DooM

https://www.slipseer.com/index.php?resources%2Falkaline.62%2F

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I want to embody this eventually, but for now I have a narrative idea about what kinds of monsters should be together, in general, and during certain points in the adventure.

The immediate solution to the problem I was experiencing was to tighten the space up and drop a Vore in it loool

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I have been working on one room, my new map’s first interior, for two weeks as of today and I think it is time to move onto the next part. Though I am moving very slowly, I think that is fine since this is just a personal project, a learning situation, and I really learned a lot making this one room about drawing shapes, encounter design, troubleshooting all kinds of geometry and compiling issues. I think this is the best bit of anything I’ve designed in all my time working in game engines or Trenchbroom, and maybe all of that will be apparent only to me, but, hey, check this out!

This went through a ton of iteration. I at first built the room just to kick start this next phase, to get past basically the blank page dilemma. Then there were bits I liked, and ideas which clearly didn’t work, so I pushed on things until certain elements of the original space were very obviously not working. I had this moment where I created steps from the floor to an elevated platform, a simple piece of architecture I’d made before (and seen in lots of maps). On the landing between the first steps and the second set that would players would take to climb to the platform, there was just this view of a blank wall that players would face until they turned around to keep climbing the stairs. Something happened in me on that platform that caused me to scream and realize I could do anything in this engine. Why would I build architecture that lead players to views of boring flat walls meant only to signal “turn around and face the real thing then head in that way instead of looking here.”

So I made really cool steps… but I felt the room was too big…

and then I learned that these steps did not work at all, the geometry was so fucked up, though they kind of looked neat. I did some research and came face to face with an object lesson in drawing brushes to-grid, like I had seen someone really proficient in Trenchbroom make a whole video about without really understanding drawing to-grid isn’t really a matter of entirely about style.


This lead me to just redesign the whole area a bit. It got me to even start placing monsters within it. Adding walls to obstruct Vore balls, monsters to get chased by, and ammo/health packs to help stake territorial claim really helps me feel like I am actually putting something theoretical into practice, because it’s kind of fun to actually play.

but, yeah, draw your pathways on-grid or else you’re going to be doing a lot of work later on when you start clipping through the ground or your monsters can’t chase you

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i also learnt this the hard way recently when i discovered that if a brush has a vertex with a very long decimal in its x, y, or z values, that the brush may simply just not render in-game.

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This is old news but somehow this is the first I’m seeing it. Not sure if the localization stuff makes these new progs versions too much of a hassle to actually use or not as a new default.

https://www.insideqc.com/quake-rerelease-qc-sources-released-under-gplv2/

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Sort of stuck with a section of my map, not sure if I should just accept it as a lousy aspect of one of my earliest projects, or work on it and struggle to make it “good”. I made one area far, far too large because I liked the scale, and planned to make it kind of an exploration space, with minimal shooting gameplay. But I’m constrained by the narrative of the space here and can’t make it too interesting to explore. A lesson has been learned. Should I move forward and maybe come back, or linger?

I’m going with moving on and maybe returning later. Nah, I’m gonna make it at least not outright bad before moving on. But I won’t let it take up all of my attention!!

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for those that weren’t aware, ironwail v0.7 dropped a few days ago:

clickbait aside yeah ironwail is by far my favourite engine and this new version has so many neat features. the entity view modes and the screenshot mode are by far my favourite additions but i’m also incredibly appreciative of the new level select menu (can’t believe this is the first engine i’ve seen to include one??? seems like an obvious thing to add idk).
very excited to use this in class next week. :blush:

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this thing is fast!!!

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I played ARRIVAL recently, are these those “slaughter maps” i keep hearing about? massive maps with a billion enemies in them. I can see why they’re popular… at least in this case, it was a lot of fun trying to survive the massive waves, and the combat encounters and levels were well designed, though I did tend to get lost sometimes due to their huge size and openness. i sure save scummed a lot!!

the levels were almost too long, and the wad is only 11 maps (including a secret map and another map which is a “story” level with no enemies) and ended just before it outstayed its welcome. i was getting pretty exhausted and tired of it towards the end. it does a good job of keeping encounters fresh but it was definitely getting “here we go again” by the end.

it’s very generous with health and ammo which is nice. allows you to focus on the slaughter.

so yeah, if this is indeed a slaughter map thing, i think it may be a pretty good one! i can’t see myself playing this style of map all the time though, it would definitely get old and i was pining for some more traditional dooming by the end

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bruh

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just pretending quake rally doesnt exist

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omg the “headlights” are so cool

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if anyone is interested in having a go of this deathmatch map i made (which is kinda my first ever finished map) i’d love to hear what you think. [DRIVE LINK]
i’m actually pretty proud of the brushwork in this, and i feel like i’ve improved since last year.

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I love the tightness of it. My favorite deathmatch experiences are cramped and hectic, so I bet if I could play this with a bunch of people it could be really fun. Especially in that second layer. When I saw the pipes on the first floor my immediate thought was Where is the grenade launcher! and when I found it I had as much fun lobbing grenades into those things as I imagined I would. It’s an interesting and mean bit of fun you created by placing the launcher in a shadowy hole that corners players if they go to grab it. And that mean fun continues of course with the thunderbolts you’ve laid around for people to be tempted into playing around the water column with.

The brushwork (I just learned about this term this week haha, so funny) I think is really nice. It’s very classic chunky quake, but you also manage to do a lot of good round surfaces. I really like that it’s actually just a round, vertically oriented arena, just the concept is very cool. The lighting is moody and has good shadowed and lit portions players can interact with. Of course, I am just assuming, since I only played this by myself haha :sweat_smile:

I am curious if you feel confident about the bumpy parts on the cables that go along the ground in the second layer? They are noticeably awkward to get over… but I can imagine that creating some fun to manage and joyfully disruptive chaos during firefights. I can also imagine it being kind of annoying too. This didn’t seem like a mistake you made, or something you just overlooked, so I am curious what was your thinking behind designing that floor with those bumps?

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yeah this map was originally designed to be grenades only, so making the ground a little unpredictable in the most open room was my way of keeping that level interesting (making the bounce of grenades less predictable). once i switched to the lightning gun i opted to keep the cables for aesthetics, but i definitely haven’t playtested enough to know if it’s really a problem. it should all be low enough to walk over, even if it’s a little bumpy, but if it becomes frustrating i can reduce its profile further or even eliminate collisions altogether (dunno if that would feel weird). i’m currently down at my parents’ house w all my siblings so i might rope them into playing and report back.

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Yo… Zerstorer is fricken good.

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a hack of this scope from 97? hell yeah i’ll give that a go. did you play the v1.1 patch?

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I’m not sure of the exact technical reasons but Zerstorer and Neharha were always called out alongside the commercial expansions when it came to support in engine source ports. It made them seem extra special.

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Yeah v1.1

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