Now that I'm mostly past being sick, I'm back to working more consistently on my Doom and Quake maps. Having that break gave me time to step back, examine them, and decide how I want to continue to approach them moving forward.
My Doom map, ultimately, is just going to be a one-off deal. That idea of having a prequel to SoTNR is still something I'm passionate about doing, but not with this map. I just don't have access to the resources I need to realize my SoTNR prequel at this time. So it'll just be a standalone map, with no connection to SoTNR as far as story goes.
In a lot of ways, this map has become a sort of experimental playground for me, where I'm practicing with larger areas, different textures, and really pushing the lighting style I had in SoTNR map 03 further. I also really wanted to revisit the idea of having an XBAWKS HUEG map that was divided into different major areas, like in Extreme Terror. So, that's the direction I'm heading. The map starts outside, leads into a sort of outer temple, then heads into an underground dungeon/crypt. From there it will head into an inner temple, then into a torture/sacrifice area.
The Quake map is also just a one-off map that I'm using as a learning tool. It's very straight forward and doesn't experiment much. What's funny, though, is that it actually shares some rooms with my Doom map, yet changes very drastically after the first two or three rooms. This is because my Doom map started off as an experiment to see how well I could recreate my Quake map in GZDoom.
So yeah. Extreme Terror was more experimental, SoTNR was not. The new map is experimental again. It's like my Doom maps are matching how I approach writing music :-P
Today some teen on a bicycle asked me if I'm a girl. I wanted to say some word, but no words came out. My reply was somewhere between laughing and hissing.
Also I finally managed to end that long distance relationship I had. It lasted 8 months and didn't ever meet. And now when it was finally possibly possible to meet, I was too bored and exhausted to meet. Felt relieved. Maybe now I can get something done for my game.
As it turns out, I'm so much more productive when I set self-imposed time limits for myself while mapping. It stops me from reworking the same room over and over again. Everything comes together at a faster pace so I don't get bored or lose motivation. Too much time to think and I start being critical of what I have up to that point, this is so much easier and a whole lot more enjoyable. Wish I would have thought of trying this sooner.
I don't know why developers never seem to care about using portals (like the ones seen in the original Prey). It's pretty awesome stuff, and it's used so little... It could be awesome to create confusing layouts or puzzles. I can imagine a DM map with those as well!
Potentially-unpopular opinion here: but I'd like it if .WADs could start having high-quality music as a general trend. Even prBoom+ supports .OGG and .MP3 filetypes, and it would be nice not to have those all-too-familiar twee MIDI patches distracting from the action.
I found this to be very convoluted, and grand architecture got in the way of an otherwise amazing idea. For example, I personally enjoyed the little secret entrances to Tartaros the best parts of the game... they were very trippy, and I still don't know how getting the secrets in the seemingly unrelated map managed to register on the proper map of Upper Tartaros. Yorick's Skull seemed to be overall irrelevant to reaching the end stage, which I found interesting. In fact, I don't know what placing it did at all to the map, except for release a horde of Afrits.
Thanks for all the fish.
A good DOOM mod should be challenging, right? How about challenging what is expected from the maps themselves? This is exactly what UnAligned does. In spades. Gimmicks and puzzles abound; especially E3M1, oh wow -- when I found out that the teleporters were basically math instead of "do them in this order", it became a great thing indeed, and this is saying nothing of the voodoo doll puzzle, or... you get the impression.
If you want good solid combat, look elsewhere (or IDCLEV to E3M6 and play DOOM Tower Defence). But the fact is the DOOM engine offers more potential than just various configurations of shooting, and UnAligned is a good place to look for that kind of thing. By its very nature, the entire thing is hit and miss (each and every criticism of E1M8, for example? Completely justified -- a nice idea made totally frustrating in its extremity, and something already done better by MAP07 of Valiant for example) but there's likely something here to surprise anybody. I give it five stars for its creativity; not the overall quality, which is as sporadic as the themes of gameplay. It's not for everybody; in fact it's not for many people at all; but dash it all, if it ain't unique as hell. Even if, as the name would imply, it's not the prettiest smartass around.