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| December 31, 2007 |
- Joel Murdoch
| July 2, 2004 |
The good news, however, is that D:AU is progressing, and given I've figured out a better schedule, might actually progress somewhat faster than the current glacier-like pace. At this point, I have a rough idea of the level progression, what each level is going to be (or the theme of the level), and an episode style to keep things consistent. I know that really doesn't sound like much, but as a level designer who's designs always have to have some basis in reality, that's pretty damn useful. It is a lot easier for me to design when I know how things are going to tie together, and where the level needs to go.
...But dammit, it occurs to me that I haven't said anything about exactly what I'm doing. I got a lot of suggestions from my last post (six months ago...d'oh) about what to do next, and I have decided on doing a sequel to P:AR. Deimos: Anomaly Unleashed will replace Ultimate Doom's episode two, and takes place shortly after the events of P:AR. I haven't written the story yet, but the basic gist is that Deimos has reappeared from the realms beyond with still more hellspawn, and you are part of a team sent to stop them. The target installation is the Omega Lab, the facility at which the UAC was performing the bulk of its teleportation research. Since the UAC facility on Deimos is much older than P:AR's Site B, there is going to be a lot more gothic-industrial architecture; more GSTONE than STRTAN, anyway. Part of the reason the pace of D:AU has been crawling is that I haven't quite acclimated myself to that style, but I'm learning as I go.
And yes, you greedy bastards, I do have screenshots.
That's all for now folks. Enjoy Action Doom.
- Lutz
| January 17, 2004 |
Surprise!
Sweet merciful McGillicuddy, 2003 just flew by, didn't it? Er, at least as it relates to this site; I haven't touched it for almost 365 days. Eeek. Of course, during that time I have found a new job, bought a house, moved out of DSL range, and got married (sorry, ladies)...so I've been busy, but still, it's been too long. Anyway, for better or worse, I'm back -- and I come bearing a long, convoluted, and reasonably self-serving piece of introspection. Read at your own risk.
Another example: when I started designing P:AR level 3 ("Dissolution"), the only thing I had in mind was the crane. So, I went ahead and built that; after the crane was done and looking pretty good, I sat for a while and wondered where, exactly, the level would go. Clearly, the crane was the central set-piece -- it had to stay -- but there needed to be some reason for it to be there (see the next paragraph). Eventually, I stumbled upon the idea of a crumbling, half-finished base. Also, I had been kicking around the idea of a "filling pool," so I went ahead to build that...and from the pool came the notion of turning on the water, and then the nukage, etc. Similarly, level 2 started only with the idea of a horizontally-moving platform and grew from there; level 5 with the Quake II-ish cavern architecture and the tank; and so on.
Some other points: I really like creating levels with "ancient/tech" themes; I think that medieval architectures strewn with industrial technology (e.g. CoDE3M6, as well as certain Strife and Unreal levels) offer the most opportunites for my concepts of both beauty and outlandish creativity. Further, I tend to always design spaces that "serve a purpose" -- there's some point or theme to the structures. Or, in other words, it would be very difficult for me to build a level like Doom II's MAP01...it's just sort of a vague tech-y "base" that could really be anything.
Anyway, I suppose you're wondering what the point of all this is going to be; so, here you go. After a year away from Doom (I played around with UnrealEd 2.0 but never released anything), I am feeling the desparate need to create. The problem is, I don't know what, exactly, I want to create.
Actually, I take that back -- I have a very good idea of what I want to create: namely, Unearthed. This was the project that the Chaos Crew started after the release of P:AR; it would have been a ZDoom-based gothic horror megawad in the same vein as Undying. It had a great plot by Joel Murdoch, and we had some big plans for it...but to do it right would take forever given the little time I can devote each week, and I'm not going to do it if it's not going to be done right. Basically, Unearthed isn't going to happen unless someone pays me (so, Mr. Carmack, if you're reading this: I'm sure you have $100,000 just lying around -- start a charity! Pay me to make a free mod for a 10-year-old game!)
Right, so what can I do that's also reasonably feasible? Well, I have a few ideas:
Finally, a lot of people critisize the "playability" of my levels, and it occurs to me that I really don't know what that means. Does the detail just cause things to run too slowly? Unclear as to where to go next? Are there not enough (or too many) monsters? More ammo? Less health? Help me out, here. Even though the primary reason I design levels is that I love to design levels -- granted, I like that others play them, but it's not the reason I do it -- it would be stupid to ignore helpful suggestions. So, talk to me, folks.
Also, Mr. Carmack -- write me an e-mail about Unearthed. Or just send me some money in a box.
- Lutz