Progress update. Some screenshots of Poison Cacolich's map, now more or less architecturally complete. Other maps have some very basic layout stuff started. Moving at a steady pace.
Spoiler:Also, the name for the project that I'm settling on is "DoomGuy II", since it fits the theme and is better than the old MegaDoom II.
ORIGINAL POST
Hey everyone,
As I'm drawn back and forth between doing different things, I turn on and off to Doom, both playing and creating. When my last round with development finished sometime last year, I only spent some time continuing to practice on other development related things and trying different stuff out. I didn't stick around on the forums too long because forums just aren't really my thing.
Now I'm back again, because I've started working on something new and have made some reasonable progress:
Spoiler:The direction of this one should be pretty obvious to most people.
The project has no official name as of yet, but whenever I need to refer to it internally I just call it "MegaDoom 2" or "MD2". What's done so far is really what's shown. The "system" is set up. Nice looping titlemap, and the first map let's you pick your boss of choice, complete with the standard boss dance animation. When you come back to the first level again, whoever you've slain is absent and their level can't be returned to. Defeat all eight, and the center open up to allow you passage to the castle levels.
...
That actually makes it sound like more is done than actually is. Mapwise what's done is that first "choose the boss" map is totally complete and the title map is complete, though the logo will probably get updated (and there's a few stub maps I have in to test... they don't count.) Weapons-wise, all the weapons have preliminary versions done except one.
So there's actually a long haul ahead in terms of, you know... doing all the maps and organizing the boss fights. It's not going to be long until that starts, I just have a few more things to finalize. But there is ONE thing...
I don't hold myself in too high esteem when it comes to general mapping. I enjoy assembling this weird stuff, like the cinematic titlemap and boss selection screen, but I find I'm rather slow at general mapping and what comes out is average at best. I think it's highly possible I may begin to seek mapping assistance with this project after the mapping gets started. More specifically, I'll probably seek co-authorship. It would be one thing if this was more of a practice type project. Then I'd do it all myself just because I wouldn't be too concerned with how it came out. But I think this has the potential to be something more, so I don't want it to suffer having poorly layed out/designed maps just loaded with whatever scripted doo-hickies I can come up with.
For the time being mapping isn't starting just yet, since I'm finishing up a few more things. However I just want to put out what it's likely to come to, so perhaps anybody who thinks they may want to work co-operatively on a slightly different project can have some time to think about it, and also so I have some time to get some feedback from you guys.
Once I finish a few last things I'll put a demo wad of it up, where you can watch the titlemap, play with the boss selector, watch the boss dances, try out the weapons, etc. Personally, I think watching the boss dances is the best.
EDIT 5/03: Updated first two screenshots.
EDIT 5/07: Sample wad available here (Link removed since there is a more up to date sample available.) More detailed description on second page of thread.
EDIT 5/23: Updated with progress and new screenshots
EDIT 6/13: A difficulty sample is available. There's more information in the text file that comes with it and in a post on the 3rd page. Play it and tell me what you think.













 
  When can we see a beta?
 When can we see a beta?
 
 


