Sapphire 2 - Cancelled - B1 Release

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SoulCrow
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Re: Sapphire 2 - Cancelled - B1 Release

Post by SoulCrow »

Didn't see that coming :O

I'm sure Torm can always continue it in the future though. I don't think laying on the guilt is gonna change anything.
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Tormentor667
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Re: Sapphire 2 - Cancelled - B1 Release

Post by Tormentor667 »

So, is anyone working on that now?
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Remmirath
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Re: Sapphire 2 - Cancelled - B1 Release

Post by Remmirath »

I think Icytux is doing something on this, but no news for now...try PM him about it... :wink:
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.+:icytux:+.
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Re: Sapphire 2 - Cancelled - B1 Release

Post by .+:icytux:+. »

well... really... i havn't been working on this much after i were in malta! tho im gonna continue on it as soon as i get all the acs stuff done for Harbinger...
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printz
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Re: Sapphire 2 - Cancelled - B1 Release

Post by printz »

Tormentor667 wrote:So, is anyone working on that now?
I've got no serious mappin' experience, but I still cannot understand the mapper's block phenomenon.

You can go into 3d mode, move around, see what's missing and add what's missing. If the wad is saturated, then why not give it an exit rightaway and release it as finished? It's not the end of the world. There's no point in fearing adding new stuff. It's your map, not God's. If it's still mapper's block, then likely the map sucks and needs to be abandoned.
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esselfortium
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Re: Sapphire 2 - Cancelled - B1 Release

Post by esselfortium »

printz wrote:
Tormentor667 wrote:So, is anyone working on that now?
I've got no serious mappin' experience, but I still cannot understand the mapper's block phenomenon.

You can go into 3d mode, move around, see what's missing and add what's missing. If the wad is saturated, then why not give it an exit rightaway and release it as finished? It's not the end of the world. There's no point in fearing adding new stuff. It's your map, not God's. If it's still mapper's block, then likely the map sucks and needs to be abandoned.
There's like one room finished.
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Ryan Cordell
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Re: Sapphire 2 - Cancelled - B1 Release

Post by Ryan Cordell »

Mapper's block? You can't basically think of anything else to do. You're screwed.
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printz
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Re: Sapphire 2 - Cancelled - B1 Release

Post by printz »

esselfortium wrote:
printz wrote:
Tormentor667 wrote:So, is anyone working on that now?
I've got no serious mappin' experience, but I still cannot understand the mapper's block phenomenon.

You can go into 3d mode, move around, see what's missing and add what's missing. If the wad is saturated, then why not give it an exit rightaway and release it as finished? It's not the end of the world. There's no point in fearing adding new stuff. It's your map, not God's. If it's still mapper's block, then likely the map sucks and needs to be abandoned.
There's like one room finished.
Put some hellish corridors leading into a Doom 3 Central Processing-like lava pit, make the ledge next to the pit go into an opening with a Hexen 2 Hub 4-like Crypt (that goddess message with shooting the ceiling), which is guarded by Bormereths, make the lava pit itself go into the Void, add a catwalk in the first room with a door that leads into a nuke reactor that blows up after 15 minutes (5 is crazy), continue from that Hexen 2 crypt by making indoor hallways around, populated by Hell Knights. I forgot - put Cacos in the lava pit. Make one of the hallways go into a sleeping Baphomet (with proper textures), that would kill you instantly on waking him up. Use the void as a walkway to a Pain Elemental swamp area, filled with fleshghosts and super-morphing. Go back to the reactor and expand it into a typical UAC-Base, not forgetting its pet portal to Hell, which should properly bring the player to another map of the hub (but the player shouldn't be allowed to come back automatically). Put some Doom 3 homages in the UAC Base. Make another way by the UAC Base, to some mines. Steal the Scrags from Quake. Make floods. Transform the player into a gill-having mage and ALL monsters into Bestiary Disciples, then Spawn some Spiderdemons in the Hexen2 yard, first room and UAC entrance, to make them act like War-of-the-Worlds movie vehicles. Make the Baphomet move away like a Polyobj, change his texture and make him spawn Cyberdemons around the map, at two minutes intervals. After all victory, the player dies and story continues with an imp as a player. The hell part should be straightforward: red stone, bricks, find your way out, fear the revs. Etc. etc. I'm no SLIGE I'm tiring and dying.

I really sounded geeky with this. But hey so what if only one room is finished???
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esselfortium
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Re: Sapphire 2 - Cancelled - B1 Release

Post by esselfortium »

printz wrote:Put some hellish corridors leading into a Doom 3 Central Processing-like lava pit, make the ledge next to the pit go into an opening with a Hexen 2 Hub 4-like Crypt (that goddess message with shooting the ceiling), which is guarded by Bormereths, make the lava pit itself go into the Void, add a catwalk in the first room with a door that leads into a nuke reactor that blows up after 15 minutes (5 is crazy), continue from that Hexen 2 crypt by making indoor hallways around, populated by Hell Knights. I forgot - put Cacos in the lava pit. Make one of the hallways go into a sleeping Baphomet (with proper textures), that would kill you instantly on waking him up. Use the void as a walkway to a Pain Elemental swamp area, filled with fleshghosts and super-morphing. Go back to the reactor and expand it into a typical UAC-Base, not forgetting its pet portal to Hell, which should properly bring the player to another map of the hub (but the player shouldn't be allowed to come back automatically). Put some Doom 3 homages in the UAC Base. Make another way by the UAC Base, to some mines. Steal the Scrags from Quake. Make floods. Transform the player into a gill-having mage and ALL monsters into Bestiary Disciples, then Spawn some Spiderdemons in the Hexen2 yard, first room and UAC entrance, to make them act like War-of-the-Worlds movie vehicles. Make the Baphomet move away like a Polyobj, change his texture and make him spawn Cyberdemons around the map, at two minutes intervals. After all victory, the player dies and story continues with an imp as a player. The hell part should be straightforward: red stone, bricks, find your way out, fear the revs. Etc. etc. I'm no SLIGE I'm tiring and dying.

I really sounded geeky with this. But hey so what if only one room is finished???
Okay, now build and texture all of that and fill it with unique, interesting architecture.
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Re: Sapphire 2 - Cancelled - B1 Release

Post by .+:icytux:+. »

:lol:

hehe :P nice description. dosn't sound Sapphire at all xD
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printz
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Re: Sapphire 2 - Cancelled - B1 Release

Post by printz »

esselfortium wrote: Okay, now build and texture all of that and fill it with unique, interesting architecture.
Sorry. Not available. Busy with other wads. If it stays here for like 10 years, maybe yeah then I could.
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esselfortium
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Re: Sapphire 2 - Cancelled - B1 Release

Post by esselfortium »

printz wrote:
esselfortium wrote: Okay, now build and texture all of that and fill it with unique, interesting architecture.
Sorry. Not available. Busy with other wads. If it stays here for like 10 years, maybe yeah then I could.
Point proven. ;)
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