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 :)

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