The Heretic level I made for the Heretic Upstart Mapping Project is finished. Here are some pictures I took while making it; I didn’t take pics of the finishing session, and with a busy day tomorrow at a not-so-new-but-incredibly-exhausting job, I think I need to go sleep now.
Play it when it gets added into the next release of HUMP.
Work-in-progress level for HUMP (Heretic Upstart Mapping Project) “Oasis Temple”. This is the first area. Right now the map is quite large but the actual playable area is very small – almost the whole level is dummied out content.
WIP screens of my submission for the “300 minutes of /vr/” Doom speed mapping challenge. Level geometry, progression, doors, lifts and (most) traps are all in, I just need to finalize the monster, health and ammo placements. I have one hour left to do those things.
It’s inevitable in any creative project that things will fail and you’ll have to redo them.
After a long & busy period at work, I found time to load up my WIP megawad and get reacquainted with the levels. I found out that tweaks to gzdoom’s lighting engine have made the experience inconsistent and sometimes unplayable. All of these screenshots are set to the same level of brightness, they’re just using different light rendering modes.
Luckily DECORATE has a function that allows you to force a certain light modes. Sector lighting is now set to dark all the time but I’m not having much luck getting the levels back to their old aesthetic.
Here’s some screenshots of a long-term wad/megawad project I’ve been working on that’s tentatively being called The Other Realm. It’s an atmospheric / horror themed wad that celebrates the concept of Quake 1.
After
playing Quake I really felt like there was a lot of unused potential.
The atmosphere was fantastic and the textures, despite the limited
palette, really brought out the Lovecraftian gothic atmosphere. The next
time I was in Doombuilder, I decided to load up the Quake texture set
to build a Quake room. I’d only ever made original Doom map format maps,
so I went a little more ambitious and made a UDMF format map. That let
me add some slopes, and then I decided that I needed one or two sprite
replacements to suit the mood. Before I knew it, I was knee deep in a
project that existed partly to celebrate Quake but mostly to teach
myself DECORATE. It’s been a slow journey. I’m still inexperienced and
learning as I go. It’s currently a gzdoom-exclusive level pack, 3 levels
in so far.
The lighting has been a problem. Quake textures don’t
look good in Doom’s normal bright lighting, and every gzdoom sourceport
update that tweaks the rendering completely messes the visuals. It
hasn’t helped that I didn’t discover dynamic lights until I was 3 levels
in (and to be honest, my experiences with mods with lots of DL isn’t
great). Everything is carefully crafted sector-based lighting. To help
ensure the mod looks the same for everyone, I’ve set it to force dark
sector lighting but there’s still plenty of graphical work to get done.
A wonderful take on Basilissa as done by my friend Fran. He likes the idea of her having a human form to disguise herself on Earth, alongside her actual demon form.
As always, his art is magnificent in every way. The linework is
crisp, the designs are awesome, and I love the way he did the fire hair!
Thank you very much!
(As originally posted on Tumblr by TerminusEst13) I’m continually blown away by the amazing creativity in fan communities.
High Noon Drifter is getting closer and closer to release, with only a small handful of things left to do. So
with that, I’ve distributed a couple builds out for folks to test and
share their thoughts on, and I’ve also been doing some serious
playtesting of it. And there’s been one mapset that I think has fit
wonderfully.
This is a run-through of Strange Aeons, Episode 1, with High Noon
Drifter on UV. I don’t really go for many secrets or 100% completion,
and many of the weapons are still unshown, but hopefully you enjoy
nonetheless.
TerminusEst
I’m really looking forward to playing this. The new abilities look super fun.
Arcane Dimensions is a single player mod for Quake which is frankly astounding. It massively expands the game with enormous, technically impressive levels and is just all-around an amazing experience. It’s a must play.