Mekworx

Vivat Acedia

Another year bites the dust

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Happy 2012 everyone! It’s that time of the year again. Time to make a bunch of resolutions and then subsequently squelch on all of them, thus leaving you fatter, less-accomplished, and probably more depressed overall ^_^ .

I kid you not, it feels like I just made my 2011 New Year’s Resolution post. I said this in an earlier post, but this year has went by incredibly, incredibly fast for me. By far the fastest year I’ve had since I’ve been alive. It’s really quite alarming actually. I can only guess that my relative lack of Doom-related work and lack of school this year has contributed to this speedy year.

By the way, I turned 25 this past Christmas Eve. I really need to get on the ball.

So let’s take a look at last year’s resolutions and see how I did, shall we?

  • Finish Vela Pax – I stopped working on Vela Pax back in the middle of Summer of last year. I’ve finished three of six maps so far and I was working on MAP04 at the time I stopped. MAP04 is probably 25%~ish done or so. Resolution Failed
  • Start mapping for Supplice – There wasn’t a whole lot of work done on Supplice last year. And certainly no mapping was accomplished. Although we didn’t start mapping, here lately there has been a burst of activity which has given the project a new breath of life. However…Resolution Failed
  • Start on something for Vaporware and/or SpaceDM9 – Neither happened, unfortunately. I’m unaware if SpaceDM9 has been canceled or put on indefinite hiatus. However essel did release a 3 map set, all of which are beyond amazing in every facet possible. Vaporware is truly living up to it’s name unfortunately. As with SpaceDM9, essel released a demo of one map he made for the project (which subsequently won a Cacoward). But did I accomplish anything in regards to these projects? Welp…Resolution Failed
  • Look more into the Doom 64EX engine – This was probably not a very realistic resolution to make given the pretty ambitious ones I made above it. Worth noting, however, is that Kaiser released some editing tools and is still updating the KEX engine. Which is so awesome…I love you Kaiser :wub: . The modding future of Doom 64 is looking very bright and I am still planning on messing around with it sometime in the future. But alas…Resolution Failed
  • Learn to compose music – The list is starting to become comical at this point. I’m pretty sure I had my head in the clouds while making the list by this point. I do want to learn how to make midi music someday (and then maybe graduate from there to a deeper medium). But that day will not come for a while. Resolution Failed
  • Finish up my design document – If your wondering, I was referring to Project Retrograde here; this was before our announcement. Out of all the resolutions I made last year, this is the only one where I remotely met my goal. Since that time Retrograde has really taken off. VortexCortex joined the team and has brought with him an energy, knowledge and skill set that we desperately needed. Things have been going very well for Retrograde so far and I cannot wait and see what 2012 holds for us! As per the “design document”, I am still in the process of finishing it. The roots of the game are still evolving so it would not have been possible to “finish” the doc this year. Most of our solid ideas are out to discuss though, so I’ll cut myself a bit of slack…Resolution semi-accomplished!

The personal resolutions I made last year look just as dismal, heh.

So what sort of resolutions am I going to make this year? I have one, very simple resolution to make.

I am resolving to never make resolutions ever again. Or, at least, I won’t take them very seriously if I do make them. Because I just set myself up for failure :P . I think it’s better to just let come what may. Case in point, what did I accomplish this year?

  • Project Retrograde was announced and has made great strides in it’s development.
  • I’ve contributed 2 maps to the vanilla-Doom project Back to Saturn X and I’m looking to do 1 or 2 more. I’m learning a great deal about vanilla mapping with this project too.
  • I contributed 3 maps to 32in24-11, all of which I was very proud of. And this 32in24 may have been the most successful ever.
  • Plutonia Revisited was released and subsequently won a Cacoward. I contributed one map to this project back in 2010.
  • I released a 3-map test beta for Vela Pax. This gave me a lot of great feedback and the general consensus on the project was very positive.
  • Supplice has had quite a spit of activity lately and is well on its way to map production. I will make a Supplice-related post very soon and go into more depth about the project and its direction.

Overall it has been a good, eventful, and speedy year for me. I’m actually hoping 2012 will go by slower. I’ll be taking some college courses again this coming semester and there is more than enough on my plate in terms of personal projects to keep me busy. So hopefully 2012 will be a good one too :)

Retro-tastical!

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I know it’s a bit odd for me to make two posts so close together, but this is a special occasion that I just had to blog about :P

Perhaps the few of you who follow me on my Twitter account have heard me rambling on a few times about a “design document”. And maybe even a handful of you have read a couple of my blog posts here talking about a “brand new game”. Well today was the day that I shed some light on this project to the public. May I present to you…

This is what all that “design doc” mess is about! There’s a more formal explanation behind what Project Retrograde is on our dev-blog. We’ve also setup some forums for public and private use which you can find here. So if your wondering what the general idea behind this project is, be sure to check those two places out!

So it probably seems a little redundant to have a post here as well as the dev-blog. I wanted to take some time and talk about the project and my involvement from a more personal perspective; the dev-blog announcement is meant to be more formal and impersonal, so it wasn’t really the place for that.

Ever since I laid my hands on my first video game, I’ve known that I would some day be working on and making them. It’s a very deep-rooted passion that has slowly been maturing over the years. And make no mistake, the catalyst which really convinced me that I wanted to do this was Doom. Doom and modding for Doom has given me a huge amount of appreciation the artistic qualities that make up video games. It has been such a huge influence on me in so many different ways. Prior to my modding experiences, games were just “something to play”. But nowadays I see games in a completely different way; they are works of art made by people who are passionate about what they do (well, most are I believe). Tell me – if it wasn’t so easy to make mods and maps for Doom, would it be nearly as played as it is today? Something tells me that it wouldn’t, even though Doom is probably one of the best games ever made (in my opinion, of course!). The modding and mapping community has given me plethora of skills and insight, and that may not have happened if Doom weren’t so fun or modding friendly. The glue that finally stuck me to go in this direction to create a new game, though, was my relatively short experience with the [now] Wrack team. It was there that I learned a number of things. Namely I got a taste for what making a game, completely from scratch, was all about. And after leaving the team, those experiences told me that doing this was the way to go. Not only that, but I also decided that if I was going to really get into this game design business, it was going to be as an indie developer.

Project Retrograde will be decidedly…well, retro! Some may be thinking that because I like and praise older games like Doom, that I must have a hatred of modern games. If you were thinking that, then let me tell you that certainly isn’t the case, at least not entirely. Many newer games made by large, AAA game design companies sometimes lose sight in what’s really important in a game. Sometimes graphical fidelity is emphasized over gameplay mechanics and the “fun factor”. And there seems to be little to no effort on the part of these design companies to foster a modding community; modding may be too esoteric for the regular joe or the tools may not exist. Please note that I used the word “sometimes”, as this certainly is not always the case. I also think the shift to more casual gaming is slowly eroding the fun factor for some gamers out there. The market is just responding to what the majority of people want, but that isn’t necessarily a good thing. Games are too easy and/or they “hold your hand” through parts of them. There’s little focus on innovating and interesting gameplay. I think the FPS genre is probably the one that is suffering from this the most. Project Retrograde won’t be just a “retro” throwback in more ways than one, but more importantly it will be a re-examining of what was fun then and how we can take those basic elements and inject new and interesting elements that compliment the oldschool gameplay. Retrograde is more than just a codename in this case; it is the philosophy by which we are tackling this undertaking.

We haven’t released any specifics about the game yet, obviously. But we will very likely release tidbits here and there about the game and the technology behind it as time marches on. I’ve spent close to a year (or longer) fleshing out many different details about the game’s content and mechanics. Things really started taking off once VortexCortex joined the team; he brought with him an energy and an intelligence that the design desperately needed. And so far we are relatively confident that what we have all come up with thus far will be pretty cool. If your a fan of Doom, Quake, Unreal, and arcade shoot-em-ups, then you might be interested in what we’re offering.

Maybe some of you are wondering how this effects any Doom-related projects I’m working on. Rest assured that, for the moment, I’m not planning on canceling or squelching on anything Doom related. Though there is very, very little chance that I’ll be signing up for any maps in the future. I’m pretty sure Doom is so ingrained in my being that I’ll never be able to put it down completely :shake: .

Anyways, it has been a busy road up to this point getting everything ready for the public announcement (dev-blog, forums, etc). Not to mention that we’ve be working on the project at the same time too! I’m eager to see where this road will lead me and, if all goes according to plan, it should be a pretty great time! Don’t forget to check our dev-blog and forums for more updates on Project Retrograde!

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