Mekworx

Vivat Acedia

32s, 24s, and 11s

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A few weeks ago Shaikoten of YEDS fame started 32in24′s 11th series. It is the first (and I’m going to guess only) 32in24 session held this year. And fittingly enough it is the 11th in the series for 2011.

The news of a new 32in24 session kinda took me by surprise. At the time I was feeling creatively stagnant and I wasn’t planning on doing more than 1 map. I love doing 32in24 though, so even though I wasn’t feeling it, I was going to make sure that I got at least one map in. For those now in the know, the goal behind 32in24 is to create a Doom megawad (32 maps or more) in a span of 24 hours set within a certain theme. The theme for this 32in24 was to create deathmatch maps suitable for populations between 4-8 players. The CC4 texture resource was provided so mappers weren’t limited to stock textures only. Additionally there was a twist; once all of the maps were completed and compiled into a wad, they would then be tested vigorously in an session of Odamex Monday Nitro (and funnily enough again, this was the 11th session of OMN!). Once feedback was given from that session, the maps would be updated and then played for a final time in one final Odamex Monday Nitro. Overall the plan seemed to work very well, and it’s very possible that future 32in24′s will be partnering up with the Odamex Monday Nitro team to help produce even better playing deathmatch maps!

So as I said, this 32in24 session’s announcement took me by surprise. I happened to make a total of 3 complete maps, even though initially I was feeling pretty awful about getting even a single map completed. I made one bare layout, which I ditched because it turned out too big and complex. I think started work on a second bare layout based off of a sketch I made earlier in the day, which I also eventually ditched. I then started work on a third map which I also made from a sketch earlier in the. This time I was able to complete it a few mere minutes before the deadline hit. Unfortunately I was busy a large chunk of the day so I didn’t get much of a chance to do more than that in the time allotted. However because I had two finished bare layouts, I was allowed to finish them up. And so I did!

And that means it’s screenshots time :sun:

This map is called “Clay Pig 2: Gordo’s Revenge”. The name is a really silly in-joke from back in my adolescent days that I really don’t care to explain. Anyways, this was the 3rd layout I started working on but the first map I finished. Actually it was the only map I finished before the deadline hit, heh. I didn’t notice that we had the CC4 texture resource to work with when I started working, so it uses Doom 2 stock textures only. Even so, I like how it came out visually. The layout came out pretty good too I think, and it fits 4-8 players comfortably.

The second map I finished the was the first layout I started working on when the session started. This one is called “Ipecac”. After the deadline hit, TGH (the wad’s compiler) added both of my bare layouts to the main wad mistakenly. When I told him about it, he said it would be cool if I quickly finished them so they could be included in the main wad. The testing session wasn’t for another few days, so I decided that I was going to try and speed-detail the map as well as do the regular gameplay additions. However what started as a speed-detailing job turned into an all-nighter, full-stop detail job. It felt like Greenwar II all over again :P . The original layout was too big, so I cut off some fat, made it flow a little nicer, and detailed the living crap out of it. And I think it turned out great! The brown rest/green motif is pretty cool looking, especially against the starry blue night sky. The map can easily accommodate 8-12 players, a little larger than the original specifications called for.

The third and final map I did was the second layout I made during the project’s main 24 hour mapping cycle. It’s called “Radish Juice”. I started on this one a couple of days before the testing deadline hit and finished the day of the first round of testing. Out of the three maps I did, I think this one is my favorite in terms of the layout, gameplay, and detailing done. I was feeling in a bloody, gothic mood and the name “Radish Juice” meant I had an excuse to use a few blood/gore textures. The map uses a combination of different colors – green, grey, brown, red, all in a variety of materials to bring about an interesting visual piece. I spent some extra time on this one making sure the detail and gameplay was up to snuff and I think it paid off in the end.

As always, I had a blast this 32in24 and the work put in was great, as always! The end result surprised me a bit since I had little hope of getting one map submitted, yet I was able to do three and have them detailed up fairly nice on top of that. This session was also the first time I got a chance to play some Odamex, which was…interesting, so say the least. I only got to play for an hour or two, and most of that time was on the server that was abandoned. When I got to the main server where everyone was playing, I played for about 30 minutes only to have it completely crash on me. And it locked me out of the server from that point on for some reason -_- . I heard that the second session went much smoother, though I wasn’t around to join that one.

Be sure to give 32in24-11 a download here! I’ll add the /idgames link once it’s up.

Also I’m still in disbelief at how many 11s there were in this session. Weird :|

*edit*

Have an /idgames link — 32in24-11 on /idgames

Vanilla is the flavor of the month!

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Well actually, if you want to get technical, it has been for the past couple of months :P

I thought it was about time for another “post some map screenshots” post. This time I’m going to show off some shots from my contributions to the recently announced vanilla megawad Back to Saturn X. A few months ago I was approached by essel asking me if I would like to participate in a vanilla megawad project using an entirely new texture set that he had made. Before that I was well aware of how awesome his texture skills were. There was even a point were I was considering using them in Supplice because of how closely they fit with the visuals I was shooting for. I had a bunch of other previous obligations…so, naturally, I agreed! :P

At the time most of the other team members were all working on techbase themed maps, so I decided to go the gothic route. I thought I might be burned out on doing a gothic map because right before joining the project I was working on Vela Pax MAP04. MAP04, titled “Faxanadu” is going to be a city-style gothic map of sorts. Anywho, I went ahead and started on the map thinking that it wouldn’t be such a big deal seeing as how vanilla’s limitations would keep me from making the map too gargantuan. I ended up eating those thoughts.


So this first map your looking at above is called “Unstable Journey”. It is a very non-linear, large, and exploration-friendly gothic map with lots of tough fights and more paced gameplay in-between those. More than likely it will be near the end of the map rotation in the second episode. I’ve had people compare it to some of my Vela Pax work (in a good way, I think), so if you liked the Vela Pax beta maps then you should like this! It’s not quite as big as the offerings in Vela Pax though, but it will likely take you an hour~ish to finish on your first playthrough. I tried to keep the overall gameplay pretty paced, but it is kind of hard too. I drew lots of inspiration for this map from Quake’s gothic themes and Doom’s hell/gothic themes. Overall I’m pleased with how it came out in the end and hopefully it’ll provide some fun demon slaughtering for you folks :D

Shortly after finishing up Unstable Journey, I started contemplating my second submission. I had some ideas but I needed a good layout. So I sat down one day with paper and pencil and started drawing. This is what my noggin’ cobbled together after about 30 minutes. Afterwards I took my paper concept and got some lines laid down in Doom Builder…and a few hours later, I had a nice, bare layout to work on! About a month later, this is what became of that initial concept.


This second map is called “Gold Star for Robot Boy” (maybe essel will give an explanation behind the map names later on, heh). I just finished it up a few days ago actually, and it is still undergoing testing. It is directly inspired by a Doom 64 map called “Cat and Mouse”, at least as far as the gameplay mechanics are concerned. If you haven’t played Doom 64 or “Cat and Mouse” before, here’s the scoop – At the beginning of Cat and Mouse, you come face-to-face with a Cyberdemon at the start. The entire map is a small maze and the whole time you have to keep clear of the Cyberdemon. The Cyber will teleport around at certain places too, making for some really interesting encounters. So if you haven’t figured it out by now, the Cyber is the “cat” and you are the “mouse” :O . On the whole the map is pretty simple, but the gameplay concept is one that has stuck with me ever since the first time I played it. I have wanted to do a Cat and Mouse inspired map for a long time now, and I figured this project presented the perfect opportunity.

However this map isn’t a straight gameplay copy of Cat and Mouse. The beginning starts you off with a number of Cyberdemons (depending on which difficult you play on). They do teleport around too, and it can create for some great “oh shiii–!” moments. The initial map starts off pretty small but is very interconnected with some height variation. Once you activate some switches/find a key, the map opens up to about double size and the pace gets increasingly more frantic from that point on. It’s a pretty chaotic and difficult map, but it will be taking up a slot in Episode 3 so I think that is appropriate. This was the first time I’ve made a map with this sort of gameplay, so it’s taking a little extra effort on my part to get it to play well. Watching demos of the testers going through it has been infinitely entertaining (and informative!), so I can’t wait to see what the community does with it!

I think the one thing I really about how this map came out is the contrast between the textures and colors. Episode 3 is supposed to be sort of an odd, displaced world where themes are a bit more erratic or mixed up. I went with a gold/black, techbase/gothic theme and the contrasts between those colors and the purple mechanical sky are really neat.

So that’s what I’ve been up to for the past few months as far as Doom mapping is concerned. No Vela Pax, no Supplice, no TSoZD…that’s about it. When I started I figured it wouldn’t take this long. But even though it has taken longer than I anticipated, I have had a ball doing vanilla mapping. And most of all it has been a huge learning experience, both in terms of learning vanilla Doom’s ins-n-outs as well as how to adapt my mapping style to a more limited environment. It’s one of those situations where the limitations breed more creativity…and personally, I think a limited environment can bring forth some of the best stuff ever made (Suspending in Dusk? Back to Basics?). At the same time though, VPOs and HOMs from over-flowing segs can be one of the most frustrating things ever as far as detail and room construction goes. I still had fun though :P

I may or may not do a third contribution (preferably an Episode 1 techbase of some sort). It really all depends on how much time I have. If not though, I hope you guys enjoy my work that does make it in :) . Also be sure to keep your eyes peeled for more Back to Saturn X updates! The texture set has created some amazing scenes and maps, and the rest of the talent on board just brings this whole project to another level. I’m confident people will really enjoy this one :D

I like Minecraft too

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Ahhh Minecraft…what a wondrous time sucker. I would say that the majority of readers here know what Minecraft is. If you don’t, hop over to the Website or the wiki and take a quick look. I’m not going to go into details if you don’t already know what it is by now :P . Also, yes, I realize I’m terribly behind with this post. Not like you guys care though…you’d actually have to read it to care!

I bought Minecraft almost on a whim back when it was still in alpha. There were a few guys from Skulltag and ZDoom who were talking about the game and posting screenshots, and that piqued my interest. So I played the Classic version first, which is built into the Minecraft website…and was mostly unimpressed. Classic mode was basically just a lego-mode; all you did was place blocks and build things. If was a nice distraction for a couple of hours, but after I built a house, I got bored of it. A few days later though, I saw some screenshots with monsters and weapons in it. It made me scratch my head because classic mode didn’t have any of that stuff. After a bit of digging around, I found out why; survival mode, which was only available if you bought the game. I did a bit of research and bought the game while it was pretty cheap. Best couple of bucks I’ve spent on a game in years.

Although calling it a “game” at this point is a little sketchy. There aren’t any set goals in Minecraft survival mode except for the ones you set yourself. You can’t “win” the game in the traditional way. For people who have lots of imagination though, this is not a reason to ignore the game. Survival mode is amazing. Your thrown out in the randomly generated world with nothing but the shirt on your back, and you must collect resources and build shelters to survive. Once night rolls around, the bad guys start to come out. If your not prepared, you’ll find yourself quickly overwhelmed. But survival mode gives you plenty to prepare yourself with as long as your up to the challenge of working for it. As the name suggests, you can go underground and find resources which will help you in building your shelter, making tools, crafting items, etc. The upper world also has lots to offer; trees to be chopped down for lumber, dirt where you can grow crops, cows and pigs and sheep and chickens which can be killed for resources ( ;_; ). The list goes on. Once you get into it, especially the building aspect, it’s incredibly addictive. If you happen to find a decent multiplayer server where griefing is at a minimum, the fun increases exponentially.

As a mapper at heart, my draw to the game immediately shifted towards building crazy shelters. And since I purchased alpha way back when, that’s all I’ve done. I’ve made 4 complete houses/castles/whatever, all fairly large and crazy. And so I’d like to plaster some screenshots of all these things I’ve built!

The first real shelter I built was a cobblestone castle, nestled comfortably under a massive land bridge. Initially it started off as a small cobblestone hollow cube, just enough protection to be called a “shelter”. As my pile of resources grew though, I decided to make some additions. And so I went up and up and up…until I hit the bottom of the land bridge. From there I just built around the open air space until I completely filled up the negative space underneath of the bridge. My castle effectively became part of the mountain, with paths and mines winding all through it. I never really got around to decorating the castle with different materials…it’s very rough with a mixture of cobblestone/stone and dirt making up most of the inside. The whole structure was very honeycomb like and many rooms didn’t have a purpose. But it looked pretty cool on the outside!


Eventually I got bored of the cobblestone honeycomb, so I went looking for some new real estate. The map Minecraft generates has the potential to become absolutely gargantuan, so there is a very distinct and dreadful ability to get yourself very, very lost. I wanted my new house to exist within the same world file so I could make use of all the resources I obtained while working on my first house, but still have it be far enough away that it would feel like I’m starting anew. I eventually settled on a new plot of land after treaking in random directions for a couple of hours (and I didn’t realize it at first, but it really wasn’t that far away from my old cobblestone castle…just a testament to how easy it is to get yourself lost). This time around I decided to make something a little fancier and “homier” than the cobblestone behemoth. I used lots of woods and stone and also made use of fences, doors, switches, and other materials. Eventually I had a nice shelter, which looked very much like a normal house. Complete with a resource vault, basement, disposal system, furnace system, bedroom, a whole new building for the nether gate, and look-out areas. But I was having a problem with mobs sneaking around the outside of my house. So, naturally, I built a massive lava moat around my house! And it works amazingly well as long as you keep the areas inside of the moat well lit enough so bad mobs won’t spawn. But then the inevitable happened…a tree close to my house, which I didn’t bother to chop down, caught fire from being too close to the lava. I caught it before it totally engulfed my house, but I wasn’t able to stop it. While freaking out, I paused the game and looked for a way to save my many hours of work. I stumbled across MCEdit, a mapper for Minecraft, the answer to my catastrophe. With a selection and few quick clicks, I deleted the fire. I was able to fix the damage back in-game…and I made sure to never, EVER plant any trees anywhere new my house. But at this point in the game, I was getting a little board. So I cheated a little…and if you’ll notice in a couple of the shots, you’ll see giant cubes of obsidian and diamond sitting out in a pasture :O

My final attempt at a new house on this particular world file ended in utter failure. It was to be another cobblestone castle, but ornately decorated on the inside and on a massive scale. Just a few clicks from my previous house was this absolutely gorgeous valley lake surrounded by two steep mountains and a gigantic land bridge to one side which was filled with porous caverns. I thought “hey, wouldn’t it be cool to built a floating house in the middle of this valley?”. And so I set out on a quest to built an insanely gigantic new castle…a futile quest, I was to find out. It took me close to 24 hours (not all at once) to just fill in the top portion of the castle, easily taking up tens of thousand so cobblestone. I did manage to finish the big ceiling, which covered up the entire valley between the three mountain points. I then proceeded to build a circular staircase leading from the ceiling to beneath it, roughly in the center. It was to be my branching point for the various areas I would built to fill in this massive area. I managed to start a large chunk of the first level, roughly the middle level…but after that, I didn’t get much farther. It was taking entirely to long to do the work, and I was nowhere close to being finished. So I abandoned it, and I took a very long break from Minecraft. Maybe I’ll come back and finish it one day…but probably not :P . Unfortunately I had to light the living crap out of the area underneath my big cobblestone ceiling because huge flocks of mobs would spawn underneath it. And it totally destroyed the cool looking valley/lake/landbridge scenery ;_;

Somewhere between my second house and the failed third, I joined the #skullrant SMP server. Survival multiplayer is so much more engaging than single player. At the time I was playing, SMP was reeaaaally buggy, but you could still build to your hearts content. All of the other shelters and the entire community that was built around it really inspired me. I built what was probably the largest cobblestone castle I’ve ever made in that server. It was a little nicer than my first, but it was still plain. If I had more time, I would have decorated it from top to bottom. Unfortunately I don’t have the worldfile that castle was on…so no screenshots :shake:



And this is my latest house, built on a completely new world file. Really proud of this one! Though still a work-in-progress, it’s very close to being done. I started a new world file after coming back to Minecraft because there were a lot of new updates I wanted to take advantage of that weren’t available in my old world file. When I started this house, I decided that I wanted it to be partially underwater. A really neat idea, but it takes a lot of work. You have to frame out your foundation and outer layout, and then fill the entire area with gravel or sand to get rid of the water. Then you dig it out and level out to your lowest point. From there it was just a matter of building the house. This house has it all; a multi-tiered look-out tower with a glass dome at the top complete with powered railcart access, an enormous crafting and storage vault with tons of storage space and a disposal and retrieval system and huge furnace system, a basement area to house my pack of friendly wolves, an above-water garden area with area to grow both trees/reeds and wheat, quick access to the main mine system and nether gate, a covered walkway leading to a boat dock area and an additional exit tower, a foyer with lots of books and paintings with an additional underwater view, lots and lots of underwater views, bedroom complete with working bed, exits and entrances in various places, almost completely spider-proofed, and lots of different ways to access areas. I made sure to use lots of different materials and decor items so it’s interesting to look at while I pass back and forth my mining, gardening, or scavenging. Currently I’m still adding bits of detail here and there. More than likely once I finish it, I’ll take another break (at least until 1.8 update arrives).

Minecraft is easily the most addicting game I’ve played in the last 5 years. I do recommend it, but keep in mind that it’s not going to appeal to everyone. I think I was just predisposed to liking it because I could built stuff in it…and many other people like it just for the reason. You have to make your own goals and not wait for the game to give them to you. But the Minecraft 1.8 Adventure Update should remedy anyone who has problems with the goal-less aspect of the game. And it’s going to be totally amazing (hopefully :wink: ). Don’t let the deceptively simple nature of the game fool you, it’s incredibly deep and satisfying, especially if you use your imagination. You can make all sorts of crazy things :D