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Remilia Scarlet

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About Remilia Scarlet

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    She/Her/Comrade

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  1. 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

    1. Nine Inch Heels

      Nine Inch Heels

      That seems like positive news all things considered. Gonna be interesting to see what you have been cooking up in your "laboratory". ;-)

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