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Status Replies posted by Remilia Scarlet
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Hmm vs wtf
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A few days ago I mentioned something about a Quake map I had sitting around on my hard drive, and I was trying to decide what to do with it. Well, I've cleaned it up and decided what it'll be. But first a bit of backstory...
For a while I've been wanting to do a sequel to Shadows of The Nightmare Realm that continues on with the storyline, but I hadn't come up with anything solid. All I had was a few ideas and test maps. Since it wasn't going anywhere, I decided to put it on the back burner while I worked on a new project ("Kuroneko Project") that deals with a coven of witches. This was originally going to be for Quake, but for various reasons I switched over to Heretic and GZDoom early on.
Before the switch, I had a start map and a normal level mostly finished - the thing that's been sitting on my hard drive for a while now. Well, the other day, I a flash of inspiration for this SoTNR sequel that I put on the back burner... and what's more, I realized I could use this level in the sequel.
So it is, the sequel of Shadows of The Nightmare Realm will use Quake. This new project is called Xala'noth and will be released in pieces/episodes. This new level (and the start map) is the first piece and is called "The Shore of Shadows".
So yeah, it'll be out middle of next month. I'm currently waiting on some things for my Heretic project anyway, so this is the perfect time to get this out the door.
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Hmm, I suppose I should make some sort of official announcement post for my Heretic project ("Kuroneko Project"), especially now that it has a real name. Perhaps once I'm finished with this first major level, which should be done quite soon. For now, a simple profile post is good enough.
Basically it's a project that uses Heretic as a base, but is not itself Heretic. Instead it's an original story/cannon. Gameplay is somewhere in-between Quake (of course), Heretic, and a little bit of Diablo 3, while the story is unintentionally sorta like Amid Evil. Which is funny; I didn't actually know Amid Evil's story until six days ago.... ^_^;
The scope of the project is large enough that I'm considering having a single guest mapper do one of the four main levels.
Anyway, for now, here's a layout created with my Dwaddle program's udmfimage mode. The blocking out and combat plans are all done, but not all the detailing.
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So glad I seem to be over that horrible mappers block/depression that plagued me most of the year. Now to do Heretic stuff.
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holy crap you've been here since ESOD was released
before ESOD even.
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I don't remember who said that I'm already a good mapper year or two back, when I showed never properly finished map back then, but I want say thank you. Everytime, when I feel discouraged or sad over mapping stuff, I just remember those words and continue foward regardless of outcome.
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Got a strange hole in one of my maps :s can't figure out what has caused this.
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Got a strange hole in one of my maps :s can't figure out what has caused this.
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I'm tired from work...maybe I'll need some hugs to be relaxed :)
cya tomorrow for better day
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I still enjoy peanut butter and jelly sandwiches! <3
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Hi, do people often ask you to play Despacito?
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Hi, do people often ask you to play Despacito?
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Hi, do people often ask you to play Despacito?
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Putting serious consideration into doing my own community project based on near death experiences.
this project asks mappers: what does death mean to you? Do you fear it, do you embrace it, or do you simply accept it as part of life? What are your thoughts and experiences with it?
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Coming soon.
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Wait... wait... how long have these buttons been here in GZDoom Builder?!
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This is about 5 days worth of work. I think I've gotten faster.
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Ignore the whole "UoF is my last Doom map for a long time" >_> Guess you can't take the Doomer out of me!
I've decided to take a break from my Quake level and experiment with an idea I had. Well, three ideas, really. The first is a map based on three areas, each with a different gameplay theme, and which can be done in any order. The three areas are: environmental traps, darkness, and "normal" Doom-style gameplay. I almost added a fourth, jumping puzzles, but decided not to.
The second idea was to make a gothic techbase. Think 40K meets Doom, with my own personal style.
The final idea was to not have any difficulty selection, but instead make the map adjust itself dynamically. So if the player is dying a lot, they start taking less and less damage, items show up more frequently, some areas may have fewer monsters dynamically spawn... stuff like that. Since this could mean the level would get progressively easier, I also figure I should adjust the difficulty back up as time passes. So to counteract things, I'm factoring in the number of deaths since a new game started, and "forgetting" some of them after certain amounts of time. So if I've died 5 times since the level started, but X number of minutes has passed, it'll start thinking I've died only 4 or 3 times instead, then readjust things as-needed.
I have no idea if any of this will work, but that's ok. I just want to tinker ^_^ Prototyping in ACS is also easier than doing things in QuakeC for me at the moment since I'm still learning it, so I figure I might as well do it in GZDoom.
Right now I'm still blocking out rooms and getting the difficulty adjustment scripts started.
Also, the level already has a name: Freaky Panties
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Hello, Doomworld it has been a very long time indeed. I'm back and alive thankfully.
Great to see this site as active as ever.
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Ignore the whole "UoF is my last Doom map for a long time" >_> Guess you can't take the Doomer out of me!
I've decided to take a break from my Quake level and experiment with an idea I had. Well, three ideas, really. The first is a map based on three areas, each with a different gameplay theme, and which can be done in any order. The three areas are: environmental traps, darkness, and "normal" Doom-style gameplay. I almost added a fourth, jumping puzzles, but decided not to.
The second idea was to make a gothic techbase. Think 40K meets Doom, with my own personal style.
The final idea was to not have any difficulty selection, but instead make the map adjust itself dynamically. So if the player is dying a lot, they start taking less and less damage, items show up more frequently, some areas may have fewer monsters dynamically spawn... stuff like that. Since this could mean the level would get progressively easier, I also figure I should adjust the difficulty back up as time passes. So to counteract things, I'm factoring in the number of deaths since a new game started, and "forgetting" some of them after certain amounts of time. So if I've died 5 times since the level started, but X number of minutes has passed, it'll start thinking I've died only 4 or 3 times instead, then readjust things as-needed.
I have no idea if any of this will work, but that's ok. I just want to tinker ^_^ Prototyping in ACS is also easier than doing things in QuakeC for me at the moment since I'm still learning it, so I figure I might as well do it in GZDoom.
Right now I'm still blocking out rooms and getting the difficulty adjustment scripts started.
Also, the level already has a name: Freaky Panties
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Streaming Umbra of Fate this morning 10 AM EST! Kicking off summer with my most looked-forward to WAD this year! 💉🔮