Update on New Maps (2023-01-24)

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Expand view Topic review: Update on New Maps (2023-01-24)

Re: Update on New Maps (2023-01-24)

by Rex Claussen » Wed Jan 25, 2023 2:51

Maps 24-28: All mapping and logic complete; gameplay (still) under way
Map 29: This overly-ambitious space station is exactly where it was over 2 years ago
Maps 30-31: Xen Moons - all mapping & logic done; gameplay (still) needed
Map 32: Xen Temple Fortress - Mapping virtually 100% complete; gameplay 20% complete
Maps 33-35 (DooM in Half-Life): all mapping & logic done; gameplay needed
Map 36: Mapping complete; retexturing nearing completion; gameplay needed
Map 37: Mapping & logic complete (this is the trampoline-themed puzzle map)
Map 38/Map 39: 80% and 30% [These are maps I had started to build for the Map32 slot, scrapped that idea and started Map 32 from scratch, and moved the original work into Map 38. However, as there is a clash of themes, I will almost certainly build a Map 39. (F*ck! In the immortal words of Frank Zappa: "The Torture Never Stops")]

Otis Shift: No progress

Re: Update on New Maps (2022-11-19)

by Rex Claussen » Tue Nov 29, 2022 21:40

Maps 24-28: All mapping and logic complete; gameplay (still) under way
Map 29: This overly-ambitious space station is exactly where it was over 2 years ago
Maps 30-31: Xen Moons - all mapping & logic done; gameplay (still) needed
Map 32: Xen Temple Fortress - 50% complete; also see here
Maps 33-35 (DooM in Half-Life): all mapping & logic done; gameplay needed
Map 36: Mapping complete; retexturing nearing completion; gameplay needed
Map 37: Mapping & logic complete (this is the trampoline-themed puzzle map)
Map 38/Map 39: 80% and 30% [These are maps I had started to build for the Map32 slot, scrapped that idea and started Map 32 from scratch, and moved the original work into Map 38. However, as there is a clash of themes, I will almost certainly build a Map 39. (F*ck! In the immortal words of Frank Zappa: "The Torture Never Stops")]

Otis Shift: No progress

Re: Update on New Maps (2022-04-30)

by Rex Claussen » Sun May 01, 2022 2:41

Update on April 30, 2022

Maps 24-28: All mapping and logic complete; gameplay (still) under way
Map 29: This overly-ambitious space station is exactly where it was over a year and a half ago
Maps 30-31: Xen Moons - all mapping & logic done; gameplay (still) needed
Map 32: Xen Temple - minor progress on the mapping
Maps 33-35 (DooM in Half-Life): all mapping & logic done; gameplay needed
Map 36: Mapping complete; retexturing nearing completion; gameplay needed
Map 37: Mapping complete (this is the trampoline-themed puzzle map)

Otis Shift: No progress

Re: Update on New Maps (2022-01-20)

by Rex Claussen » Thu Jan 20, 2022 20:43

Update on January 20, 2022

As before, my life continues to take sideways turns, leaving me with little time or energy for DooM. Still, I manage to snatch a couple of hours here and there. Here's an update:

Maps 24-28: All mapping and logic complete; gameplay (still) under way
Map 29: This overly-ambitious space station is exactly where it was over a year and a half ago
Maps 30-31: Xen Moons - all mapping & logic done; gameplay (still) needed
Map 32: Xen Temple - minor progress on the mapping
Maps 33-35 (DooM in Half-Life): all mapping & logic done; gameplay needed
Map 36: Mapping complete; retexturing is WIP; gameplay needed
Map 37: Mapping begun (this is the trampoline-themed puzzle map)

Otis Shift: No progress

Re: Update on New Maps (2021-07-16)

by Rex Claussen » Fri Jul 16, 2021 23:06

Update on July 16, 2021

Sadly, my free time over the past several weeks has been severely derailed, with the end result being that I haven't been able to work much on the game. I even had to work on my job-related duties during a short vacation I recently took. All-in-all I am hella stressed and desperately looking for an opportunity to stop being wound so tight. Still, I've done a little bit, summarized below:

Maps 24-27: All mapping and logic complete; gameplay needed under way
Map 28: Cleanup mapping remains complete; gameplay needed under way
Map 29: This overly-ambitious space station is exactly where it was over a year ago
Maps 30-31: Xen Moons - all mapping & logic done; gameplay needed
Map 32: Xen Temple - exactly where it was over a year ago
Maps 33, 34, 36 (DooM in Half-Life): all mapping & logic done; gameplay needed
Map 35: No progress

Otis Shift: No progress

Re: Update on New Maps (2021-05-29)

by Rex Claussen » Sun May 30, 2021 4:03

Update on May 29, 2021

I have been struggling to stay motivated, and didn't touch a GZDooM map editor for 2 months (although I did get sidetracked into a vanilla DooM project for a bit). I am mostly back on track and have been cleaning up the first 5 maps (loosely based on Paranoia). The effort turned out to be far larger and more complicated than I anticipated, but the basic logic of each map and the mission as a whole are in place. I have some cleanup map work and I need to put in the gameplay, after which it will be ready for play-testing.

Completing the 4 Space Station & Xen World maps are next on my agenda, although I was having a lot of fun doing the DooM-in-Half-Life maps and I might do those first.

To summarize:
Maps 24-27: All mapping and logic complete; gameplay needed
Map 28: Cleanup mapping remains; gameplay needed
Map 29: This overly-ambitious space station is exactly where it was over a year ago
Maps 30-31: Xen Moons - all mapping & logic done; gameplay needed
Map 32: Xen Temple - exactly where it was over a year ago
Maps 33, 34, 36 (DooM in Half-Life): all mapping & logic done; gameplay needed
Map 35: No progress

Otis Shift: No progress

Re: Update on New Maps (2021-01-19)

by Rex Claussen » Thu Jan 21, 2021 2:39

No, I'm not really set on anything specific, such as using weapons that look and sound like in the original DooM. The idea of using DooM weapons, as I mentioned in the Deimos thread, was to follow Graf Zahl's suggestion. We can easily improvise as necessary, as long as we retain the behavior of the original weapons. In fact, when I developed Paranoia ZDooM had no support for DECORATE or ZScript. Therefore, I used Half-Life weapon graphics (and, perhaps, sounds as well, but I don't remember). The behavior remains unchanged. This can easily be the path we take, as it will allow us to have an IPK3

Re: Update on New Maps (2021-01-19)

by Ed the Bat » Wed Jan 20, 2021 18:47

In regard to using Doom weapons or monsters... the code for them all exists in GZDoom, so if we continue with the ipk3 method (which is still not exactly a hard requirement), we'd just need to include sounds and graphics. We could perhaps come up with some alternative resources, like from Freedoom (just as an example; I have mixed feelings about using them wholesale), or our own creative ideas for replacements.

On the other hand, if you're really set on them looking and sounding like the actual Doom weapons, we can scrap the ipk3 idea and go back to using Doom2 as the iwad.

Re: Update on New Maps (2021-01-19)

by Rex Claussen » Tue Jan 19, 2021 15:52

Update on January 19, 2021

The overhaul of the original 5 maps of Paranoia is well on its way to completion. [Didn't I say that before? But this time it's not a deep fake.]
The 4 Xen space maps are still where they were as of my last update.
I have more-or-less completed 3 maps in The Deimos Syndrome expansion pack, with plans to do at least one, possibly two, more maps.

At one point I considered having the Deimos expansion pack serve as the Blue Shift episode. However, because the expansion pack uses DooM weapons & ammo, this won't work.

Re: Update on New Maps (2020-04-12)

by Rex Claussen » Thu Apr 23, 2020 1:31

Enjay wrote: Tue Apr 21, 2020 1:18Have you been spending time in the UK? :lol:
Not recently. But I have been re-reading John Constantine: Hellblazer, which is mostly set in the UK, with the primary characters being British, Irish, and Scottish. Hence, the "native" parlance.

Re: Update on New Maps (2020-04-12)

by Enjay » Tue Apr 21, 2020 1:18

Rex Claussen wrote: Sun Apr 12, 2020 5:41 even though I put the whole bollocksing shite together.
Have you been spending time in the UK? :lol:

Re: Update on New Maps (2020-04-12)

by Rex Claussen » Sun Apr 12, 2020 5:41

Update on April 12, 2020

The overhaul of the original 5 maps of Paranoia is well on its way to completion.
The 4 Xen space maps are still where they were as of my last update.
I have started on a (currently-planned) 3-map set using DooM "environments" & weapons, and Half-Life enemies & texturing. I must admit it is a very surreal experience playing in these maps (1 of which I have completed, and the second is WIP). Seeing the DooM geometry and weapons, but H-L texturing & weapons makes me do a double-take, even though I put the whole bollocksing shite together. YMMV.

Re: Update on New Maps (2018-09-29)

by Rex Claussen » Wed Jun 05, 2019 14:27

Update on June 5, 2019
Rex Claussen wrote: Sat Sep 29, 2018 13:48
Map 29 (Space Station): I have Made some progress on the interior of the space station's "spindle". It, too, is built with 2 levels and the challenge is to make one level distinguishable from the level above.
All mapping on the "spindle" was completed as of the end of January
Map 31 (Xen Space): This is a map set in 3 craters. All mapping for one of the craters is done
All mapping for Map31 was completed as of the end of January

This project was initially on the back-burner because of massive, job-related workload. But more recently it's been because of another (stealth) project in which I've been engaged. I will get back to Parallax[/] fairly soon.

Re: Update on New Maps (2018-09-29)

by Rex Claussen » Mon Oct 01, 2018 13:24

Ed the Bat wrote: Sun Sep 30, 2018 20:12... we still need a way to accommodate them. If Doom 2 isn't being loaded alongside the game, these monsters will have no sprites and sounds. I suppose I could copy in the files from Freedoom, or something, or stop players from playing these maps unless Doom 2 is detected...
No, this is a hacky solution, and defeats the purpose of your efforts. I will remove the Doom enemies in the existing maps and replace them with H-L ones. In which case, I'll abandon my idea of creating new versions of the 2 existing maps (while still keeping the original 2 maps). I will still plan on making a small secret map, to which the player will go if s/he finds all 6 secrets in "Six Ways to Die"). I fear that some players haven't played "Space X" because they haven't found all 6 secrets; the amount of effort we put into "Space X" map was so great that it deserves to be played.
And I have held off on converting the maps to UDMF, specifically so as to help accommodate your mapping. I know you prefer older tools that don't support UDMF, and that's totally fine with me. I do feel it might be useful to you to someday spend some time playing with a newer tool like GZDoom Builder Bugfix, but I'd never try to force you. Besides, converting to UDMF would only grant me a few small conveniences, so it's no big deal to stay with Hexen format, for now.
It's good to know I can work with HeXen format for the time being. I do plan to learning mapping in UDMF, and I already know how to map with DB2 (which is pretty much the basis for GZDB BF). But that might not happen soon, as I am juggling multiple projects at the moment.

Re: Update on New Maps (2018-09-29)

by Ed the Bat » Sun Sep 30, 2018 20:12

Then yes, I misunderstood. Well, if we're keeping the Doom monsters in "Six Ways to Die" and "SpaceX", I can certainly go along with that, but we still need a way to accommodate them. If Doom 2 isn't being loaded alongside the game, these monsters will have no sprites and sounds. I suppose I could copy in the files from Freedoom, or something, or stop players from playing these maps unless Doom 2 is detected...

And I have held off on converting the maps to UDMF, specifically so as to help accommodate your mapping. I know you prefer older tools that don't support UDMF, and that's totally fine with me. I do feel it might be useful to you to someday spend some time playing with a newer tool like GZDoom Builder Bugfix, but I'd never try to force you. Besides, converting to UDMF would only grant me a few small conveniences, so it's no big deal to stay with Hexen format, for now.

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