[all] Alone - Cancelled(see OP)

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PFL
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Re: [all] Alone - Official WIP Thread

Post by PFL »

WIP is alive. Saican ... WIP is alive :shock:

darkhaven3, writing thoughts about what you see from a screenshot is one thing, but writing this "it would probably have been a better idea to make one or two really fun maps that use GZDoom's advanced features than to spend 4 years making something that isn't fun", when nothing has been released yet (not even an alpha) is just illogic, since I don't want to be saying something else. Focus a bit more and be friendly.
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Sarah
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Re: [all] Alone - Official WIP Thread

Post by Sarah »

Agentbromsnor wrote:I'm not that big of a fan of the spacestation-theme, but the screenshots look cool! Kinda reminds me of the first Half-Life..
Well, luckily there's nothing "space-station" about it.

Ok realizing where some of these comments are coming from it's time I make something clear. On my Deviantart I posted a journal that does the real introduction to [all] Alone. I suppose it is time for a followup there too. I listed some sources of inspiration and I take it I was not very clear on how they have effected me. I said, and I quote, " I've drawn really heavy inspiration from Half-Life, Portal, Silent Hill, Blade Runner, System Shock, Ghost in the Shell, the Matrix, and probably a few other things."

Now I actually took the time to list them in the order relative to the level of inspiration. Notice System Shock starts the cyberpunk theme? That's wrong. The order should be, the Matrix, Ghost in the Shell, then System Shock. I have to openly admit that I have never played the game, but have come across it many times in the past while surfing around looking for resources. I take it the game is quite popular. So, my interest in the game has led me to read about it, especially the story synopsis. So I have drawn inspiration from the story of System Shock. Also, Silent Hill the movie is the majority of my interaction with Silent Hill. The site, Silent Hill Memories is a fan site that I'm fond of visiting for the music(I'm not using Silent Hill music in-game). So again the story, although I can admit being a HUGE fan of Otherworld, is the main source of inspiration. I have played about 20 minutes of the first game, but I was young and confused after that.

So this game has relatively nothing to do with System Shock. Sorry.

darkhaven3 wrote:
PFL wrote:
darkhaven3 wrote:If this quote is more than two levels deep this poster is a faggot[/size]
I literally don't understand what is going on in any of these sentences at all.
I'm frankly not seeing how I can be any more clear and understandable. This mod looks like it's not going to be an awesome mod for me to play through, given what's been shown, because of the aforementioned reasons I've cited.

I'm only addressing this to end any nastiness before it starts. I'm going to be as clear as I can.
darkhaven3 wrote: Well the gameplay appears to be nothing but a bunch of square rooms and what amounts to a bunch of tiny hallways cluttered with nonsensical detail
It would probably have been a better idea to make one or two really fun maps that use GZDoom's advanced features than to spend 4 years making something that isn't fun
I'm just being honest
I have not shown anything of the gameplay. My definition of gameplay involves the HUD, the weapons, the monsters, and basically encompasses anything a player does to interact with the world in which the game takes place. All I am showing is the world in which the level takes place.

Now to continue a decent discussion of the levels' design, what rooms do you think appear too square? Which rooms do you think are too small? What details do you think are nonsensical? Also, just curious, how do you know the game isn't fun already? Be honest about that.
Spoiler: My small rant.
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Captain J
 
 
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Re: [all] Alone - Official WIP Thread

Post by Captain J »

holy cheap vodka with golden flakes.
i cannot belive this whole maps are made by doom builder!
also, gotta put book mark. :D
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darkhaven3
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Re: [all] Alone - Official WIP Thread

Post by darkhaven3 »

Nero wrote:
darkhaven3 wrote:If this quote is more than two levels deep this poster is a faggot
I have not shown anything of the gameplay. My definition of gameplay involves the HUD, the weapons, the monsters, and basically encompasses anything a player does to interact with the world in which the game takes place. All I am showing is the world in which the level takes place.
The fact that you have posted screenshots of only rooms that consist of a rectangle with an obstacle course on the floor indicate to me that it is likely that your maps will not be particularly fun to navigate through, which is a fairly large part of gameplay, regardless of how you or I or anyone else decides to define it. Being able to keep the player drawn in by convincing them with impressive structures, well laid out rooms, and space to move around without sliding all over the place and trying to avoid obstacles built into the floor is an invaluable asset in your map's favor, and it can be... "difficult" in my opinion to make a map that has any value without these things. Nothing you've shown contains anything of that nature in my opinion, hence my subjective statements.
Now to continue a decent discussion of the levels' design, what rooms do you think appear too square?
Literally all of them look like plain square rooms with detail inserted, I'm sorry to say.
Which rooms do you think are too small?
This room in particular is a good example of what I'm talking about, but I think I should have worded myself more clearly looking back. By the nature of those catwalks and the fact that most of the doors adjoin them, is it safe to assume that the player will traverse these a lot? As far as actual room design is concerned, yes, it's expansive/tall, but as far as gameplay is concerned, the player is confined to a tiny hallway most of the time. See what I mean? It might seem like a minor gripe, I know, but to be honest, I really think it helps a lot when the player has a little more room to move around in, when concerning an area they'll be backtracking a lot. It makes it a little less annoying to get from point A to point B when you don't have to trudge all the way around a catwalk when there could have just been a straight path.
What details do you think are nonsensical?
Look at the floor here and in the distance there. Why are these light things here? Shit like this kills Doom mods 100% for me and I'm sure for others as well. Why does the map have to be an obstacle course simulator? I am very certain you do not need these things all over the floor and walls to make the floor and walls look interesting, and all it does is add fake difficulty when you're actually trying to fight enemies in the map because you can't control your character nearly as fluently as if the floor were flat or at least of a consistent slope.
Also, just curious, how do you know the game isn't fun already? Be honest about that.
Above are my purported reasons that this mod will most likely not be on my "looking forward to" list.
Also, to have my moment, do you know what goes into making those square halls and tiny cramped rooms? The orange hall and the blue hall(same texture just color variant), actually sit on top of each other! You go back and forth over that because its the core of the level.
That's cool and all, but that doesn't excuse poor design in my eyes. What prevented you from drawing a shape other than a rectangle for either of those rooms? Regardless of how long you spent on it, unfortunately, at its core, that's all it is -- an uninteresting rectangular room, with detail being the afterthought.
Without all that nonsensical clutter you'd be left in the dark getting shot at because the power is, "...already inadequate across the facility."
Yeah, about all these lights... What exactly is going on with them? I mean, I see what you were probably trying to do in that screenshot I linked; they are all a consistent, dim light level to match the dim room, indicating to me that there isn't enough sufficient power to run them, which makes sense and is in line with what you seem to be aiming for. But... What's the deal with these? Why all these tiny bright spheres of light that illuminate effectively nothing more than six inches away from them? Light doesn't behave that way; I would recommend increasing their radii significantly, and revising how many of them actually exist in a scene when you're using extremely bright colors like that.
You'd have nothing to hide behind either.
That is a function of the fact that every room is some kind of extremely basic, perfect-90-degree-corners rectangle. If it weren't for this fact, it wouldn't be necessary to add "nonsensical" detail and clutter to hide behind.
See I don't explain these things now because I feel like viewers need to only see the levels.
If you're only showing screenshots of things that you feel are entirely unimportant to gameplay, then what incentive have we to play your maps?
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Re: [all] Alone - Official WIP Thread

Post by Zdoomer1337 »

This looks like halflife
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Dynamo
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Re: [all] Alone - Official WIP Thread

Post by Dynamo »

looks good, nice textures & atmosphere, maybe a bit too dark in places and yeah you could try going for a bit more open areas.
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TheDoomGuy
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Re: [all] Alone - Official WIP Thread

Post by TheDoomGuy »

Still waiting for my link to "Destiny" or whatever it was, Nero. :P
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Sarah
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Re: [all] Alone - Official WIP Thread

Post by Sarah »

Well, I hope you were thinking of this Destiny. :P
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TheDoomGuy
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Re: [all] Alone - Official Thread

Post by TheDoomGuy »

Nero wrote:@TheDoomGuy
You might want to play Destiny while you're waiting for this.
I was going by this comment.
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Sarah
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Re: [all] Alone - Official WIP Thread

Post by Sarah »

TheDoomGuy wrote:
Nero wrote:@TheDoomGuy
You might want to play Destiny while you're waiting for this.
I was going by this comment.
I think we misread each other... :?

Got a new screen up...just the one though... :?

First post, its not here.
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Captain J
 
 
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Re: [all] Alone - Official WIP Thread

Post by Captain J »

saw the new screenies.
keepin' void and silent!
i love gloomy things.
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Ravick
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Re: [all] Alone - Official Thread

Post by Ravick »

Jimmy wrote:I... but... wha...

*rainbowpuke*
This.
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darkhaven3
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Re: [all] Alone - Official WIP Thread

Post by darkhaven3 »

Image

Now this is what I'm talking about. I don't know if you were taking my advice to heart or anything, but I really, really, really like how this shot looks compared to the ones you've previously shown; there's extremely little in the way of obstructive detailing, much more sensible color coordination, and I really like how the GL lights are "shaped" by the slopes around them down at the end of the hallway. It's still just a rectangular hallway you're showing, but it's such an improvement.
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Sarah
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Re: [all] Alone - Official WIP Thread

Post by Sarah »

Remember, I often show incomplete areas that still need something yet. But yes, I listened since I consider criticism essential to the artistic process. That doesn't mean that suddenly the whole thing is getting changed :wink:

Also, had I backed up any further to get that shot, I'd have fallen off the edge of the world. When I say incomplete, I mean it. Square? Yes. Continuing to be square? No. Will I reveal the new area that isn't square???? Mayyybeee :lol:

Edit:

As of May 6th...not yet... :lol:
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Re: [all] Alone - Official WIP Thread - May 6th Update

Post by Sarah »

Well, I needed a break from the map that is beginning to drive me insane. It's one of those, if it's not massively overly complex to design, the look I'm trying to create will be completely lost. Anyway, the upside is that suddenly I completed a large portion of a side project, 4 years in the making. I'm still making it.
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