June 28th, 2009 by Mechadon
Posted in Design | 2 Comments »
June 24th, 2009 by Mechadon
I love releasing big projects. In the aftermath I’m able to relax in a way that I simply cannot do when I’m working on something. That usually gives me ample time to reflect on my future as far as this whole game design racket is concerned. Not to mention inspiration usually flows like a river when your not having to manage a bunch of people on a big project. I find it slightly ironic that in the process of creating something in a community setting, my creative juices turn sour and I go into a sort of inspiration lock-down. Managing a project is certainly NOT easy by any stretch of the imagination. Especially if it’s a community-made project. I had already decided that Claustrophobia 1024 was going to be my absolute last community project for Doom before the project even officially started. And my decision has only been steeled after the project’s release. As much fun as they can be, it’s a very stressful and labor-intensive thing to do, especially if your also contributing content to said project. But perhaps the biggest decision I made while working on Claustrophobia 1024 was this – my involvement in Doom mapping is going to be drastically reduced in the future. My involvement in the community will likely become pretty limited as well, although I will still be lurking around
So basically, I will not be starting anymore community-geared Doom projects of any kind in the future. At all. Period. I’ve lived through three major, moderately successful community projects and I think that’s pretty dang good. But I’m going to be way too busy to do another one. Not to mention my interest [and stamina] have waned quite a bit with community functions. As far as my contributions to other projects are concerned, I’ve been looking through what I had left to do as of Claus1024′s release. Thankfully there’s not a whole lot left for me to do:
- Jimmy91 wanted me to go through his CC4 map “Suburbia” and spiff it up a bit. Shouldn’t take long at all.
- I have two more claims in the Greenwar II detailing project. I started on the first quite a while back and I would really like to finish it up. As for the second claim, I’m not sure that I’ll work on it or not. Just depends on how my schedule is looking at the time.
- There’s this silly little project called “Vaporware”. Some of you may have heard of it. I’d really like to stick to this project and [eventually] make a map or two for it. This is on the very bottom on my list of priorities since the other contributing authors will likely take quite a while to actually finish anything.
- There’s also this other silly little ZDoom project that I’m not sure if I’m allowed to say anything about. However, unlike with Vaporware, I don’t know if I’m going to stick around and make anything for it. Though at this point it’s looking like I probably won’t
So what’s the big thing that’s apparently diverting my interest and attention from Doom? What, you don’t know? Why, it’s Project Vega of course! Big man Carn has been working incredibly hard on it these days. We’re shooting to have a playable demo ready in time for this year’s QuakeCon, which is sometime this August. Since I’m a mapper, that means I’ve been working on part of the demo mapset that will ship out with the playable demo. Actually the entirety of Vega has slowly but surely been diverting me away from Doom. Since this is a very important project to me and the rest of the team, my free time has been moved over to Vega related stuff. At the current moment in time, Project Vega is at the top of my list of priorities and I imagine it will stay there for a while. If you haven’t check out Project Vega yet, then what are you doing here? Go check out the Development Blog and the Developement forum at Skulltag.com!
For some reason it feels like this post should be more melodramatic since I’m becoming significantly less active in Doom. I guess all of the violent demon slaughtering has left me desensitized
But all is not lost! Aside from all the leftover bits of mapping I have left to do, there is one last thing that will likely be my legacy to the Doom mapping community. I won’t divulge any details right now though. But I will say that it’s going to be a personal project; all of the new content will be made by yours truly. I wanted to start on something that would allow me to exercise my laziness to the fullest extent of it’s amazing powers. You know, something that would allow me to work on a map once a month and then post teaser screenshots every other month. My own Mordeth, if you will
If such as thing is ever started, I’ll post a bit about it. But until then, I’m a Project Veganaut!
Posted in Design, Mekablog | 4 Comments »
June 17th, 2009 by Mechadon
Posted in Design | 21 Comments »
June 16th, 2009 by Mechadon
So you may notice some pretty new updates to the site (again). I was curious how Agent Spork was able to have seperate blogs on his page. Apparently up until his latest update to his site he had multiple copies of WordPress installed (which is what I figured). While I was on phpnet.us, I didn’t really have that option. And as it turned out, it was a pain to keep up with since you had to update both installations of WordPress separately. Anyways, I asked him about this a few days ago, and he figured out a new way to do this. He pointed me to this plugin called the Advanced Category Excluder…which does pretty much what the names describes. However I was having some trouble getting it to work…until just a few minutes ago! The problem was whenever I wanted to link to a particular category (in this case, the “Updates” category) it would take me to the archive of that particular category. I wanted a seemless setup where it looked as though I had to separate blogs on the same site, so linking to the archive of a category wasn’t what I wanted. Spork then mentioned to me that he had a custom category.php file that was very similar to his index.php. I looked through my theme’s files and I couldn’t find a category.php file…but I did find an archive.php file. So, I backed up my current archive.php file, exported my index.php file, renamed it to archive.php, and then uploaded it into my theme’s directory. Viola! It works like a charm
. So now there is a separate section of the site where I can post my site updates apart from my Mekablog. Pretty cool, eh?
I’ve also made a few other minor updates here and there. I have added and updated my links to include Warhouse, Phenomer.net, and Doom Builder 2. I also got rid of my “Other” page since most of what I’ll be posting, content wise, can all go in the “Design” page. The “About” page has been renamed “Info” (and I’ll likely add to it in the future). I’ve also condensed and simplified my post categories. That’s pretty much it
Posted in Updates | 2 Comments »
June 13th, 2009 by Mechadon
And so, the development of Claustrophobia 1024 is finally starting to come to an end. It’s been nearly a year since the project started…and boy what a year it has been! Through all the ups and downs that the project experienced, I’ve had a blast working on it and I’ve learned a ton of new stuff for Doom mapping and project management. And I certainly hope that the rest of the team has as well!
With the release of Build 2 for the testing team, I decided to go ahead and set a release date. At first I thought I would keep the date private from the community and only share it with the testing team, but then I decided against it. Since then, two more test builds have been released fairly close together. I decided to keep a changelog of all the fixes/tweaks/additions/etc from the release of Build 2 to the final release. So far everything is looking pretty good and I’m confident that we will be able to meet our release date pretty easily! What’s that? Oh, you want to know what the release date is? Sure thing! It’s June 17th, 2009!. Which is, as of the time I’m making this post, only 3 days away
. At the current moment in time, we only lack a finished music track from Jimmy91 and he’s planning on finishing the track this weekend.
The wad will be jam-packed with all sorts of goodies. 32+1 excellently designed 1024 maps from various Doom community members, load and loads of new graphics and textures, lots of custom music, and a bunch of other new stuff. Since it’s Boom compatible, it will be able to reach a pretty large playing audience (which I think is great!). We’ve undergone a fairly intensive testing regiment, which is one reason why the release has taken much longer than I anticipated. But all of that should pay off in the end! If anything, it should be many times better than what would have been released during the project’s first go round while Death-Destiny was leading the project
So if you were a fan of Congestion 1024 (just like I was) then keep your eyes peeled for the release on June 17th! I will definitely be making another post here about it…likely with lots of screenshots
Posted in Design | 3 Comments »