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/vr/ - Retro Games


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File: 62 KB, 1920x1040, Empty Canvas.png [View same] [iqdb] [saucenao] [google]
10225829 No.10225829 [Reply] [Original]

Get in here lads, we're making a DOOM map!

>> No.10225868
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10225868

>>10225829
we need terry in there.

>> No.10225881
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10225881

I'll go first!
Add your idea to the canvas and I'll incorporate it into the map.

>> No.10225891
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10225891

>>10225881
oh sorry didnt realize we were supposed to add it to the canvas.

>> No.10225906
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10225906

>> No.10225929

>>10225829
how do we do that, is there a file share

>> No.10225965
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10225965

>>10225881
why are you still on gzdb? is it the tranny splash screen? be honest.

>> No.10225968

add terry you coward

>> No.10225978
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10225978

>>10225929
Sorry, I mean like this

>> No.10225997
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>>10225965
yeah it is, but the only one that doesn't crash for some reason

>> No.10225998
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10225998

>>10225997
Sorry, paint is gay

>> No.10226018
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10226018

>>10225997
I meant the udb splash. I thought gzdb still had the pinky

>> No.10226062
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10226062

>>10226018

>> No.10226084

>>10226062
You gotta stretch it out a bit. The hall is supposed to hide hitscanners around the corners

>> No.10226140
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10226140

>>10225998
>>10225965

>> No.10226554
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10226554

>> No.10226637
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10226637

>>10226554

>> No.10226645
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>>10226554

>> No.10226676

couldn't be bothered trying to compress my webms under 4mb so I just uploaded them to youtube

https://youtu.be/4NIoLb3Uikk

>> No.10226731

>>10226676
needs a flashing corridor like Hanna escape wavefold scene, that shutter clicking hallway clicking down a good 200m windtunnel hallway with hiding spots down the sides by the strobes.

>> No.10226760

>>10226637
>>10226676
I was thinking more like the steps also being water, the roof being the same raised height, and the enemies just free-floating in the room, but it looks good. Admittedly, I've never touched Doom mapping, so I don't know the limitations on things like room sizes with stairs.

>> No.10226801

>>10226731
Ill do a lighting sweep later.
Let's get the layout finished first :)

>> No.10226858
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10226858

>>10226637
shh its a secrit

>> No.10226902
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10226902

>>10226062
the idea with arachnotrons was that they'd be stationary (elevated) and you'd need to use the shape of the hallway as cover. and hitscanners would be assymetrical(unexpected). so yeah maybe scale up that entire corridor, possibly double the amount of spiders.

another thing that could be worth trying: replace archvile shotgunners with SS, leaving player with only the RL for a while. then in the spider corridor lock the dudes behind small embrasures too, so the player won't get their weapons either. then put a weapon behind the other spider, opposite from red key.

>> No.10227070
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10227070

>>10226902
Defiantly gonna scale it up a bit and have the player trapped inside once he crosses the door threshold. Found it way too easy to cheese by backing out back into the Archvile room.

Like the idea of being stuck with the RL for a while, will go nicely with the Arachnotron room being scaled up.

As for your new area, I took a bit of creative liberty and extended the toxic pit to wrap around the room and also changed the right star into a bridge.

>>10226858
I won't tell a (lost) soul

Update Video:
https://youtu.be/R6H8f-JiUtg

>> No.10227549

>>10227070
Looks like this is not your first time playing Doom.
You are a perma-incel forever stuck in the past.
I'm joking btw nice job1

>> No.10227598
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10227598

All right, so, there is a small confusing maze section which leads into bigger rooms with some verticality (maybe some vague path in them) and the rooms are filled with cacodemons.
One of the rooms has a secret door (or maybe a visible one?) which opens up to a space with BFG and it's ammo.

>> No.10227612

>>10227598
Forgot, maybe a trail of health bonuses (blue bottle) could point towards the room with BFG and in that room there would be some additional hints towards the door.
Maybe the Cacodemons should spawn after the door is opened?

>> No.10227680

>>10226018
I wish I could replace the splash graphic and icon, they're so boring, but UDB is still a lot better than GzDB.

>> No.10227751
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10227751

You know how Plutonia does that thing where it has an instant-raising sector with null textures on the walls of it that raise to the ground level with an archvile to give the illusion that it appears out of thin air in front of you when you walk over a linedef?
Yeah do that, trust me it's easy as hell to make in GZDB.

Also if we can suggest multiple things in a post you should use the PSX fire sky because it's awesome

>> No.10227759

>>10227070
its kind of brown walls everywhere, wheres the black or white or grey to balance it out? Are we in blank canvas phase so its all brown as a placeholder?

>> No.10227806
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>> No.10227820
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10227820

Add some SS nazis in there for good measure.

>> No.10227824

>>10227759
>wheres the black or white or grey to balance it out
It should be green, doom is about green marble.

>> No.10227945

>still no terry

>> No.10228712
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10228712

Made a few fixes and re-aligned the arachnotron room.
will be back in a few hours to make your changes

>> No.10229314

You realize we have a constant Doom/Quake general thread that is full of dozens of people constantly making maps right........................

>> No.10229417

>>10228712
Is it all still brown? I merely request the corridor flashes/strobes down the hall in succession like the movie, blackout like that doom 2 level so enemies in front of you basically vanish and ones behind them appear then they blink out as ones closer show up again, seems trippy if executed correctly.

>> No.10229438

>>10229314
Shut up fsggot

>> No.10229475

>>10225829
Uploading changes to catbox because file uploades are range blocked :'(
Continuing from >>10226902
Everything I added that's orange is raised.
https://files.catbox.moe/zfs7vt.png
Logic was to give something more powerful to the player to fight the lost souls added on >>10226554

>> No.10229489

>>10229475
Maybe make it so that the spiderfren platform lowers to the ground on red key pickup.

>> No.10229694
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10229694

>>10227751
Will do, all that fun stuff comes last unfortunately

>>10227820
Done

>>10227806
Hmmmm

>>10229417
Can't really do anything complicated with the lighting yet. Gotta wait until the rest of the map is done, otherwise it makes it much harder to make sweeping edits to an area.

>>10229438
Make me

>>10229475
Thanks! I spiced up the entrapment room a little, added a few pinkies and extra imps. I also turned it into a 2 step room by adding a switch that reveals the elevators that can only be hit once you trigger the hallway door to close.

Sorry for slow updates, haven't had much time to myself today.

Update Video:
https://youtu.be/CU0euhbMrr8

>> No.10229940

Put an automap in a secret and out of bounds sector art that reads The Game

>> No.10229945

>>10229940
Nostalgic.

>> No.10230194

>>10225965
>tranny splash screen
What's that? I'm still in gzdb also so I haven't seen this

>> No.10230219

Make this the music for it
https://youtu.be/6newCYeU8P0

typically first result searching for it as a midi

>> No.10230235
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10230235

>>10229694
>Hmmmm
v2

>> No.10230337

>>10230194
They're exaggerating, but it's some (probably) female figure with a sci-fi doodad drawing holographic linedefs in the air. It's a pretty boring visual IMO and they should just give people the option to personalize the splash screen and icon, it's primarily a Doom editor and it should be more Doomy.

>> No.10230457

>>10225829
need swastika to demonstrate world peace against degenerates.

>> No.10230462

>>10226140
In all my years I don't think Ive ever seen one of those faggots rev an NPC in front of me...

>> No.10230480

>>10230462
youd have to get one to shoot it by accident while trying to shoot you, otherwise they wont infight iirc. then you obviously have to avoid just being incinerated, while also being dumb enough to then peek back around the corner to see it (maybe) happen
so yea its pretty rare

>> No.10230559
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10230559

>>10229694
courtyard with some comm tower, a fence with a checkpoint, windows to existing parts of the map

>> No.10230620

>>10229694
>I spiced up the entrapment room a little
Thanks, it's my 2nd time trying to come up with a room for Doom so I'm just glad it made it to the map.

>>10227806
>>10230235
>>10229694
https://files.catbox.moe/xiz0f6.png
It's not hard as I thought it would be. I read these and figured it out. Shit's fun.
https://slade.mancubus.net/index.php?page=wiki&wikipage=Tutorials
How to Copy and Convert Graphics
How to Import Textures
Part 1: Creating a Map
Part 2: Basic Building
You must run the map in GZDoom using the True Color renderer or Miku's colors will be wrong because of Doom's color palette. For the texture I just opened the Miku pic and croped it and resized it in GIMP to 65x128 and then corrected the offset in Slade by 1 pixel to 64x128. Artist tag is 'hoshiineko'. I can upload the files if you're also new to this and interested.

>> No.10230684
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10230684

>>10230194
>>10230337
This is the one. It's kind of inoffensive and bland, GzDoomBuilder had a cool and detailed 3D render of a Pinky Demon for its splash screen.

>> No.10231239

>>10230684
Mine's still the pinkie, he's always there to encourage me :)

>> No.10231303

>>10231239
Well, I'll always have my waifu for that.
Actually if I could customize the splash screen I would probably make some graphic with art of her on it.

I can't go back to GZDB, I like MBF21 and not having smudge rendering too much.

>> No.10231326
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10231326

oh shit nigger what are you doing, add a fucking cock and balls

>> No.10231402

Spruced up the starting area a bit just to get a base for the style of the map. You fellas let me know what you think, any changes, idea, ect.

>> No.10231404
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10231404

>>10231402
lol forgot pic

>> No.10231408
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10231408

>>10231404
>>10231402
I've also added a connecting room from outside

>> No.10231441
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10231441

>> No.10231639

>>10231441
Art.

>> No.10231653

>>10230559
>>10231408
Lost souls and baddies teleport to you in the comm tower? Doom 3 did that
https://www.youtube.com/watch?v=OmUaRIQoin8&t=2286

>> No.10231885
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10231885

ss of new arachnotron area design

>> No.10231896
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10231896

>>10225829

>> No.10231968

>>10231303
I seriously have no idea what the other doom builders are like because they all crash with GZDB being the only exception.

>> No.10231971

>>10231326
That comes with the art pass :)

>>10230620
Doom mapping is some of the most fun I've had at my PC. It doesn't matter how long it's been since I last fired up the editor, I never feel ability decay.

I'm not especially artistic, so making new sprites is kinda hard for me

>> No.10231984
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10231984

Did a bit of decorating today, lads. Let me know what you think of the style and I'll make adjustments

Also, here's the updated map, show some love to the spawn room.

>>10227598
>>10227612
Sorry, haven't gotten to your suggestion just yet, will start on it tomorrow

>>10229489
Thanks for the idea <3

>>10229940
It's in

Update Video:
https://youtu.be/fGZQH5XvTyg

>> No.10232003
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10232003

I want to see some spacial rifts to hell. Just fullbright cracks in the middle of nowhere that don't make sense. Lava deep below. Distorted geometry very localized. You don't even need to be able to fall in. Nothing needs to come out. I just want to look down and see something that shouldn't be there

>> No.10232108

>>10232003
Sounds cool, I'll see if I can do the idea justice

>> No.10232121

>>10231984
No problem!

>> No.10232124

>>10229940
God dammit.

>> No.10232132

>>10232108
Shouldn't be too hard. At its heart the idea is just a randomly placed thunderbolt shaped sector in a dimly lit area with lava texture, height below the floor, and brightness set to 255.

If you wanted to go the extra distance you could toss in a few tiny random ones increasing in frequency as you approach the locus of the distortion, clustering them around an item/powerup/monster/Thing. The implication being that the Thing has either drawn a sliver of hellscape into the world or the rift opened up first and the Thing came out. The player doesn't need to know which. The Thing can even be a Decoration. It's just there. And it shouldn't be. Everything is quietly going to shit around it.

>> No.10232176
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10232176

>>10232132
How's this look?

I've did something similar years ago when I first started mapping. A parallel map with a hell-ish twist on the existing layout that you'd have to teleport to and from to complete the level.

>> No.10232224

>>10232176
You're definitely in the ballpark. I'd narrow and deepen the cracks, making the only reason you can't fall in because you can't fit. It might be harder to see using default renderers (because you can't look down) but I like that too. Something you can only see out of the corner of your eye is unsettling.

I'd also use actual lava or something actively untouchable looking for the floor. Blood could work if you have that. The stony texture doesn't feel otherworldly enough to me. Like somebody built the base on a volcanic hotspot instead of something truly incompatible with reality leaking through.

>A parallel map with a hell-ish twist on the existing layout that you'd have to teleport to and from to complete the level.
Reminds me of Time Warp from Going Down. Good shit.

>> No.10232235

>>10232224
Ahh I get you now, I'll give it a crack when i get back from work.

I'll see if I can't find the map for you, can't remember if I ever uploaded it to my doom world, I'll have a look either way.

>> No.10232285

>>10232235
As long as I'm nitpicking, I'd also consider decreasing the size of the cracks the farther they get from the main breach. Maybe even throw a few hard to notice ones outside the designated room to make it feel more organic. Just a few simple self-contained sectors made out of a few linedefs you could easily move/delete if you have to move things around

>> No.10232523

>>10231984
The map looks great I love it. Those light shafts are cool. Add more ammo when you can for the pain elemental and lost souls. Such a tiny room is bs if you don't have enough.
>>10232235
>>10232285
Would it be shit if sounds came from "below" the ground through the hellish cracks? Maybe put some monster that makes a creepy sound in some very small room close to the hallway but that can't attack you from where they're at. You could have them teleport to the player later in the map after they go aggro from hearing your gunshots through a small hole in the hallway's wall (from the fight going "above" them). I remember a wall in Paradox and some of the Doom 2 city levels where you could hear the monsters from safety. You knew you were going to get jumped on but not when.

>> No.10232552

What map format are you using?

>> No.10233138

>>10230337
>but it's some (probably) female figure with a sci-fi doodad drawing holographic linedefs in the air
Doom?
That's fucking weird.

>> No.10233231

Add 400 armor bonuses inside of each other to flashbang the player as he goes into a fight

>> No.10233236

>>10233231
Then teleport in a chaingunner behind the player.

>> No.10234191

>>10233236
Calm down, Milo.

>> No.10234398
File: 3.47 MB, 600x338, Cracks.gif [View same] [iqdb] [saucenao] [google]
10234398

>>10232552
Boom. I have a lot more experience with UDMF, but I never utilized enough to justify my maps having less compatibility.

>>10233231
>>10233236
Sounds evil, it's done.

>>10232523
Cheers, I might swap out some of the existing lost souls for imps and leave the pain elemental there.

As for adding sounds to the lava cracks, it seems possible and your idea will probably work, it'll just seem a bit jury rigged

>>10232285
This looking any better?
Further into the map, I'll add more instances of them, for now, this can be a baseline if you're happy with it.

>> No.10234413
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10234413

>>10226858
What do you think of your secret now?

https://youtu.be/qynkvwKr1eI

>> No.10234459

Where’s the eventual sector shaped cock and balls?

>> No.10234532

Make sure there is a little woodland area you can get to with a power up in it.

>> No.10234549

>>10225829
Checklist of features:
>Chaingunner canyon
>Arch Vile dump after 80% of enemies killed
>A Swastika sector
>The floor is lava sector
>A Goatse sector
>FIREBLU sector/hallways
>Exit switch fakeout
>Cyberdemon(s) in tight hallways
>All 6 keys used
>Super shotty is in a well hidden secret

>> No.10234562

>>10225829
are we at the sequentially strobing concrete windtunnel part yet? Im picturing E2-M3 IIRC? Whichever with the squishing pillars hallway and the "hidden" room full of lost souls but darker longer wider and strobing

>> No.10234569

>>10234562
https://youtu.be/acApfSOSA08?si=kCrLuN4LaJSUB7_I&t=74

This disorienting shit, like that doom 2 early level with the strobes, maybe populate it with shotgunners

>> No.10234830

>>10234398
>Boom
Make a stack of discarded hexagonal floor tiles. You can use scrolling floors to manually align flats.

>> No.10235279
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10235279

>>10234830
I don't know what that means :(

>>10234562
>>10234569
Sounds like fun, lemme add it to the list.

>>10234549
Sounds like less fun, lemme add it to the list

>>10234459
It'll be there, don't worry

>>10234532
Do you reckon the outside area I have at the moment should be a more open woods?

I'm pretty happy with how the first half has turned out gameplay wise. Let me know if you lads wanna have a crack at a beta version.

Update Video:
https://youtu.be/uTCoEeQAHvo

>> No.10235725
File: 1.07 MB, 1920x1040, penis lolololol.jpg [View same] [iqdb] [saucenao] [google]
10235725

>>10229694
>>10235279
The white squares are "platforming" pillars, you know the type

>> No.10235756

>>10235279
Line action 246 scrolls the floor texture when a tagged sector changes height. You can use this to realign the floor textures.

>> No.10236293

>>10235279
>Update Video:
>https://youtu.be/uTCoEeQAHvo

Looking good

>> No.10236621

If suggestions are being taken for things beyond level design, can the Secret Found noise be replaced with the Doom Buddy Holly Riff
https://www.youtube.com/watch?v=YZGvcp6EEQc&t=128s

>> No.10236912
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10236912

>>10235725
>bottle opener

>> No.10237379

>>10225829
Put me in the archive. I feel like this will be Epic.

>> No.10237404

>>10236621
Sure, you give me the time stamps and I'll make it happen.

>> No.10237407

>>10236912
>>10235725
lol just noticed

>> No.10237709
File: 979 KB, 1920x1080, 17.png [View same] [iqdb] [saucenao] [google]
10237709

>>10235725
I've add in your connector elevator, Haven't gotten around to the hell knight section yet. What do you think of the layout?

Here's also a video quickly showing the outside area. I've changed it into a woodland area as suggested by >>10234532

Update Video:
https://youtu.be/Idv7qoFhK_0

>> No.10238214

>>10231896
this

>> No.10238256

this needs a door and a keycard to progress somewhere

>> No.10238284

>>10226676
>couldn't be bothered trying to compress my webms under 4mb
If you use mpv this works great
https://github.com/ekisu/mpv-webm
Many anons used to recommend webm for bakas but this looks like a modern fork of it
https://argorar.github.io/WebMConverter/
https://github.com/argorar/WebMConverter

>> No.10238458
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10238458

>>10237709
The detailed areas look pretty damn good so far, and I'm loving the layout so far. Keep it up, anon!

>> No.10238656

>>10237709
It's different than what I expected, but it's also really cool and more thought out. Having the area you fight in be down below and then the elevator seamlessly popping up into spawn has a lot more character, and the layout has a nice look.

I do have to ask: is the goo being switched to water and being elevated just for testing right now or is that how it'll be?

>> No.10238885

add a goatse

>> No.10238907

>>10238885
based and asspullpilled

>> No.10239507

>>10238885
they wont add terry so i doubt they'll add goatse

>> No.10239541

>>10239507
read the checklist in >>10237709

>> No.10239546

>>10239541
based. I apologize.

>> No.10239914

>>10238656
>is the goo being switched to water and being elevated just for testing right now or is that how it'll be?
I'm going to make the outside area a woodland area, you just have a lot more texture variety to choose from. I'll play with the water level and add in a toxic pit in the sewer section shown in >>10237709

>> No.10240406
File: 1.64 MB, 1920x1080, 18.png [View same] [iqdb] [saucenao] [google]
10240406

Sorry for the longer than usual time between updates, I was really stumped on how to better realize the outdoors section. I think I've come up with something half decent now

>>10238458
>The detailed areas look pretty damn good so far, and I'm loving the layout so far. Keep it up, anon!
Thanks you, that's high praise coming from doom man himself!

>>10238256
>this needs a door and a keycard to progress somewhere
Already got one. Add another maybe?

>>10238656
>and the layout has a nice look.
I get a lot of inspiration from GTA IV. I really like the alleyway designs in that game.

Update Video:
https://youtu.be/jiO_4h6AqhY

>> No.10240418

>>10240406
Looks great

>> No.10240438

Wait, if the Mecha Hitler will be allied why are the WolfSS enemies?

>> No.10240535

Watching and waiting to see how OP implements the shutter sound for the strobe light cathedral windtunnel hallway. I only just realized if its vanilla assets, its going to have to be some half-cock sound of a shotgun and that might be too complicated to pull-off. Interested to see how close we can get to the trippy windtunnel look either way.

>> No.10240545

>>10240438
it's an allusion to julius caesar

>> No.10240681

>>10240535
The strobing wind tunnel I'll be able to do but adding a soundscape? No idea where to start

>> No.10240683

>>10240681
yeah skip it, really just the sequential lighting and tall corridor would be cool enough

>> No.10240704
File: 3.23 MB, 600x338, Working hard.gif [View same] [iqdb] [saucenao] [google]
10240704

>>10240683
I'll have a look into my options

>> No.10240792

>>10240406
>>10240704
Awesome

>> No.10240934

>>10240406
I will say: the Hell Knight room was envisioned based on the existing interior, namely being out of the way by having to "platform" over the goo and how it capped off the curve to make it look like a giant dong that was jizzing on a Cacodemon. Might need to do something different now that the room's been changed, but I do think the shift to an exterior is a smart idea.

>> No.10240982
File: 1.37 MB, 1920x1040, 19.png [View same] [iqdb] [saucenao] [google]
10240982

Lads, this thing is going to need a name, also if you'd like to be credited I'll stick your names somewhere <3

>>10240934
>Might need to do something different now that the room's been changed, but I do think the shift to an exterior is a smart idea.

Sorry I couldn't make you a cock and balls. However, you will be glad to know that the map is encompassed by a absolute set.

I set the area previously designated for the hell knight fight to the spawn point. I uploaded a video showing the general route of the map that I'm experimenting with. Have a look and tell me what you think.

Update Video:
https://youtu.be/jB2y0e34uUY

>> No.10241112

>>10240982
Suggestions based on that gameplay demo:
>replace the trapped Chaingun with an SSG
>place a few Chaingunners to guard the Rocket Launcher
>move one of the Boxes of Rockets in the long hallway to in front of the Arachnotron turret
>put a Shotgunner on the lift/elevator
Other than that, I think the outdoor area looks really good now. The very start could use a lil' something, but I can't say what for sure. Maybe a couple Zombiemen on the path facing the base, so the player gets between them and the perched Imp? Something like that. I just think that right now that Imp near the start seems pretty toothless.

>> No.10241289

>>10240982
That's a big change. I feel the old spawn gives more room for people to add onto the level, since you're fighting out of a little outpost and then into the woods, but thinking about it, there's still ways to riff on the new design. Mostly curious on whether the elevator is one way, just to know if players are still fed out through killing the Arachnotrons and then the Pain Elemental room.

I'd say the big hunks of concrete, both in front of spawn and in front of the outpost, aren't very appealing, but I imagine the latter will be getting a grafix pass. As for the former, maybe since you're starting in the woods, you can begin in a little clear patch that leads to a wedge fork, which obfuscates the rock behind it. If it can also be made climbable, that'd also be pretty good due to being given the chainsaw (which would also should probably be moved to the new spawn if that change is added)

>> No.10241720

>>10238885
this

>> No.10242379

>>10240982
Im gonna have to bookmark this thread soon, I keep checking back to see progress and thinking the thread is dead

>> No.10242382
File: 2.68 MB, 512x288, SOMEMONG_zooming_in.gif [View same] [iqdb] [saucenao] [google]
10242382

>>10234549
>Exit switch fakeout
That leads to a Terry trap.

>> No.10242434
File: 218 KB, 401x476, hampsterguy.png [View same] [iqdb] [saucenao] [google]
10242434

>>10242382

>> No.10242761
File: 3.52 MB, 600x338, Lights.gif [View same] [iqdb] [saucenao] [google]
10242761

>>10234569
>>10240535
What do you think?

>> No.10242786
File: 48 KB, 665x285, hanna_featured.jpg [View same] [iqdb] [saucenao] [google]
10242786

>>10242761
We're getting there, good implementation but I was thinking a wider and taller area for it, more monotone without the flames or overhead lights to give some clue of orientation, like inside a tall cavernous cathedral. Maybe a slower more painfully jarring strobe? A click-click per strobe on-off sector then it moves one sector down. Its too fast and clean I guess? Still, you nailed the down-the-line sequence pretty quick. Maybe use the giant penis as the tall windtunnel strobe room?

>> No.10242801
File: 441 KB, 1920x1040, 20.png [View same] [iqdb] [saucenao] [google]
10242801

>>10242379
>I keep checking back to see progress and thinking the thread is dead
I'm still working on it, I'm on kangaroo time is all

>>10241289
>Mostly curious on whether the elevator is one way
If you mean the elevator from the sewer to the original spawn room with the Archvile? Then yes, that is currently a one way elevator. The idea I have is to make the player weave in and out of the base collecting keys. What was your idea?

>I'd say the big hunks of concrete, both in front of spawn and in front of the outpost, aren't very appealing
The one at the new spawn is just a place holder, was going to make an arena there before swapping the spawn points over.

>maybe since you're starting in the woods, you can begin in a little clear patch that leads to a wedge fork, which obfuscates the rock behind it
This is a great idea

>>10241112
>replace the trapped Chaingun with an SSG
This actually works a lot better than the chaingun, thanks

>place a few Chaingunners to guard the Rocket Launcher
>I just think that right now that Imp near the start seems pretty toothless.
Once I'm finished with the layout of the map, I'll start on enemy placement and encounters. For now, all the enemies are just kinda place holders. The finished map will also have all difficulties implemented for our less experienced doom friends :)

No update video yet, haven't made any substantial enough changes today yet.

>> No.10242813
File: 593 KB, 1920x1040, 21.png [View same] [iqdb] [saucenao] [google]
10242813

>>10242786
>good implementation but I was thinking a wider and taller area for it

That was the only part of the map that kinda fit the architectural criteria. Might need to find somewhere else for it. wink wink ;)

>> No.10243434

>>10225868
Fpbp.

>> No.10243640
File: 1.14 MB, 1920x1080, 22.png [View same] [iqdb] [saucenao] [google]
10243640

The size of this map is getting a little out of hand. I've added on to the sewer area and turned it into the blue key zone, making the connecting elevator less of a detour.

I'm starting to lose some steam with this project. Going to try wrap this up within the next day or so and get a download link to you lads.
For now, enjoy the progress I made today.

Update Video:
https://youtu.be/wJJ2HQ9d74I

>> No.10244519

I'll play this map if it comes out.

>> No.10244556

If you want actual suggestion, make it so humping pictures in hentai room gives you 10 or so health bonuses.

>> No.10244617
File: 142 KB, 536x427, 1690226752352238.png [View same] [iqdb] [saucenao] [google]
10244617

>>10243640
Lookin' better and better with each iteration.
Thoughts:
>change the Medikit tucked away near the forest path into a Berserk pack
>have a handful of Spectres teleport into the watery Blue Key room
>add a secret Light Amp Goggles somewhere
Everything else is pretty primo. Been neat seeing it progress, anon. GG

>> No.10244679

>>10243640
Oh noice. I was actually gonna say for >>10242801
>what was your idea
Basically just what you ended up doing: making sure the player still leaves through the Pain Elemental chamber and to use the Red Key to open someplace that's near the beginning that you see before going down the path to the base.

I do want to add: if the final bit there has a boss with the Barons or something, can they pop out from a pillar that surrounds them (not on top of) and quickly shoots into the ground as you approach, just like how the Archvile appears suddenly in Map11.

>> No.10245263
File: 72 KB, 340x360, PSX_Doom_Nightmare_Spectre.png [View same] [iqdb] [saucenao] [google]
10245263

Add Nightmare Spectres

>> No.10245794
File: 2.43 MB, 600x338, Gibiddy.gif [View same] [iqdb] [saucenao] [google]
10245794

>>10244556
>make it so humping pictures in hentai room gives you 10 or so health bonuses.
Hentai room has been rigged to "blow" ;)

>>10244617
>change the Medikit tucked away near the forest path into a Berserk pack
>have a handful of Spectres teleport into the watery Blue Key room
>add a secret Light Amp Goggles somewhere
Done, done and done

>>10244679
>can they pop out from a pillar that surrounds them
I'm making the final room now, I'll see what I can do

>>10244519
>I'll play this map if it comes out.
Give me another 12 hours <3

>>10245263
>Add Nightmare Spectres
I'm trying to keep this as vanilla as possible, with exception to the hentai room.

>>10236621
>If suggestions are being taken for things beyond level design, can the Secret Found noise be replaced with the Doom Buddy Holly Riff
Here's an interesting piece of trivia I discovered while trying to implement this. The OG Dooms don't have a notification or unique sound play when entering a secret area.
Modern source ports added them with the message "A secret is revealed!" was copied from Blood.

>> No.10245798

>>10235725
>>10245794
Almost forgot, I added the scrolling smiley skin from your suggestion as well

>> No.10245834

>>10244556
There's a hentai room? What kind of hentai room?

>> No.10245874

>>10245834
The good kind ;)

>> No.10245958

>>10244519
Im gonna play this map and then make a boring universally hated version with a big strobing hallway. I do dig the dark waterfall area though. Watching this thread and then discovering "lol I totally made a christmas zone, its all easter themed, I used the existing closet space to do it, close enough right?" has soured my anticipation. Its too hard to make a big windtunnel so Im going to take on the challenge and see what I can do. I know nothing of any of this wad-making so we'll see, unless I can trick ooblite generic wad generator to somehow do it for me. I know that MCXIIIV future wad can do big tall wide rooms, maybe its finally time to get my hands dirty and see whats up.

>> No.10246489

>>10245794
I want a mapper's credit as "The Anon with the Big, Impotent Dick"

>> No.10246503
File: 188 KB, 1920x1040, Final.png [View same] [iqdb] [saucenao] [google]
10246503

Finished!

After almost a week of toiling away, I finally knocked this on the head. What started out as a joke map about hentai and friendly Hitler, turned into one of my most intricate maps I've ever made.
With almost 6,000 vertices, well over 10,000 side-defs and almost 1,000 Things placed.

I'll link to both a direct download and the DoomWorld forums download

Being made in the Boom format, this will work with just about any source port but I recommend PRBoom+ or GZDoom.

All difficulty options have been implemented, so for the less experienced players, you'll still have a chance. That being said, I suggest you play on HMP first as UV has some spikes in difficulty.

This map will take about 5-10 Minutes to complete

Doomworld Link: https://www.doomworld com/forum/topic/140012-outerpostwad-new-release/

I'll add a direct download link soon <3

Thanks for the help lads

Update Video:
https://youtu.be/l3VVSpLoWnU

>> No.10246521
File: 538 KB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]
10246521

>>10246503
Here's the Google Drive download Link:
https://drive.google com/file/d/19GCL2NIplk74AEmzJXSMzu9mHFW-Zdx0/view?usp=drive_link

Hope you lads enjoy

>> No.10246530
File: 54 KB, 680x506, 1693072269162409.jpg [View same] [iqdb] [saucenao] [google]
10246530

>>10246503
>no mention of /vr/

>> No.10246548

>>10246521
>request access
Really nigga?

>> No.10246601

>>10246548
Sorry, that should be fixed now. >>10246530
Pick up the automap :)

>> No.10246614

The distinct lack of benis on this map is disdurbin :DDD

>> No.10246645
File: 1.07 MB, 300x233, 1693782435709819.gif [View same] [iqdb] [saucenao] [google]
10246645

>>10246601
>Pick up the automap :)
I don't actually have a computer right now, so I can't even play it.
Good lookin' out, fampai.

>> No.10246654

>>10246645
>don't actually have a computer right now, so I can't even play it.

Just use the official Nintendo Ds port to play it

>> No.10246786
File: 494 KB, 1920x1080, Screenshot_Doom_20230915_190914.png [View same] [iqdb] [saucenao] [google]
10246786

Cool fuckin' map 10/10.
Is this skip intentional?

>> No.10246874

>get ambushed by the chaingunner and squad in the SSG room
>rush down the hall for pickups
>come back after taking out the imps and pinkies in the hall
>they've all killed each other in the meantime
lol

Ambushes feel a bit tight in the bum, but I'm enjoying it. Kudos for bringing peeps' suggestions to life but also making it work with your own thought-out design.

>> No.10246896

Was using Odamex, and after having to load from the Pain Elemental room a couple times, the ambushes stopped working. Neither the massive spawn outside the gate nor the one near the red switch gate happened, and I presume any else along the way Dunno if that's something to do with the port or what but otherwise it's making me have to play it again, although I did want to play it again anyways so whatevs.

>> No.10246947
File: 342 KB, 502x749, enforcer.png [View same] [iqdb] [saucenao] [google]
10246947

freeze!

>> No.10247697

>>10246786
>Is this skip intentional?
Sorry, I forgot to disable jumping and crouching in the MapInfo. Just about all doom maps are designed with the player having lead boots.

>>10246874
>Kudos for bringing peeps' suggestions to life but also making it work with your own thought-out design.
It was a genuine pleasure, haven't been that determined to finish and polish a map in a long time. A lot of fun trying to decipher people's ideas as well.

>>10246874
>Was using Odamex, and after having to load from the Pain Elemental room a couple times,
I never got around to testing Odamex, only PrBoom+ and GZDoom. Does Odamex even support the boom format?

>> No.10247708

>>10247697
I did not jump, I climbed the lamps.

>> No.10247721

>>10247708
What a cheater, everyone knows lamps are infinitely high

>> No.10247938

>>10247708
>>10247721
>What a cheater, everyone knows lamps are infinitely high
He's right

>> No.10247963

>>10246786
Off axis camera is blasphemy.

>> No.10248016

>>10247963
Damn straight, If you're willing to tilt your camera, you're willing to jump

>> No.10248018
File: 3.63 MB, 1366x768, 2023-09-16 03-12-24.webm [View same] [iqdb] [saucenao] [google]
10248018

>>10247721
Youre mom is infinitely tall,

>> No.10248027

>>10248018
Allowing the camera to tilt completely destroys the look of doom, it looks like complete shit, and anyone caught using such blasphemy should be burnt to death. GZDoom has ruined doom.

>> No.10248143

>>10248027
GzDoom has perspective correct rendering, freelook looks fine, stop complaining about your hurting pussy.

>> No.10248163

>>10248143
And it looks like shit. All walls are meant to be vertical in doom. I am not against freelook, but it should be done by y-shearing.

>> No.10248180

>>10248163
Carmack disagrees with you, he specifically did not implement up and down looking because he thought it would look unacceptably bad without perspective correction.
3DRealms said fuck it when making Duke 3D, and the game turned out great and it works, but the warping perspective still looks objectively terrible and any rendering method with perspective correction is an objective improvement.

>> No.10248230
File: 694 KB, 1920x1080, fml.png [View same] [iqdb] [saucenao] [google]
10248230

>>10248018
Omfg, I can't believe I didn't notice you could just walk right over that.

I updated the version on doomworld

>> No.10248236

>>10248180
>>10248163
I used to religiously use only horizontal aiming in doom, but once I started playing mods that required it, I stopped caring so much about it

>> No.10248246

>>10248236
The aiming itself makes pretty little difference overall, because there's actually not TOO many situations where it confers a significant advantage.

>> No.10248272

>>10248246
Yeah, there's only a handful a mods I can think of that are unplayable on just the x axis. The vanilla plasma rifle is really satisfying with freelook imo

>> No.10248278

Fixed the sewer skip :)

Updated version:
https://drive.google com/file/d/1b0sp_3VYWXki0Btfw_5nh4XOSKNEvHx8/view?usp=sharing

>> No.10248296

>>10248236
As I said, its not horizontal aiming that I have a problem with. Its tilting the camera. I have played doom with mouse aim before. But always using software rendering rather than opengl trash.

>> No.10248446

>>10248296
if you asked me a month ago what I preferred more, I would've said OpenGL
Only recently has that software look started to grow on me

>> No.10248725

>>10248446
It really depends on what the wad is made for. Overdose 2: Comatose was a fucking experience in Crispy Doom but it looked like shit in GZDoom. Invisible tricks I didn't even notice were suddenly embarrassingly obvious

>> No.10248767

I honestly expected more bullshit lol it was cool

>> No.10248801

>>10248725
>Invisible tricks I didn't even notice were suddenly embarrassingly obvious
GZDoom is obnoxiously bright, almost impossible to design darker rooms for both it and more authentic source ports.

>>10248767
>I honestly expected more bullshit lol it was cool
I used to make way harder levels, but I realized there is almost no fun in requiring TAS level movement to barely scrap through an encounter.
My focus is more on interesting level design now days

>> No.10250008

>>10225829
Cool, I'll try it now. Thanks for adapting our ideas. Mine were definitely rough and you made them better. I'll give Doom mapping another shot.

>> No.10250254

Tried, pretty good. Other then the already fixed sequence break and some misaligned textures, didn't meet any bugs. I was surprised at the ssg trap, literally any other wad maker would have put revenants there, so nice job not being turbo dicks.
The midi is dogshit though.

>> No.10250540

>>10248801
>GZDoom is obnoxiously bright
You can literally set the kind of lighting you want

>> No.10250863

>>10250008
Doom mapping is the only hobby that I've ever been consistent with. I think that's primarily due to it being a skill that never really degrades.
I hadn't made a Doom map for at least 6 months before starting this project but I'd still say this is one of my better decorated and designed maps.

>> No.10250869

>>10250254
>literally any other wad maker would have put revenants there, so nice job not being turbo dicks.
I stopped trying to make super difficult maps, I'm more interested in making interesting encounters. They're just no fun for casual players.
As for the midi, it was suggested here. I heard better slayer songs adapted into midi, but this was the one that was chosen...

>> No.10251970

make a box segment outside and away

>> No.10253101

UNF

>> No.10253712

"/vr/ Makes Another Map" W H E N ? ? ?
I don't have a computer or I'd lead it myself.

>> No.10253769

>>10253712
If you don't want to play GzDoom and a bunch of mods (which, mind, does have a number of compat options for performance, so it's a LOT better now than just a few years ago), then any half shitty laptop can run a sourceport like Nugget or Woof. Ultimate Doom Builder is also a really easy program to use, and it's not graphically intense either.

For the most part, Dooming is pretty accessible, and making maps for it is pretty easy, a million times easier than modding a game like Duke 3D (which isn't demanding to play, the editing software is just a headache). Maybe you don't have a computer right now, but consider if you can pick up a cheap one sometime, as long as it's not an extremely barebones old Netbook or something, you can get a fair bit of retro vidya on with it, get a mouse and just about any half decent USB gamepad, and you have lots of possibilities.

Failing that, I do actually see zoomers playing good old fashioned Doom on their fucking phones on odd occasion. While I couldn't imagine trying to interact with a fast paced action game like this with a touch screen myself, some people actually pull it off, and they manage it for pretty tough maps and mods too, so they're not crippled by it.

>> No.10254453

>>10253712
Prolly soon, I did really burn my self out making that map. Wanted to keep the updates going but I also let the scope of the map get way to big.
I've spent the last two days practicing wall and roof accents, so maybe when I feel as if I can achieve a new level of detail.