while I'm at it, does anyone know how to disable linedef indicators in DeePsea? I'll see about posting an editor pic of my current WIP tonight.
TheDeadGuy
September 16th, 2004, 12:32 AM
http://4.26.91.58/images/xe1xm2.jpg
This is an abandoned nukage treatment plant I finished as part of a project I'm working on.
Doom_Dude
September 24th, 2004, 05:12 PM
Looks cool. :D
i dont use iddqd
September 29th, 2004, 03:25 PM
http://www.MyOnlineImages.com/Members/ib4anarchy2003/images/Map01Absolved.jpg
ok.. this is the re thought out concept of my current WIP .... heh the star is perfect lmao :)
well this may look cool... but its screwed up.. the doors are wrong, and well its screwed... lol i tested it the other night... im pissed.. lol .. that star was perfect *chuck*
i dont use iddqd
September 30th, 2004, 11:59 AM
A few weeks late on this reply, but I just went back and read the thread and didn't see anyone answer--the registered version of DeePsea does this.
you can do this in DB as well, but you have to save the map/map part as a prefab hehe
sorry bout the double post.. well an edit and a post lol ... didnt see the one i just quoted heh
Catsy
October 3rd, 2004, 07:46 AM
Click on the crappy-looking thumbnail to get the full-sized image (1024x768).
http://ayashi.net/doom/images/t_mfc-editorshot.gif (http://ayashi.net/doom/images/mfc-editorshot.gif)
This is different parts of the map pasted together so they'll fit on one screen; there's no way to fit them in their actual placement without zooming out so far you lose all detail.
And, of course, still a WIP.
i dont use iddqd
October 4th, 2004, 07:08 PM
Click on the crappy-looking thumbnail to get the full-sized image (1024x768).
http://ayashi.net/doom/images/t_mfc-editorshot.gif (http://ayashi.net/doom/images/mfc-editorshot.gif)
This is different parts of the map pasted together so they'll fit on one screen; there's no way to fit them in their actual placement without zooming out so far you lose all detail.
And, of course, still a WIP.
and its still very nice.... lol :) *burn*
MasterOfPuppets
October 4th, 2004, 08:58 PM
too bad we don't have the pictures from the old thread. there were some BADASS maps from Kaiser and Doom_Dude in that thing *bang*
i dont use iddqd
October 5th, 2004, 12:43 PM
too bad we don't have the pictures from the old thread. there were some BADASS maps from Kaiser and Doom_Dude in that thing *bang*
oh my .. i bet there were man.... heh :) *burn*
Doom_Dude
October 5th, 2004, 01:39 PM
Lots of stuff got lost.... oh well.
Here is map20 from Vilecore II.... unfinished of course.
http://img54.exs.cx/img54/7345/map20.jpg
i dont use iddqd
October 5th, 2004, 02:32 PM
oh my.... thats impressive ;) *burn*
DoomedAce
October 10th, 2004, 10:38 AM
NDCP Map 29, Oblivion Awaits, in progress
(That's 6 hours of work, fastest mapping I've ever done)
http://img4.exs.cx/img4/2229/Oblivion.jpg
MasterOfPuppets
October 10th, 2004, 11:54 AM
looks curvaciouse ;)
shtbag667
October 10th, 2004, 03:49 PM
My latest map in my megawad. Sorry about the lack on detail but I tried to fit everything into one shot.
http://www.geocities.com/shtbag555/map10.png
iori
October 11th, 2004, 03:07 PM
My Community Chest map02:
http://www.teamhellspawn.com/iori/screens/cc02shot.jpg
Catsy
October 13th, 2004, 03:25 AM
Updated editor shot of my WIP wad, Mainframe Complex. Click the thumbnail for a full-size image:
http://ayashi.net/doom/images/t_mfc-editorshot2.gif (http://ayashi.net/doom/images/mfc-editorshot2.gif)
Much touch-up work yet to be done--mostly ammo/health/monster balancing, minor texture realignments, some lighting and ambient sound tweaking. But for all intents and purposes, the essential architecture and gameplay is done. :D
DoomedAce
November 17th, 2004, 03:44 PM
Some (experimental) work I did for the "1024 Project" (Limited size maps; 1024x1024 max). It's working name is "Wood" and it mainly features brown stone and wood textures. Hence, partially, the name.
http://img109.exs.cx/img109/7066/Wood.jpg
MasterOfPuppets
November 17th, 2004, 05:51 PM
looks great! dead simple inspired?
DoomedAce
November 18th, 2004, 07:27 AM
Not really. The limit constraint just forced me to cram a lot of structures together. The sectors on the outer sides actually form a closed hallway that's higher than the courtyard. I'm aiming to put in a lot more detail, though.
Harry
November 19th, 2004, 08:31 AM
This is the jDooM map I'm working on atm for uhm....classified:D It'll be finnished about friday because I'll be stuck into half life 2 after today:D
I am hoping it to be about 5/6 times bigger with added cutscenes:D
http://img.photobucket.com/albums/v411/Harrydude/map.jpg
DoomedAce
November 19th, 2004, 02:36 PM
Looking good there, Harry :)
This is an updated shot of the map I showed before, which now has about the detail I wanted it to have. For some areas I had to set the grid to as small as 2x2 :D
http://img61.exs.cx/img61/7066/Wood.jpg
Harry
November 21st, 2004, 01:33 AM
HOLY MOLY!!! nicely detailed there, DoomedAce:D:D
Harry
November 27th, 2004, 04:01 PM
Sorry to double-post, but there was no edit button :o
To not loose much detail I have split the same map into two pics.
This is the upper part of the map:
http://img.photobucket.com/albums/v411/Harrydude/mapupper.jpg
and this is the lower:
http://img.photobucket.com/albums/v411/Harrydude/maplower.jpg
In the lower bit I am hoping to fill it with map:p
All the new stuff added on was from today:D because I've been stuck into HL2:p
EDIT: btw, the reason the rooms are all split up is because the map is mostly built on teleports and clues(its for jDooM:D)
Darkhaven3
December 15th, 2004, 06:57 PM
Holy gigantic ass that is one sweet map.
Wa59
December 15th, 2004, 07:26 PM
cool, just need a few(?) monsters
DoomedAce
December 16th, 2004, 03:41 PM
Here's my next near-finished map for the Congestion 1024 Project. Aside from being again within 1024x1024 units, it also contains my first succesful attemps at 3D bridges and floor-only-lighting
http://img53.exs.cx/img53/5555/focus3do.jpg
Harry
December 16th, 2004, 04:22 PM
Now thats a nice map:D I really like small maps:D
the map in my post above is gone sadly:( but an even better one is on the way with 17mb worth of textures, and 3d models(things) and scripts.
Harry
December 17th, 2004, 09:14 AM
http://img.photobucket.com/albums/v411/Harrydude/underdetailmap.jpg
Thats just a basic layout of one third of my new map, not many details yet, but thats how it goes:p
I'm going to start to add detail after I've got all the main rooms right and to the size I want.
There will be a few more corridors, before I get to the outdoor areas *cool*
map has currently 169 sectors, when detail is done, I will raise it to about 500-700, that'll be a third done:p
Doom_Dude
December 17th, 2004, 10:03 AM
Here is my latest
http://img83.exs.cx/img83/5494/11years023wz.jpg
http://img68.exs.cx/img68/9887/11years00065ua.th.jpg (http://img68.exs.cx/my.php?loc=img68&image=11years00065ua.jpg)
DoomedAce
December 17th, 2004, 10:38 AM
Whoa... That thing is huge *shocked*
Wicked Anime Kid
December 17th, 2004, 01:37 PM
Holy bamoly!!
Wicked map there doom_dude:D
DooMAD
December 17th, 2004, 02:23 PM
Not finished yet, but posted mostly to show the number of 3D control sectors (393 so far):
http://www.teamhellspawn.com/expanse_map_new.gif
Still plenty of work to do, with at least 2 or 3 more large areas and lots of detail to add. In game screens can be found here (http://www.wadsinprogress.info/?a=listwads&wad=350).
Ninja_of_DooM
December 17th, 2004, 02:37 PM
Behold, Hell's Twisted influence. Still WIP.
http://img56.exs.cx/img56/3677/hti2bs.th.jpg (http://img56.exs.cx/my.php?loc=img56&image=hti2bs.jpg)
PumpkinSmasher
December 17th, 2004, 04:41 PM
Here is a map that is about 50% done:
http://img29.exs.cx/img29/8328/courtyard5sp.th.png (http://img29.exs.cx/my.php?loc=img29&image=courtyard5sp.png)
Xenphire
December 18th, 2004, 10:11 AM
Scourge (http://www.retetched.com/optix/teamkill/teamkill.htm): Lunar Eclipse - Map05: Sub-Rosa Locus, 'tis a work in progress :)
http://www.retetched.com/optix/teamkill/screenshots/map05-3.jpg
FATAL
December 18th, 2004, 10:36 AM
Hey mr. Smasher, what is the function of those triangles scattered around?
Ninja_of_DooM
December 18th, 2004, 12:37 PM
They're Legacy dummy sectors. Essential for it.
MR_ROCKET
December 18th, 2004, 01:20 PM
Yeah Fatal , the dummy sectors- aslo known as control sectors hold the info about different 3d floors sectors- also known as target sectors you might put in a legacy map. the dummy sector is then tagged to a target sector.
the dummy sectors dont have to be triangles but some like to make them that shape.
DoomedAce
December 18th, 2004, 02:15 PM
The dummy sectors dont have to be triangles but some like to make them that shape.
I guess that's for filesize minimizing purposes. Hmm... Maybe I should get into Legacy editing, too.
Doom_Dude
December 18th, 2004, 03:25 PM
I guess that's for filesize minimizing purposes. Hmm... Maybe I should get into Legacy editing, too. I think somebody started the triangle thing because they had em aimed at whatever sectors they were 3D-a-fry-ing. I never use pointy control sectors myself. I've also never called them dummy sectors.
PumpkinSmasher
December 18th, 2004, 06:10 PM
Yea I used to make them squares, but that just wastes an extra linedef.
Here is one of my NDCP maps:
http://img137.exs.cx/img137/2320/ndcp21hu.png
Harry
December 19th, 2004, 01:44 AM
Looks pretty nice;) although there's a big empty space in the middle, but then it is full of monsters (I think):)
DoomedAce
December 19th, 2004, 09:55 AM
Well, *cough* it is *cough* ;)
PumpkinSmasher
December 19th, 2004, 04:59 PM
Yea..actually a whole lot of monsters. And more teleport in there as you play.
Harry
December 21st, 2004, 10:01 AM
Heres a third of my map as of now with a little more detail:)
I've been working from the bottom up, so the top and middle are horribly under-detailed.
http://img.photobucket.com/albums/v411/Harrydude/334da0d8.jpg
Sectors: 359
I'm getting there slowly, the sector and line drawing is about 15%
The whole map will be around 1200 sectors by the way things are going, this picture is about a third of what the whole will be.
DoomedAce
December 21st, 2004, 02:14 PM
Looking mighty detaily Harry.
Is it just me, or is there a space marine party going on in the lower left corner *wacky*
Harry
December 21st, 2004, 03:57 PM
Is it just me, or is there a space marine party going on in the lower left corner *wacky*
Nooooo:p its actually a load of placabe ceiling sparks and a 3d teleporter(I put them in the doom builder config file for easy use:p and have the same colour as the player start:p *cool*
that goes for any unusually placed items:p
GBR0x0rz
December 21st, 2004, 06:24 PM
WOAH!!! These maps are freakin` sweet! I think I may need to get back into editing..now if only I could get the stupid error message off. I hate it soo....much....
Error Message: Warning! Bad music number 206!
Me: OMG!!!!!!
*plop*
I *bow* Doom_Dude
The error message is in my Sig. The number usually changes from 100 to 300.
PumpkinSmasher
December 21st, 2004, 08:08 PM
hmmm...is you wad file legit?
if its not that may be your problem.
Otherwise you may try reinstalling.
GBR0x0rz
December 22nd, 2004, 02:54 PM
hmmm...is you wad file legit?
if its not that may be your problem.
Otherwise you may try reinstalling.
Do I reinstall Doombuilder or do I reinstall the Doom games?
PumpkinSmasher
December 22nd, 2004, 04:40 PM
umm you may try both, Doom builder would probably be easier, so I'd try that first.
Also, have you tried rebooting your computer and checking for virus's and the such.
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