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The
Megawad News
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September
26 / 2008: Back In The Zone
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It's been ages since I updated
my site so it's about time that I did so.
Last week or something like that I finally
finished off my NDCP2 map, Ominous Core and sent
it in. Hopefully the last remaining maps will
get done soon. Anyhow, I'm pretty happy how the
map came out.
In Vilecore 2 news. I didn't get a lot done
since my update in March. I got distracted by
playing Two Worlds, F.E.A.R. plus expansions,
then we had high humidty for July and August,
which doesn't help when it comes to being motivated.
So now that the weather is cooler and I'm not
into gaming, except some messing around in Guild
Wars.... I'm getting the impulse to edit again.
The last few days I've been messing around in
map 16 and 17 (after going through map 31 and
32 before). Map 16 is more or less done and 17
needs work for the last ¼ of the level.
Ummm I did post some updated Vilecore 2 screenshots
to Wads In Progress and on the forum (back in
March). I never did mention the fact on here
until now.... /my bad. You can check out the
screens in the Post
Your Map Screenshots Up thread on the Newdoom
forums in
this post. You can also check them out on
WIP, right
here. I've shown these areas before, but
not from these perspectives and the areas depicted
have seen decent changes. The area with the orange
sky is map12: Chaos Site and you can see the
original area from Vilecore right
here.
The texture count for Vilecore 2 has now gone
past the 1000 mark! Also since typing all this
up and not posting it for a day, I've been back
into the editing and got quite a bit done on
map 17. So it's good to back to working more
steady on it all. That's about all I have to
say for now.
I do have to go over this site sometime soon
and fix links and repair missing screenshots...
Ok I'm outta here!
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March
9 / 2008: Problemos With Demonz
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I played Exl's Demons of
Problematique for Doom 2 and ZDoom and added
it last night to my Level
Of The Day section. I'm just getting it put
up now this morning. It's certainly a tough (at
times) set of maps on UV but certainly very doable.
I have nothing else to say for now..
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March
5 / 2008: New LotD and Vilecore Progress
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Yesterday I started to play
a map with the hope of playing something decent
but the map wasn't very good and I quit part
way through. I haven't played a lot of peoples
Doom levels in a long time and I still have stuff
like Knee Deep in ZDoom to finish! Due to me
being more interested in making levels, I don't
take much time to play. Anyhow I decided to play
Point Of No Return by Job and just added it to
my Level Of The
Day section. If stealth monsters piss you
off, then you may want to go play something else.
Otherwise check this one out.....
To continue on from my last update.... I'm still
playing through the Vilecore 2 maps in sequence
and editing each map as much as possible and
then heading to the next. Last post I was in
map 08 and today I'm in map12. I did a ton of
work to map11 (my prison map - Doomcatraz)....
and I think it's turning out to be one of my
favorite maps. The outside perimeter of the prison
got a lot of love! The original outside area
is a big square.... O_o In the new version the
outside is broken up by a series of gates that
you can only pass through by entering guard structures
that are built into the surrounding rock walls...
makes it more fun to play and looks cool as well.
I also noticed during play of the old map that
I sometimes forgot to go into the cell block
for the red key so I put another way into the
cell block that is obvious when you play. There's
also an easier way to get the yellow key this
time but only if you go the right way.. haha.
Overall it's looking good. Now that I'm in map12
and away from the prison, I'm expanding the entry
area with a nice cave-like place that has some
machinery and dark tunnels....
That's all for now!
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February
10 / 2008: Vilecore II Report
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I'm currently working my
way through Vilecore 2 by playing each map, taking
notes and then editing what I want done. I'm
not saying this is the final pass through the
levels but it is certainly getting close to that.
The first six maps didn't need much work but
map seven took me days and now I've been in map
08 for three days and I'm almost ready to go
to map 09....
I did up a comparison in-editor screen of Demonic
Outpost, the 7th level of Vilecore that shows
how much work has gone into beefing up the map
for Vilecore 2. It really is a whole new map...
Here is the map comparison as viewed in Doom
Builder (photo shopped). I colored some portions
so you can better see the same areas and how
they changed. I also added some of the map specs
on there (including the old and the new for comparison).
The reason I'm not showing any new in-game screens
is because I don't like showing too much and
I already revealed enough in my humble opinion.......
I just did a count on how many
textures I have in the project and the total
comes to 977 (647 walls and 330 flats). I don't
think I will be adding many more at this point...
That's about all I have to say for now on Vilecore
2.
Take it cool! I'm off to attack
some snacks and get some beauty sleeps.
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January
28 / 2008: Wads & Fail
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First of all I fixed up
some of my Projects page and some of the individual
project pages and added a page for 13 Years of
Doom (All I did was a crappy letter 'D' for the
project). I still have to add a few pages for
stuff I never did re-add after I changed the
section way back....... not sure when it was.
I'm working hard to finish up my NDCP2 map and
it's getting close. I really just need to do
some little things and test the map a couple
more times. I posted the wad on Wads In Progress right
here if you want to look at it.
I'm also working again on Vilecore II. I'm currently
playing through the entire megawad on UV and
taking notes as I play for fixes and enhancements.
I made it to map seven so far and I will soon
be heading for map eight. Once I get through
the entire 32 maps I will probably still be unsatisfied
and want to change stuff.
Canon and Tiger Direct failed it HARD! I ordered
a Canon Powershot A630 and it took them TWO MONTHS
to figure out they had no camera to send me and
cancelled my order and I get NO EMAIL explaining
and or apologizing for the failure. Now I have
to figure out what digital camera I want to spend
money on. I did look around and read reviews
and such but none of the cameras I looked at
interested me.
Oh well, life is a bitch. :p
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December
23 / 2007: Doom, Art, Cameras, Etc....
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Time sure flies..... Last
time I updated was July?
My Doom editing has gone really slack lately
but I am doing some stuff... mostly just sporadic
tweaks to architecture in Vilecore II.. Its hard
to get motivated sometimes. Looks like Vilecore
II will be a 2008+ thinghy. I'm still saying
it's in the 90% - 95% finsihed range, not including
any final testing. I really want to finish this
up for early 2008 (shaddup PumpkinSmasher). :p
I've been trying to get back into art (oil painting
and drawing) and photography. I got all my painting
gear out and have started work on a small painting
of an abandoned farm in Scotland, that Ninja
of Doom took pictures of and you can view my
WIP thread right
here. But now I slacked off for a bit on
the whole thing.
I desperately need a new digital camera and
have been looking at the Canon cameras, especially this
one..... so I went and ordered the camera
on Nov 19th and ummm it still hasn't shipped.
It's on damned back order. Sucks. Maybe I should
cancel the damned thing. Meh.
I had to have a friggen root canal. Talk about
a pain in the wallet! I keep thinking that one
tooth is as expensive as a widescreen TV or a
new computer.... O_o Really this is just rediculous.
Not too long ago I replayed Soldier of Fortune
and actually finished it this time. Wow that
end boss guy was a push over!!. I put that electric
gun on him and he started to run away and then
suddenly keeled. Kinda funny! So then I played
Soldier of Fortune 2 and overall it was pretty
fun. I wanted more jungle areas to blast through
because I think that was pretty interesting as
far as levels go. The end was a pain in the ass....
I'm damned sick of helicopter bosses. Geez so
many games have crappy end bosses. Next time
put the end boss on a roof and give me the damned
chopper to fly around in. heh. Sometimes I think
id rather just go out a door, walk up a road
and see the credits roll.
Well it's almost Christmas! It sure would be
nice to release something. Oh well, that's not
gonna happen. :p
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July
12 / 2007: Quake! Dark Bastion!
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I started to replay Quake!
I finished off the main game and I'm in the 1st
mission pack, Scourge of Armagon.... in Tur Torment
to be exact. What a great game! So I went looking
for a Quake editor that I can mess with. I will
never, in a million years, use Qoole again! As
much as I actually liked the editor and it's
GUI, I can no longer use it because of a bug
that has destroyed maps I made for HeXen II.
This bug appears when forgetting to tell the
damned editor that you want to use the Portals
of Praevus entity set in a map that is previously
using said entities, do some work, save map....
you now have a screwed map and lose your work.
So anyhow due to playing Quake, I wanted to mess
around with some 3d brush work. I found BSP.96b and
installed it. So far I like it and have only
made some basic rooms, mainly for practise. I
was going to grab that older version of Worldcraft
that was good for Quake mapping... not sure of
the version tho. Also I tried QuarK before but
something about it doesn't make me want to use
it.
So I was rooting around my olde game files and
found a bunch of my HeXen 2 .bsp and .map files.
Not sure how olde these are or if BSP will open
them. I haven't tried. Thing is, before I wiped
my comp to install XP a few months ago, I didn't
bother to try to save anything that was in the
Qoole folders. Guess I was fed up with it all.
Here is a bunch
of screens from my dead HeXen II project.
So you know, I would like to resurrect the project
sometime even if it means rebuilding from scratch.
Vilecore II will have to be done first tho....
So afterwards (talkin about playin Quake and
all that stuff in the first paragraph) I decided
to try making a Doom level that had a Quake look
to it without doing anything like using ripped
Quake textures. So I made a few Quake cloned
textures and made several areas in a map that
is for Doom Legacy... mainly using Legacy's awesome
3D floors. I named the level Dark Bastion and
put the level
up on WIP. Also got a couple larger
screens on the forums if you want to look
at em.
Meanwhile I've been spending as much time as
possible on Vilecore II. Just did a lot to map19:
Bridge To Kazadoom to fix it up, Had lots of
broken teleporters and such in there due to me
previously ripping the guts out of it and wanting
to redo the exit area. So then I moved into Map20:
Forsaken Mine and started to fix all the stuff
in there that was amiss. I also started to make
a drill jobby but got bored with it. Pardon the
pun. Heh. So I'm definitely working on V2 even
tho I have these other maps going at the same
time. Thing is, I get out of Vilecore 2 and mess
with some new stuff to help keep the creative
stuff happening. So far so good.
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June
26 / 2007: Mapping Madness
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Work continues on Vilecore
2.. I've been working on it for the last month
or so and pretty steady too. I started doing
a play through of the entire wad and got to listing
lots of fixes and later fixing them. I had so
many things to do in map 10 that it filled up
two sides of a sheet of paper.... I'm about halfway
done the pass through and I'm in map 32 changing
the last part of the map. After that I will go
to my big list of design notes which is full
of ideas for areas, traps, texture changes, texture
additions and that kinda stuff. So there's still
a LOT of stuff to do before I get this thing
done.
I started to rework my smaller Lair of the Vile
set of maps (3 levels). I moved the 2nd level
to 3rd place and then moved the 1st to 2nd because
I wanted to make a new small entry level. The
project is about 60% done and the theme is set
in some ancient ruins with lots of ashwall and
green marble textures.
Furthermore I've done some more work on my NDCP
2 level (map18 Ominous Core) and it's about 90%
finished. Hopefully I'll be able to attack it
soon and finish the sucker off.
Ah yes there is more. I started to map a new
project for Doom 2 that I'm calling Constriction
Zone. This will consist mostly of small tech
maps, some of which I had previously finished
and decided to use.. There will be a couple mid-sized
levels and at least one of these is already finished.
More info can be found on Wads In Progress, right
here.
I also started a remake, from scratch of map10
from Doom 2, Refueling Base. I don't have a lot
done on it tho.... just the first couple of rooms.
One final thing, before I go back to mapping.
I revived a old map I started 3 years ago which
has a halloween theme. I stopped work on it because
I didn't have any new monsters that fit the theme
and all I got done was about 20% of the map itself.
I find making monsters a pain in the ass and
never got beyond hacking a few frames.... so
the project kinda died. Anyways I decided to
borrow a few monsters that Tormentor667 put up
in his Beastiary.
After seeing the Cacolantern by Lexus Alyus and
Carnevil.... I knew it would fit in nicely and
thus I resurrected the map.
Ok lets look at some screens....
1. 2. 3. 4.
5. 6. 7. 8.
1: Map01: Untitled - (Lair
of the Vile). 2: Map01: First
Base (Constriction Zone) 3 - 6:
Doom 2, Map10: Refueling Base Remake (from scratch). 7:
Map01: Untitled - (Lair of the Vile) 8:
Map01: First Base (Constriction Zone).
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Vilecore
II Screenshots
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Doom
Related Links
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Doom
Project Screenshots
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Screens
shown here are all work in progress...
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Stalking
Evil
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UAC
Storage Facility (Legacy)
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Untitled
(Unused NDCP Map)
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