|'sup||May 22, 2009, 11:16 pm|
|Screenshots of an Unnamed Project||April 15, 2007, 4:10 pm|
|Jägermörder 02||June 2, 2005, 10:01 pm|
Update from my web site:
No Crucified Dreams yet which can be blamed on Jon Rimmer and Michal Mesko. Go harass them and don't forget to insult their mothers.
Jägermörder 02: Terra Nova is well underway, with the layout about 90% complete. I was aiming to make it Boom-compatible, just as the first in the series, but currently the sidedef count is 30,282, rapidly approaching the Doom engine's limit of 32,768. Even with SEGS, I doubt it will even run with Boom after I add the final area. I only have 384MB of RAM on the machine I'm working with causing Doom Builder to swap like madness, especially when I'm in 3D mode. It isn't too fun to wait 10 seconds for a texture change to complete.
The style of the level is the same as Jägermörder 01 - Chemical Lab, except I will fix a couple complaints about that map in its sequel. First off, the map isn't short, it's huge. Almost Xbox, even. Secondly, the map won't be easy but that doesn't mean I'm going to go all Hell Revealed on you. I know some players will be turned off by the two introductory fights that force you into a small area with plenty of crossfire. Lastly, the linear aspect of the layout's design isn't as much of a problem. The first 33% of the layout is linear but after that there's multiple paths to accomplish goals and multiple steps to reach goals.
As is the theme in my Doom career, this level was started loooong ago; the summer of 1999, I believe. It has ended up being a combination of a bunch of different maps I started but never completed, including: Mordeth E2, Jägermörder 05, a Quake-style wind pipe effects demo (you get vertically sucked up, then spit out the other end), SMMU/Eternity start map, an E1-style DM map for Crucified Dreams, an Ultimate Doom map I started in 1998 and areas from my remix of Lee Szymanski's Crucified Dreams contribution. Oddly, the theme and architecture are still consistent. Sprinkled throughout are subtle homages to some of my favourite mappers which you historians should be able to easily spot.
I'm not going to claim it's my best work yet since there are a few too many tight corridors and I didn't experiment with tenebrism enough as the whole layout is rather well-lit. I guess I'll delay that type of work to Jägermörder 03, which has a huge layout that's 66% complete. 04 has also been started.
Crucified Dreams will also have a deathmatch version of Jägermörder 01 with a modified layout more conducive to multiplayer. It's all words, isn't it?
|Crudreams and Other Banter||May 9, 2005, 5:16 pm|
Copy and pasted from my super cool web site:
Hello folks. I guess I can make an update despite not releasing anything in months. While you look at my wadography (I'm hearby coin this term to refer to an author's list of Doom works), you'll notice I have very little work in the public's hands. This is tiresome since I've been working for years on levels which for one reason or another I haven't released. I have seven unfinished single player levels, each in the range of 10,000 to 25,000 sidedefs. These maps include two sequels to the Jägermörder series (Boom) and two Zdoom maps that I think will be one of the first serious explorations into the capabilities of slopes within the Doom engine. One annoyance pertaining to these matters is the stretched look of steep slopes, but I'll make due.
I suppose to next topic of discussion is the much maligned (wait, I mean forgotten) Crucified Dreams. Yes, it is still being worked on. It was started in 1998 but think of it this way: when I picked up the project from Covaro in March 2000, most of the maps in the project either sucked (Hi Pixel!) or were Gothic DM2 rejects. I've cut out a fair amount of material and the rest has been heavily reworked. From there I also finished a bunch of levels from scratch. Along with this, I took the texture resources which were mostly gothictx.wad, added SlaughterDM resources and some textures of my own. This led to me retexturing many levels and reworking layouts and redetailing... I've pretty much gone through each level four times detailing. Some of the geometric detail is approaching being obscene but I think it's was all worth it. While Gothic DM2 pushed the limits of doom2.exe, I'm trying to push the visual limits of Doom2 within a 2.5D space without slopes... although I've also added some slopes composed fully of 1 pixel wide sectors, but it looks aesthetically pleasing since I made sure to align textures and flats to avoid repeating pixels. You read all this thinking it's Gothic99 MAP01 all over again, but it's far from that. Many of the areas are modest, kept clean and simple, for the most part. In fact, only one level is above 1MB... actually it's above 2MB and will reach Doom II's limit of 32,768 sidedefs. I think it will be the largest deathmatch-only Doom level ever made so I can add myself to the annals of the Doom community as the fool that put the stupidest amount of hours into editing a twelve year old game. What is the largest Doom deathmatch level anyway?
Other distractions taking up my time include writing and editing Doom Wiki articles, mostly in the realm of authors and wads. I want to fill in the info on pieces relating to the GothicDM team since they were so influential on myself and the Doom community in general. Yeah, go ahead, start whining about gameplay now. Forget the fact that nothing of worth ever has shown up in Doomworld's /newstuff reviews in months.
I added three more wads to the TEXTURES!!! section. Enjoy.