Technical Hurdles With Other Realm.wad

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.

Doom: Other Realm.wad

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.

High Noon Drifter Fan Art

terminusest13:

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.

Doom: High Noon Drifter

(Originally posted on Tumblr by TerminusEst13)

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.