What are you working on? [WIP Screenshots Thread]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: What are you working on? [WIP Screenshots Thread]

#421

Post by Ænima » Wed Jun 17, 2015 9:15 am

WhiteAce wrote: Image

Nothing special just a small insanely hard invasion map for me and a few friends to play so far I have only been able to make it to wave 6 by myself without cheating.

The hud I am using isn't included in the invasion, it's from Super Skulltag I believe? I found it in my Doomseeker file anyway I think I might modify it a bit for some reason the cell ammo isn't showing up, good hud though I might look into creating a custom hud myself.

Edit: Now I take a second look at it, that hud is really glitchy isn't it? If it was ripped from Super Skulltag ofcourse it is going to have some problems without modifications that is.


Lol yeah that's the old SST hud, the HP/AP sliders are cool but the bullet clip graphic's gotta go. :p


Me and Alienwolve are in the process of remaking the whole HUD. It will still use the visor outline but will be very minimal and unobstructive. You're free to modify the old one if you want to, just rename it if you upload it.


Nice looking map, btw. Reminds me of Delta Invasion.
Last edited by Ænima on Wed Jun 17, 2015 9:18 am, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]

#422

Post by Empyre » Thu Jun 18, 2015 1:51 am

I'm working on a new map to add to empyrion_v27. These are all the same map. The theme is that you are traveling to other worlds. I have not yet populated it with monsters.
[spoiler]Image
Image
Image
Image
Image
Image
Image
Image
Image[/spoiler]
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RE: What are you working on? [WIP Screenshots Thread]

#423

Post by FateLord » Thu Jun 18, 2015 2:56 am

Empyre wrote: I'm working on a new map to add to empyrion_v27. These are all the same map. The theme is that you are traveling to other worlds. I have not yet populated it with monsters.
[spoiler]Image
Image
Image
Image
Image
Image
Image
Image
Image[/spoiler]
the last one makes cum
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RE: What are you working on? [WIP Screenshots Thread]

#424

Post by NachtIntellect » Thu Jun 18, 2015 5:49 am

Ænima wrote:
Lol yeah that's the old SST hud, the HP/AP sliders are cool but the bullet clip graphic's gotta go. :p


Me and Alienwolve are in the process of remaking the whole HUD. It will still use the visor outline but will be very minimal and unobstructive. You're free to modify the old one if you want to, just rename it if you upload it.


Nice looking map, btw. Reminds me of Delta Invasion.
Thankyou, I am actually using this to take a break for a bit on one of the other things I am working on for some reason I can't design bigger maps well I can but they look so bland it isn't funny, which is a big downside for Rage of Storms (ROS, used to be LoreDoom but that name was a WIP, just something to use while I thought of something better) my creativity is what is holding other things in the mod back, I already have a spell system in place that allows player to exchange mana for casting spells.

So yeah, I will definitely tweak the HUD a little, it's not a bad HUD, I actually really enjoy it, when your new HUD comes out however I will most likely convert that into something I can use outside of the mod as I have done so for Demonsteele's player skin (Forgive me I am bad at remembering names but I named the skin correctly at least, it's stuffed away in my skins folder somewhere)
Last edited by NachtIntellect on Thu Jun 18, 2015 5:52 am, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]

#425

Post by fr blood » Mon Jul 20, 2015 10:37 am

Making a deep forest map for my mode.

Image

Hoping all these tree won't make low computer lag as hell.

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RE: What are you working on? [WIP Screenshots Thread]

#426

Post by NachtIntellect » Fri Jul 24, 2015 8:38 pm

Not entirely sure if I am ready to return to this project just yet, but I decided to do something that would replace the help screen, I did also update the 2nd map, I still don't want to touch the first even though I am in charge of it.
Spoiler: Large Image (Open)
Image
Spoiler: 2nd Map Update (Open)
Image
Image
Image
And finally, I said I am working on a mod of my own but unfortunately I don't have much to show, I will atleast tell you a bit about the mod, it's going to have a weapon repair system, players will automatically start with a repair spell that will use up some of their mana in order to mantain their weapon, alternatively players can find and use a repair hammer to repair their weapons, in the future I will have merchants that will provide repairing services aswell, still trying to find the balance of it all really, the hud design was actually made by myself, it's fairly good but it could definitely use some touchups to make it look nice and pretty
Spoiler: New mod stuff (Open)
ImageImageImage
What you probably might want to know, I am using a dev class which gives me infinite mana, higher amount of health, do not worry I will obviously remove this from the main release, it's just there for my own personal uses and to get around a lot faster, currently there are atleast 8 enterable buildings, 1 enterable dungeon with what I call implings (They are not your average imp, they are smaller, more agile and can only use fireball, I was actually thinking of making them use just the claw but I decided I'd probably add in another monster that uses melee and have them attack in groups) anyway if any of you have ever played Diablo, Skyrim, Oblivion you can pretty much guess what I am trying to do here but rather than trying to copy all the aspects of those, I have been adding in my own.
Last edited by NachtIntellect on Fri Jul 24, 2015 9:25 pm, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]

#427

Post by Hardbash » Sat Jul 25, 2015 6:52 am

Hardbash's Weapon Pack!
(very well named I think)
Wad is HWP###.wad or .pk3 or whatever the tits.
I'm currently on HWP007.
This wad replaces all weapons, I have no idea if it works in multiplayer, and it works in all game modes as far as I know (invasion, survival, etc)
It also replaces the skulltag weapons, and allows them to spawn over their ammo type (minigun has rare chance to replace clipbox, for example)
...aside from the BFG10K, that has a very rare chance to replace the BFG replacement, and holds like 5 rounds it's so powerful. Haven't actually found one myself while testing.
I couldn't find a decent weapon pack I could use and be happy with so I made this.
[spoiler]http://steamcommunity.com/sharedfiles/f ... =487738717
http://steamcommunity.com/sharedfiles/f ... =487738743
http://steamcommunity.com/sharedfiles/f ... =487738770
http://steamcommunity.com/sharedfiles/f ... =487738793
http://steamcommunity.com/sharedfiles/f ... =487738813
http://steamcommunity.com/sharedfiles/f ... =487738831[/spoiler]
Last edited by Hardbash on Sat Jul 25, 2015 6:59 am, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]

#428

Post by Fabysk » Tue Jul 28, 2015 11:13 pm

New Zand Band song: Flight of the Bumblebee (Rimsky-Korsakov - Piano Version)
[spoiler]Image
Image[/spoiler]
Image Image Image

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RE: What are you working on? [WIP Screenshots Thread]

#429

Post by Bloax » Tue Jul 28, 2015 11:33 pm

[spoiler]Image
Image
Image[/spoiler]
Hehehe
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RE: What are you working on? [WIP Screenshots Thread]

#430

Post by NachtIntellect » Wed Jul 29, 2015 12:16 am

Bloax wrote: [spoiler]Image
Image
Image[/spoiler]
Hehehe
Amazing Hud Bloax, did you do that yourself?
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RE: What are you working on? [WIP Screenshots Thread]

#431

Post by Bloax » Wed Jul 29, 2015 12:24 am

I don't know who did the original HUD, but I'm certainly the one responsible for making it look pleasant to the eye.
Last edited by Bloax on Wed Jul 29, 2015 12:24 am, edited 1 time in total.

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RE: What are you working on? [WIP Screenshots Thread]

#432

Post by ibm5155 » Wed Jul 29, 2015 1:34 am

Isn't that the gloome game Project?
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: What are you working on? [WIP Screenshots Thread]

#433

Post by ibm5155 » Thu Aug 06, 2015 12:05 am

Ehm nothing special, it's just that I'm updating the code of these two guys (and also another monster) to be 99% Decorate :D (it does the same thing as before, but, now it uses proper decorate functions that wasn't supported)
[spoiler]Image[/spoiler]
Also that spam is yet the only thing that zandronum doesn't support (only some dev build from zdoom) that's related to change the monster speed in decorate (like there's the running state where the monster speed will be like 15 and the normal walk speed that's 5)
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: What are you working on? [WIP Screenshots Thread]

#434

Post by MrEnchanter » Thu Aug 06, 2015 2:12 am

Single Player mapset Project:

Image
Image
Image
Image

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RE: What are you working on? [WIP Screenshots Thread]

#435

Post by N30N » Thu Aug 06, 2015 8:43 am

Just some map thing...

[spoiler]Image[/spoiler]
Ką?

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RE: What are you working on? [WIP Screenshots Thread]

#436

Post by Untitled » Thu Aug 06, 2015 3:13 pm

ibm5155 wrote: Also that spam is yet the only thing that zandronum doesn't support (only some dev build from zdoom) that's related to change the monster speed in decorate (like there's the running state where the monster speed will be like 15 and the normal walk speed that's 5)
You can get around that rather easily; what you need are two separate states:

Code: Select all

Speed 15
See:
/*Insert code here for choosing whether to walk or run*/
Walk:
**** ABCD 3 A_Chase //3 frames per A_Chase call
Run:
**** AAABBBCCCDDD 1 A_Chase //1 frame per A_Chase call
By just varying the frame counts, you can simulate different movement speeds.

Or, alternatively:

Code: Select all

Speed 15
See:
/*Insert code here for choosing whether to walk or run*/
Walk:
**** ABCD 3 A_Chase //3 frames per A_Chase call
Run: //calls A_Chase 3 times at once
TNT1 AA 0 A_Chase
**** A 3 A_Chase
TNT1 AA 0 A_Chase
**** B 3 A_Chase
TNT1 AA 0 A_Chase
**** C 3 A_Chase
TNT1 AA 0 A_Chase
**** D 3 A_Chase
I don't know your monster well enough to know frame counts (or the names of the sprites), but that's the general idea.
Last edited by Untitled on Thu Aug 06, 2015 3:15 pm, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]

#437

Post by ibm5155 » Thu Aug 06, 2015 3:19 pm

It's just a single frame xD

Well, if you want to know his decorate here is it

Code: Select all

actor IMSCARED2BETA 31199
{
  //$Category Ibm Stuff
  MONSTER
  //Radius 20
  Health 0x7fffffff
  Speed 3
  scale 0.08
  +GHOST +NOCLIP +NOGRAVITY +FLOAT +LOOKALLAROUND -SOLID +NOBLOCKMONST +DROPOFF +DONTSPLASH +BRIGHT
  ActiveSound"" 
  meleedamage 9999
  meleerange 64
  Obituary "%o was dead by \cjwhite face"
  
  var int user_WFHunterTimer;//
  var int user_WFStatusRandomizer;
  States
  {
  Spawn:
    SCAR A 1 A_Look
	SCAR A 0 A_SetUserVar("user_WFHunterTimer",0)
	SCAR A 0 A_SetUserVar("user_WFStatusRandomizer",-1)
	SCAR A 0 A_SetTranslucent(0,0)
	SCAR A 1 A_SetTranslucent (0.0,0)
    Loop
  See:
    //RETURN TO THE PREVIOUS SEE STATE (IN CASE SOMETHING LIKE MELEE INTERRUPT IT)
	SCAR A 0 A_JumpIf(user_WFHunterTimer>0,"SeeHaunt")
	//SEE STATE TO BE SELECTED
	SCAR A 0 A_SetUserVar("user_WFStatusRandomizer",random(0,100)) 
	SCAR A 0 A_JumpIf(user_WFStatusRandomizer<=15,"SeeLaught") //OK
	TNT1 A 0 A_JumpIf(user_WFStatusRandomizer<=25,"WanderState") //OK
	SCAR A 0 A_JumpIf(user_WFStatusRandomizer<=89,"SeeNormal") //OK
	SCAR A 0 A_Jump(256,"SeeHaunt")//last case | OK
	Loop
  SeeNormal:
	SCAR A 0 A_SetUserVar("user_WFStatusRandomizer",random(0,100)) 
	SCAR A 0 A_JumpIf(user_WFStatusRandomizer>=70,"SeeBlink")  //OK
    SCAR A 0 A_SetTranslucent(0.0,0)
	SCAR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_Chase
    Goto See
  SeeHaunt:
   SCAR A 0 A_JumpIf(user_WFHunterTimer>0,3)
   //START SETUP
   SCAR A 0 A_SetUserVar("user_WFHunterTimer",random(10,20))//Set the timer 
   SCAR A 0 ACS_Execute(46,0,1) //1
   //END START SETUP
   SCAR A 0 A_Playsound("KIDSND")//2 <-
   SCAR AA 1 Bright A_Chase
   SCAR A 0 A_SetTranslucent(0.1,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.2,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.3,0)
   SCAR AAA 1 Bright A_Chase 
   SCAR A 0 A_SetTranslucent(0.4,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.5,0)
   SCAR AAA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.6,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.7,0)
   SCAR AAA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.8,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.9,0)
   SCAR AAA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(1.0,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.9,0) 
   SCAR AAA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.8,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.7,0)
   SCAR AAA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.6,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.5,0)
   SCAR AAA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.4,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.3,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.2,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.1,0)
   SCAR AA 1 Bright A_Chase 
   SCAR A 0 A_SetTranslucent(0.0,0)
   SCAR AA 1 Bright A_Chase  
   SCAR A 0 A_SetUserVar("user_WFHunterTimer",user_WFHunterTimer-1)//in case it goes below zero
   SCAR A 0 A_JumpIf(user_WFHunterTimer>0,5)
   //RESET WHITE FACE TO NORMAL STATUS
   SCAR A 0 A_SetTranslucent (0.0,0)  //1
   SCAR A 0 ACS_Execute(46,0,0)         //2
   SCAR A 0 A_SetUserVar("user_WFHunterTimer",0)//in case it goes below zero
   SCAR A 0 A_Jump(256,"See")      //4
   SCAR A 0                        //5 <--
   Loop                            
  SeeBlink:  //OK
   SCAR A 0 A_SetTranslucent (0.3,0)
   SCAR A 0 A_Jump(127,2)//50% of chance to have heart sound
   SCAR A 0 A_Playsound("GDSEE")// visible active sound
   SCAR AAAAAAAAAAAA 2 A_Chase  
   SCAR A 0 A_SetTranslucent (0.0,0)
   SCAR AAAAAAAAAAAA 2 A_Chase
   Goto See
  SeeLaught: 
   SCAR A 0 A_Playsound("ELAUGHT")// Laught
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.1,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.2,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.3,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.4,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.5,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.6,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.7,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.8,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.9,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(1.0,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.9,0) 
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.8,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.7,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.6,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.5,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.4,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.3,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.2,0)
   SCAR A 2 Bright A_Chase  
   SCAR A 0 A_SetTranslucent(0.1,0)
   SCAR A 2 Bright A_Chase 
   SCAR A 0 A_SetTranslucent(0.0,0)
   SCAR A 2 Bright A_Chase  
   Goto See
  WanderState:
   SCAR A 0 ACS_Execute(46,0,1) //1
   SCAR A 1
   SCAR AAAAAAAAAAAAAAAAAA 0 A_Wander
   TNT1 A 0 A_Jump(10,2)
   SCAR AAAAAAAAAAAAAAAAAA 0 A_Wander
   TNT1 A 0  A_Jump(10,2)
   SCAR AAAAAAAAAAAAAAAAAA 0 A_Wander
   SCAR A 0 ACS_Execute(46,0,0) //1
   SCAR A 1 A_Chase
   Goto See
  Melee:
	SCAR A 0 A_GiveToTarget("IMSCAREDACTIVE", 1)
    SCAR A 0 A_FaceTarget
    SCAR A 2 A_MeleeAttack
	SCAR A 1
    Goto See
  Death:
    IBMA A 4 
    IBMA A 0 A_Scream
	IBMA A 4
    IBMA A 4
    IBMA A 4 A_SetTranslucent(1.0,0)
    IBMA A 4 A_Fall
    IBMA A -1 A_SetFloorClip
    Stop
  Raise:
    IBMA A 8 A_UnSetFloorClip
    IBMA A 8
    Goto See
  }
}
Basically, the see stat is just an infinite loop to decide what state should the ghoul be, if normal, do a normal walking, if it's running to go run state, ...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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RE: What are you working on? [WIP Screenshots Thread]

#438

Post by Dusk » Thu Aug 06, 2015 8:55 pm

N30N wrote: Just some map thing...

[spoiler]Image[/spoiler]
I quite like this design. Though that door in the background looks like it'd "disappear into the sky" if it opened, due to the lack of space above it.

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RE: What are you working on? [WIP Screenshots Thread]

#439

Post by Zanieon » Mon Aug 10, 2015 3:28 pm

Spoiler: Something BIG enough for me fit :) (Open)
Image
Joking it's the first boss arena.
Image

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RE: What are you working on? [WIP Screenshots Thread]

#440

Post by W1D3A55 » Mon Aug 10, 2015 7:47 pm

Just working on a claustrophobic map (almost done) Here are some very early screenshots of it:
Image
Image
Image
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