Mekworx

Vivat Acedia

Sails Peace…

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Time for a map related post!

Time sure has been flying by recently. I’m working diligently on Vela Pax and it’s hard to say if I’ll be able to meet my goal of finishing MAP01 before the Winter season ends. Right now I’m over halfway finished with the map after a good solid month of working on it. What usually happens when I reach this point is I’ll start to slow down and have a harder and harder time coming up with ideas. So while I’m over halfway finished, that doesn’t mean it will take the same amount of time to complete the map as it did to reach this point. But I guess most of you knew that already.

But let’s back up a little bit. I realize that I haven’t posted much about Vela Pax’s progress here so there’s a lot to fill in. MAP05, now entitled “Apollyon”, has been finished for quite some time now. Shortly after that I started work on MAP01, entitled “Excella”. On top of all of that, I have pretty much finalized my music selections for each map, finished the statusbar/statnumbers, made the CWILVs graphics, fixed and added a few new textures from the Doom Alphas, and I even attempted to record some Doom Builder time-lapse footage of me working on MAP01. Things have been coming together rather well and all that really remains is to finish the maps, add a couple other graphics, and do final testing. The biggie, obviously, is finishing the maps :P

So back to MAP01. As I said, the map is over halfway finished (probably 60% if I had to pull out a number) and I’ve been working on it for close to a month I’d guess. Nothing is entirely certain about the gameplay other than it will be the easiest map in the pack and it’s a garden-variety techbase. Originally I was going to keep the flow linear, but those plans tend to fly out the window when I’m working on the map; we’ll see how it comes out in the end. So far it’s been a real joy to work on and I’m hoping it will wrap up with little grief on my end. Here are some shots although there’s nothing new here; they are the same shots that I last posted in the project’s threads:

MAP05 is the product of my horrid, horrid obsession with Doom mapping. It took me nearly half of a year to finish this map (working on and off, of course). It is the main reason why Vela Pax is taking so long to finish. At the time of this writing, it is the absolute largest map I have ever created, and I hope it is the last. My initial concept for this map was to “make an epic, hellish, abstract fortress with some linear and non-linear gameplay”. I took that concept and ran rampant, my sanity becoming an innocent bystander in the carnage :P . Some stats for any interested parties: Vertices – 49004, Linedefs – 63834 [!], Sidedefs (compressed) – 110785, Sectors – 10030. PRBoom+ recently obtained support for ZDoom’s extended node format, otherwise my compatibility for that port would have flown completely out of the window before the map was even halfway finished. If you didn’t notice, I came pretty close to breaching the linedef limit. I breached the sidedef limit many, many times actually and I had to cut out some of the more useless detailing in the map to get everything to fit; sidedef compression saved me, big time. So was all of that work worth it? If your playing the map for the first time on UV, it could potentially take you close to 4 or 5 hours to finish in it’s entirety. Gameplay stayed similar to my initial concept; there are linear and non-linear sections. Difficulty is pretty high but a lot of that comes from the immense size and complexity of the map and layout. Personally, even though it was a pain to work on, I think the map came out very well. Obviously it’s not going to cater to everyone but I think it will be pretty enjoyable to those who like gigantic, adventure-style maps. In truth that’s sort of what Vela Pax as a whole is turning into; a set of very large, complex, non-linear maps which make for a sort of Doom “adventure”. Here are some screenshots!


A word of advice – if you want to keep your sanity and love of mapping, never, ever make a map this big. Sure, it looks like fun…but trust me, the fun doesn’t last. Any perceived bragging rights really aren’t worth the anguish you’ll put yourself through :shake: . But I hope you guys enjoy the map anyways!

So where will I go from here? Well at the moment I’m taking a short break from mapping (although today I did work on MAP01 some…shh, don’t tell anyone!). After that I’m planning on finishing MAP01 as quickly as I can without degrading the quality of the work. I’m thinking the next map I’ll tackle is MAP04, entitled “Faxanadu”. I’d detail what plans I have for it here, but instead go and check out the soon-to-be-edited Vela Pax page. I’m going to update it with some new screenshots and information; I’ll be detailing my plans for the rest of the maps there. If your interested in more info, be sure to check my various project threads: Doomworld, ZDoom, Skulltag, and Wads in Progress.

(By the way, if your wondering what’s up with the title of this post, Google around for the latin translation of “Vela Pax”. I didn’t realize what it meant until someone told me. No, the project has nothing to do with sailing peacefully :P ).

Resolving to make Resolutions

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And also a happy 2011 to everyone! WordPress has been updated to 3.0.4 by the way :sun:

I don’t normally make New Year’s resolutions. Just never really bothered with them. That’s not to say I have perfect years or something. I guess I’ve always been too lazy to really care :P . I thought I might change that this year though. So I guess you could say my 2011 resolution is to make resolutions! Ba-zing!

2010 was a pretty good year I think. Well it wasn’t a spectacular year but it wasn’t bad. I finally got myself back in school and, so far, I’m doing very well! There’s was the Project Vega fallout which really had me a bit depressed for a while. But that was a fleeting worry seeing as how the project is back on track and doing very well, even if it’s minus one Mechadon now :P . There’s been a whole lot of drama and crap going on in my personal life (well, not with me but with my family) and that’s been a downer. I hope all of that will be in the past soon. I’ve learned a lot this year but I’m sure I’ll learn even more in 2011. Be it good or bad, I’m looking forward to it.

There’s hasn’t been a whole lot of work released by me in 2010. I would have liked to put out some more content but things have been really busy with me these days. As far as I can recall, I’ve had 4 DM maps released in 32in24 #10 and that’s about it. Even with the little output though, I’ve been working on a bunch of different things. I’m steadily working on Vela Pax and Supplice, I’ve still got some contributions to make for Vaporware and SpaceDM9 (sorry essel, I know I’m slow) and I’ve made contributions to Joshy’s Plutonia Revisited project. And although it pains me to say it, there still hasn’t been a release of the Toke It Up! project ;_; . So I don’t have a whole lot to show for it, but I have been busily working through some things this year.

I’m not going to bore all zero of my readers with any personal resolutions I may or may not have made. Instead I’ve made some mapping and design related resolutions which I will bore you with instead.

  • 1. Finish Vela Pax. This project wasn’t meant to take this long. But as with everything I do, it inevitably turned into something grander and more complex than what I intended. But it will be finished this year given school and/or work doesn’t eat away at my free time.
  • 2. Start mapping for Supplice. Unfortunately I’ve been having a really hard time getting the resources in place. I’ve even contemplated moving the entire project over to a different port to try and get the ball rolling a bit faster. But seeing as how I’ve been working on Vela Pax, it’s just taking a really long time. However in recent weeks I’ve made a concerted effort to try and get started on some textures and other minor things. And so far it seems to be working out pretty well. I’m really in need of a sprite artist as our one candidate seems to be too busy :( . But I want to be in a position sometime this year where the majority of the resources are done so mapping can begin.
  • 3. Start on a map for Vaporware and SpaceDM9. I know esselfortium is probably super irritated that I haven’t started on something for Vapor yet even though I’ve promised him I would. What I need to do is try and develop some sort of talent for multitasking. But I’m going to try and get something started in this area soon. As far as SpaceDM9 is concerned, I’ve technically already contributed some layouts to it, one of which has been expertly detailed by esselfortium. I really want to detail a map myself too though. So that’s something to add to the list.
  • 4. Look more into the Doom64EX engine. I love Doom64 and there’s even been some great looking things made for it even though it’s not exactly editing-ready yet. I don’t know that I’ll start on anything for it but I’m always looking in that direction. I even had serious thoughts of moving Supplice to the Doom64EX engine. Although at this point in time it’s looking like I probably won’t be doing that, I hope the option will still be there in the future.
  • 5. Learn to compose music. Of the non-physical variety, I mean…with computers :P . This one is probably a stretch seeing as how my musical background amounts to ziltch. But ever since my introduction to artists like Boards of Canada, Autechre, Loscil, etc…it has become a bit of a dream of mine. Mapping is a great creative outlet but I’d love to add music to that list some day.
  • 6. Finish up my design document. I guess I haven’t really brought this one up before. Well I’m working on a game design document which I’m hoping will have some sort of future. In the last month this project has actually been demanding a lot of my free time and I’ve made some pretty good progress with a couple of behind-the-scenes guys. The goal for this design document is to detail everything I can for the game it’s about. Which I will then pass out to possible contributors to try and get some of them interested in joining the team. It’s sort of my dream here so I hope it works out :D .

Who knows how many of these resolutions will actually pan out. That’s probably why I never bothered to make resolutions in the past. No one ever really follows through with them…at least no one that I know. But there’s a sense of positivity that you get when you make resolutions, and that’s probably the point. Even though you may not follow through with them, at least it sets you in the mood at the beginning of the year and gives you a glimmer of hope that perhaps this will be the year that something great will be done. Sounds kinda mushy to me, but we’ll see how this year works out :wink:

+2, and then some!

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Happy Birthday Mekworx! Today marks the second year that Mekworx has been up and operational. Wow…sorta crazy to think that I’ve stuck around long enough to keep this place semi-updated. I’ve got to give a big BIG thanks to Wartorn again for being kind enough to give me the hosting space on Phenomer.net for these two years. Thanks so much bud, you are still the man :) . Also thanks to everyone who stops by and leaves comments…even though lately that doesn’t seem to be happening much anymore. Hey if your reading this, leave a short comment! Or not, I don’t really care :P

I was planning on making some content updates to the site today, but that probably won’t happen as I’m a tad busy with other things. On my list of things to-do, I have some updates that need to be made to the Design page, specifically some new projects that need to be added and some updates to existing ones as well. There are also a few new Resources that I need to add including a new font that was recently released in Joshy‘s Speed of Doom megawad. I also need to write up the Graphics and Sprites page sometime…or just delete it as I’m not even sure what graphic/sprite work I’ve done is worth releasing :P . I also need to update many of the links on the right side of the page as there are some new ones I would like to add and some broken ones I need to remove. I’ll also update the Info page too as I can no longer stand to look at the horrid picture of myself any longer -_- . The biggest update I plan on making is a new theme, as I’ve gotten a little tired of looking at this one these days. I want something with a little more color…I’ll probably go back to blue or something like that. I doubt that it will be a purely custom theme (I might try it again) but the bottom line is that there will be a new theme and logo sometime down the road.

In Doom news, this last weekend was a really busy one for me. After nearly a year of hiatus, 32in24 returned for it’s 10th session! And actually, it’s been over a year since I was able to participate in a 32in24 since I couldn’t make it to #9, so this new session was a welcome surprise. As usual, there was a theme; this time it was a return to classic 4-8 player FFA using stock textures, which is probably my favorite theme because it’s quick and simple to work with. As the session began, it looked like interest was waning considerably as by the end of the 24 hours, there were probably only 15 or so maps. So another 24 hours were tacked on…hey, no one said the rules couldn’t be bent :P . Those extra 24 hours were enough to get more people interested, and the session ended with well over 32 submissions. As I type this, there has been one testing candidate released and I imagine the second testing candidate is well on its way.

So because I have to overdo every single thing when it comes to mapping, I contributed a whopping total of 4 medium-sized DM maps of varying themes. I contributed 2 maps for the first 24 hours and then another 2 in the second 24 hours, although the 4th map was about 5 hours late. Revenant was kind enough to include that 4th map in the pack though :3 . Screenshots HOOOOO!

This first map I finished relatively quickly. The name of the maps is Grayscale because I used a bunch of gray textures. Awesome name, I know. Anyways, I did a bare layout with thing placements first and then detailed and textured after that. Overall I think this map took me about 4 hours to finish, minus the time I took to makes fixes and find music. I think the gameplay came out pretty good; the layout is very interconnected and interesting at least.

I was still feeling pretty good after finishing my first map, so I went on to draft out another layout with thing placements the following day. I came up with this layout relatively quickly as I had sorta planned it out in my noggin’ ahead of time. The detailing however…was another story. I spent close to 6 hours detailing the map. I came up with the theme quickly though; I wanted to do a hell-themed map, and it just so happens I’m working on a hell-themed map in Vela Pax at the moment. So I made what is essentially a DM version of Vela Pax MAP05′s theme. The texture palette is very similar to what’s being used in MAP05. I named the map Delirite (Del-erie-it) as a throwback to MAP05′s name, Delirium. Another awesome name….wooo I’m awesome. Anyways, I love how the map looks and the layout seems to be ok, though not as good as my first.

I submitted my 2nd map just in time for the 24 hour deadline. But that’s when I learned that it was going to be extended another 24 hours because of the lack of submissions. So the next day I decided that since I was able to do two maps in the first 24 hours, I could do two more for this up coming 24 hours to help and try to fill the void of maps. I spent about 4 hours drafting out 2 new layouts, but this time I didn’t bother to do the thing placements. The first layout I did turned into the map above; I named it Quinoline. This map is directly inspired by a map I detailed for the Toke It Up project, both in terms of layout and texture/detailing. I really liked the flow of that duel map and I also enjoyed the texture palette that I came up with while working on it, so I thought I’d try and emulate it in a brand new, DM map for this 32in24. I was really surprised at how well this layout turned out and I think it’s the best map I made for this particular project…and probably any DM project I’ve contributed to in recent memory. However, it came at a price; I took entirely too long detailing this map. Unfortunately I almost ran out of time, so I had to do some half-assed detailing and thing placements so I could get the map in on time. Thankfully it made it in time, but I had to go back and finish it off as I intended it and then resubmit it about 5 hours later. The whole map probably took me in the area of 10 or more hours to finish. But it was totally worth it.

esselfortium and icytux both submitted maps that were freeform and non-grid biased, so being an idea thief I decided I give it a try as well. I saved the concept for my last submission since I wasn’t sure how it would turn out. Unfortunately since I spent so much time on my 3rd submission, I didn’t get to finish this one on time. I went ahead and added things and textured it though, and I submitted it with the update to my 3rd map 5 hours later. Apparently the compilers thought it was a pretty good map because even though it was late, it made it into the final build. Anyways, the map’s name is Choco because I thought the brown ZIMMER and brown flat and brown water looked like chocolate while I was working on the layout. And also chocolate is delicious. The FIREBLU sky is…just a FIREBLU sky. Enjoy it. The layout is pretty cool considering I don’t normally do freeform work like that. I think it’s pretty fun at least. The gameplay is a little less refined a little more spammy than my first three submissions, but that sort of gameplay is fun sometimes too.

Needless to say I was burned out by the end of this session, and I haven’t touched Doom Builder since. Which is probably a good thing because I needed a break from Vela Pax MAP05 anyways…plus I had some schoolwork to do too :( . I’d put an update on Vela Pax up here too, but I think I’ve spewed enough for one post. Another Vela Pax update will come soon enough.

At any rate, thanks again to all of my readers and visitors! And thanks too everyone who takes the time to play through my work too! And double thanks to Wartorn for being completely awesome! Hopefully the site and I will still be around for the next birthday :]