Parallax: The Pinnacle of the Paranoid Paranoiac

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Rex Claussen
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Parallax: The Pinnacle of the Paranoid Paranoiac

Post by Rex Claussen »

Try saying that three times fast, eh?

The development of Parallax has seen a rebirth. A few weeks ago I switched back to development on this project, which is a side story + non-canon maps that build on the Paranoid and Paranoiac "universe". [Yeeesh! That word pops up hither and yon, does it not?] Development had stalled when I was struggling with creation of a massive space station (sound familiar?) Essentially, 80% of the space station is built using the 3D feature in GZDooM. You can imagine how tedious the creation of geometry can become. Long-story-short: I have been focusing on the non-3D parts of the map and have made a decent amount of progress.

The major bonus of Parallax (and, the entire set of mods) is that all enemies and weapons have been re-created as models, thanks to the painstaking and tireless efforts of Ed the Bat. As someone had pointed out when Paranoid was released in 2010: ".... it recreates Half Life so accurately in the Doom engine, you sometimes forget what game you're playing." With the enemy & weapons models, the distinction promises to get blurred even further.

What remains, you ask? Well, aside from the mapping, nothing has been done yet for the voice-acting, nor for the music. I expect that those will take a few weeks, at the very least. After that we're looking at additional weeks for play-testing. So, in other words, look for the release sometime in 2030 :wink: A sure-fire candidate for DooM World's Mordeth Award. Heh.
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Re: Parallax: The Pinnacle of the Paranoid Paranoiac

Post by Enjay »

I'm not even sure that I can say it once... slowly. :laugh:

Great news though.

3D mapping in Doom can be a real head-scratcher. Ultimate DoomBuilder does make it easier.
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Re: Parallax: The Pinnacle of the Paranoid Paranoiac

Post by Rex Claussen »

Enjay wrote: Sat Dec 23, 2023 23:25 3D mapping in Doom can be a real head-scratcher.
I'm generally comfortable with 3D mapping, as I have a reasonable capacity for visualizing "real" 3D space. It's just that I've never created an entire map that's almost entirely structured in 3D space.
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Re: Parallax: The Pinnacle of the Paranoid Paranoiac

Post by Enjay »

I'm OK with visualising 3D space too. But, even on a true 3D game, a lot of the editing is done using plan and elevations in the respective editor rather than actual 3D representation (and even then, it's actually on a flat screen, of course).

With Doom, however, the head-scratching comes in (for me anyway) because the game isn't a true 3D one. So 3D structures are made by using control sectors off to one side in some void space, or with special fields and formulae. 3D slopes are (or were) particularly problematic. Until editors had good support for it, it was almost like you were supplying the game with an Ikea kit that the game engine assembled for you. You provided lots of separate bits and instructions, but the game assembled it. At least UDB now has excellent 3D floor support and you can create things in the editor as you make it, looking much as they appear in the game.

Hmmm... I really need to get myself back into editing. Real life has taken me away from it (and other hobbies) for quite a while now. I'm hoping to be able to address that before too long.
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