HQDefault Posted November 7, 2023 9 hours ago, Proxy-MIDI said: (I think we can consider my slot as completed, right ? :P ) Ah, yes. Thank you for reminding me to update that. 0 Share this post Link to post
Andre Suave Posted May 22 I'm new to SC and fairly new to doom modding so forgive me if this sounds uninformed but I'm wondering if E1M7: Computer Station and E1M8: Phobos Anomaly is still on the way. I'm not too fond of the secret levels but if all of the main episode 1 maps are present I'm thinking about playing this through Project Brutality. 0 Share this post Link to post
terminator80091 Posted May 30 Hey guys, are people allowed to contribute maps here? 0 Share this post Link to post
Underqualified_Gunman Posted July 26 On 5/30/2024 at 8:28 AM, terminator80091 said: Hey guys, are people allowed to contribute maps here? On 8/8/2023 at 7:38 PM, HQDefault said: No, I intend to do all the actual mapping stuff on my own, but thank you for offering. This was in response to another similar question but probably answers your question. 0 Share this post Link to post
HQDefault Posted August 15 (edited) I'm back. Again. Hopefully for real this time. Yeah I'm not gonna lie, my life's been kinda rough lately. I've continued to struggle with college due to my mental health issues, which in turn made it difficult to feel like I had time to work on mapping projects. And in this past summer: I have moved to my brother's apartment, I've had another computer break on me (I wound up using a college loaner for a while), my dad got arrested and is facing a minimum of 5 years in prison, my biological father died, and now I'm in the process of moving back out of my brother's apartment and trying to find a job. Here is the good news- While all this was happening, I decided to move to online classes to finish my degree. I've taken two courses over the summer, and things have been going much better. Also, while my dad getting arrested sounds stressful (and it was in the moment)... without divulging too much information, I'll just say he really had it coming. My house feels infinitely more comfortable without him being here. And lastly, I now own a new laptop and can finally get back to work on Spectacle Creep. Long story short: For the first time in a while, my future actually looks fairly bright. The status of the mod- But enough life posting! Here's what's happening with the mod: I've officially decided how I want to handle the "introductory segments" of each level. It's not usually going to be a complete bridging between two levels, instead I've decided I just want to have a brief bit of puzzle solving to enter the main complex and set the scene. Y'know, just enough to make you feel like these bases actually occupy a space on this terraformed Phobos. I've completed these bits for each of the levels up to E1M4. I'm also thinking a lot more about how I want to handle the storytelling in Spectacle Creep. While I of course want to keep things mostly subdued, I'm thinking I might have a very small number of Half-Life style scripted sequences. Like... a maximum of 3 in episode one. And they'd all be in either the short intro areas, or tucked in a secret somewhere. This is of course really tough to make convincing in GZDoom, so we'll see if this goes anywhere. I do know I want to re-write all of the interstitial screens to be more focused on Doomguy's mindset and his mission rather than just "here's some trivia about the level you're going into." Also GZDoom's been updated so that some of the settings I used while building Spectacle Creep no longer exist. So... that's something I might need to figure out. Oh yeah, and I guess Legacy of Rust dropped and updated some of the beta textures that I've been using. I might go into the WAD files and see if I want to incorporate some of its assets in with SC. As a bonus, here's some work in progress screenshots... E1M2 opening area: E1M4 opening area: Edited August 16 by HQDefault 11 Share this post Link to post
HQDefault Posted August 24 I'm back with version 8. Link: https://www.dropbox.com/scl/fi/bgg8l9ifzpba19j36c9gc/spectacle-creep-build8.zip?rlkey=9fq1k0p6anh032wwoh323oygl&st=55cbw2uh&dl=0 I was going to wait until E1M7 was ready to release the next update, but I figured since it's been such a long time I might as well. This version adds opening segments to most of the levels, except E1M5 and E1M9. E1M5 already had an extended outdoor secret that you caught a glimpse of at the beginning, and E1M9 works better when you're dropped directly into the action. If I do move onto the later episodes, these probably won't appear as often just because I think Phobos is helped the most by the scene setting. Also has a few refinements to the addon mod, such as some new frames for the status bar face as well as some new pickup sounds. 4 Share this post Link to post
HQDefault Posted September 15 I've come with some good news. E1M7 is getting pretty close to being done. The main layout is just about finished, I just want to polish up a few more things and add some more details here & there, and then it'll be time to add in the monsters and items and such. This one feels like it's taken quite a bit longer for me to finish compared to the previous maps, I guess partially because I'm still getting back into the swing of things after that long hiatus, and also because of how big and interconnected this map is in general. As is tradition, here's a layout comparison between the two maps- This map will also be getting the "introductory area" treatment once I've wrapped up the main layout and enemy placement. I also want to experiment with that Half-Life style scripted sequence idea I had before releasing the next update. I wrote a script for a short scene at the beginning of E1M3, we'll see if I can get it to work. 3 Share this post Link to post
HQDefault Posted September 20 UPDAAAATE! Download link: https://www.dropbox.com/scl/fi/e9ckxl6u8v8aeya81aky2/spectacle-creep-build9.zip?rlkey=w0gvhs2twplou24yfappqovas&st=dtztb9u7&dl=0 E1M7 Computer Station is done and ready. I feel like I was a little rusty when it came to the smaller details, but in terms of level theming this is probably my most creative remake so far. I also went in and re-made and re-wrote each of the intermission screens, to be more focused on Doomguy's journey rather than just a bunch of lore tidbits. Sadly I haven't gotten the scripted sequence thing done, but I also have a lot of stuff planned for the final Episode 1 release so honestly it can wait. The current plan is to have Episode 1 finished by the end of the year. I need to make a list of all the stuff I want to have done for the final release, because like I said, I have quite a few things planned that I think will really tie the whole package together. 5 Share this post Link to post
HQDefault Posted September 21 (edited) Smaller update: https://www.dropbox.com/scl/fi/yc4szo44g1lj7r7npqgq7/spectacle-creep-build9A.zip?rlkey=cknmk8ow5ep6a9azw8567g9z7&st=x923gfa0&dl=0 I hadn't updated the splash screen for E1M9 and it wound up contradicting the re-write I did for the other intermission screens, so I had to go in and fix that. Also fixed a small error with the timing on the elevator in E1M3, and did some minor detail improvements on E1M7. Edited September 21 by HQDefault 0 Share this post Link to post
HQDefault Posted September 25 I wanted to briefly showcase the scene I did for the start of E1M3: Currently both of the guys are voiced by me. If you have any experience voice acting and wouldn't mind reading these lines yourself, I'd really appreciate that. Because I'd prefer not to be stuck with my own crummy voice acting. 4 Share this post Link to post
HQDefault Posted September 27 New update: https://www.dropbox.com/scl/fi/w2mi55bvtyb681b3fy16f/Spectacle-Creep-Build-9B.zip?rlkey=u31uozi9zo80kcktu54jjvmst&st=6dzfkhv0&dl=0 Added in that snazzy new conversation sequence at the start of E1M3, complete with subtitles and the ability to skip the whole thing by leaving early. Also fixed an issue with the floor damaging you where it shouldn't in E1M7, and further improved some of the detailing in E1M3 to get it back up to par with the other maps. 1 Share this post Link to post
Jenoclip Posted Sunday at 03:05 PM WTF is up with the elevator floor?https://youtube.com/clip/Ugkx6AUxR00yKMUzd63jhcTRwFbAgr8iXNsg?si=dTGDvENWr_3Pra2b 0 Share this post Link to post
HQDefault Posted Sunday at 05:50 PM 2 hours ago, Jenoclip said: WTF is up with the elevator floor?https://youtube.com/clip/Ugkx6AUxR00yKMUzd63jhcTRwFbAgr8iXNsg?si=dTGDvENWr_3Pra2b UUUGGGHHHH I HAVE TO GO AND FIX THAT NOW. I have no idea what's going on there but I'm going to try and replicate it and see what the hell is going on. 0 Share this post Link to post
HQDefault Posted Monday at 04:32 AM Build 9C is ready: https://www.dropbox.com/scl/fi/bqqadwprhz9fatfwz4loj/spectacle-creep-build9C.zip?rlkey=1ohqf7ur3gg3szfrthieh7vsf&st=u3pw4y3g&dl=0 For starters, I fixed the elevators now. Previously none of the sectors on them were linked and also had an awkward set of booleans to determine if you could press the buttons or not, and they could easily be broken if someone stood on them wrong. Well not anymore, I have a much better set of checks in place that also makes for a much neater bit of code. Secondly, I finally went and made a 3D model for the rocket launcher, so it now has a pre-rendered set of animations to fit with the rest of the arsenal. 0 Share this post Link to post
HQDefault Posted Monday at 06:22 PM Wanted to share some of my plans for E1M8 and how they relate to my ongoing search for cool remixes. Without spoiling too much, I can say Phobos Anomaly is easily going to be the most diverged from the source material, and is going to have quite a bit more going on before you can activate the portal to Deimos. So what I wanted to do was split the track "Sign of Evil" into two parts, an "Atmospheric Half" and an "Action Half", where a more aggressive and guitar-heavy version kicks up when you start activating things (and not just when you fight the barons because realistically you'd only hear it for, like... 20 seconds). But I really need the community's help for this because trying to do this only with existing remixes/covers on the internet is pretty rough. Despite the sheer abundance of E1M8 remixes, there's not really a track that is a good fit for both halves, nor are there many tracks that can only serve as one or the other, especially not on the action side. So right now what I'm having to do is pick something that's "good enough" on the atmospheric side, and try my best to cut up a different remix to fit in the action side. Anyway, if you're into this idea and have the spare time to help make some music for the mod, I'd be super appreciative. 0 Share this post Link to post
StarTanned Posted Monday at 11:12 PM Not to be annoying, but I've always been partial to this version because it has atmospheric and more intense sections. Maybe it can serve as inspiration for someone for your idea of having two track blending into one another. 0 Share this post Link to post
HQDefault Posted Tuesday at 02:25 AM (edited) 3 hours ago, StarTanned said: Not to be annoying, but I've always been partial to this version because it has atmospheric and more intense sections. Maybe it can serve as inspiration for someone for your idea of having two track blending into one another. This is definitely on the right track, but the issue is that the way it cuts from "atmospheric" to "intense" makes it impossible for me to separate the two cleanly. For reference, the track that I'm probably going to pull the "action" half from is this cover by Matias Lehtoranta (who also did the Dark Halls remix): Like, this is probably the only instance of a remix that allows for a really clean separation between the two halves. And I would have used it for both, but for as much as I love this piece the atmospheric portions in this just wouldn't really fit the vibe of Spectacle Creep (or at least not for Phobos Anomaly). 1 Share this post Link to post