Night [WIP]

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ace
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Night [WIP]

Post by ace »

I've come to the conclusion that while WADs In Progress is a nice place to show off new material, it isn't optimized for getting feedback on particulars, not to mention that it doesn't allow for consistent, updates. Well with a shiny, active projects forum here, that problem can automagically disappear! So, without further ado:

Image

What the crap is that thing?
Oh, that? That's just a banner image I whipped together for--

No, the PROJECT.
Oh that thing. Right.

Night is a large single-player hub consisting of an optional introductory/training map, a main "epicenter" level from whence seven individual maps can be accessed.

The focus of this hub is to create a realistic, nonlinear objective- and plot-driven gameplay experience in Doom. Objectives can be attacked in different orders, and some will influence the player's general direction to one of two ultimate goals that determine the fate of the player and NPCs involved. As the player progresses, more backstory about the situation and the characters involved shall be revealed, eventually unveiling the truth and quite likely affecting the decisions made throughout the game.

Night will make extensive use of ACS, stacked sectors, and custom textures, and likely some DECORATE. The story will be told both through cutscenes (which are optional) and in-game. The gameplay is planned to be more about survival and strategy than fast-paced action, but as little has been developed thus far, this may be subject to change.


What's the story about, then?
I want to keep the story as under wraps as possible until the project is finished and released. However, in the meantime, I shall share the tentative prologue:
Spoiler: Prologue
At the moment, the ultimate progression of the plot has been finalized, and the up-to-the-moment, more specific events are still being planned.


Screenshots or it didn't happen.
Is that all you're here for? Fine.
Spoiler: Screenshots

Alright. So when will it be released?
When it's done!

Completing this project will by no means be an easy feat. Like most of the personal projects I've started, it is quite ambitious. But I have no intentions whatsoever to give up on it, and it is my main priority above all other things.

I can't give a definitive release date, but my (overly optimistic) goal is to have this finished before next summer's end. Albeit unlikely, I can hope, right?


What's the current status?
Right now all of the planning stages except for some story specifics are complete, and work on the project, which was put on hold for completing planning and work on two entries for NDCP2, now continues. Here's an overall outlook of the project's progress:
Spoiler: Status Report

I will likely update this more frequently and sporadically than the WIP page for this project, and I'll occasionally ask for some feedback. However, I will continue to update the WIP page on the regular bi-monthly schedule I have developed, starting on the first of August.

Feedback, constructive/flagrant criticism, yo mama and/or Yo-Yo Ma jokes, etc. appreciated. :)

Links:
WADs In Progress Page
Last edited by ace on Fri Jul 18, 2008 5:56 pm, edited 1 time in total.
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Phobus
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Re: Night [WIP]

Post by Phobus »

That looks beautiful and sounds like a very rare sort of treat for ZDoom. Whenever you get it done, if I'm still here, I'll be sure to come a-calling and check it out :)
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Imp Hunter
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Re: Night [WIP]

Post by Imp Hunter »

:surprise:

Dude...i dont have words to say what i think'n now :shock: ...

EXCELENT SCREENS, EXCELENT HISTORY, DO IT FAGGOT :mrgreen:
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Shadelight
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Re: Night [WIP]

Post by Shadelight »

Epic looking screenshots, ace!
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esselfortium
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Re: Night [WIP]

Post by esselfortium »

I am outraged and appalled by how beautiful this looks. I can't wait to play it.

Amazing work.
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Matt
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Re: Night [WIP]

Post by Matt »

:o
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MasterOFDeath
... in rememberance ...
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Re: Night [WIP]

Post by MasterOFDeath »

Those shots are just plain killer. @_@

I cannot wait to play this. ;P
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Jimmy
 
 
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Re: Night [WIP]

Post by Jimmy »

Guhhh...detail...too much...

Vision...blurring...
Will to continue mapping...fading...
Throat...drying up...Can...only...talk...in...ellipses...!

In all seriousness, this looks truly epic. There's just a slight problem with the second screenshot - those tables look, for want of a better word, bogus. The multiple stacked sectors you've got going in the rest of the shot look amazing but those "tables" just bug me. :?

I'm loving the 1st, 4th shots though. Slopes ahoy! :P
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Sniper Joe
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Re: Night [WIP]

Post by Sniper Joe »

Wow, it doesn't even look like doom! (Thats a good thing of course)
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ace
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Re: Night [WIP]

Post by ace »

Whoa! Thanks folks. Not used to such quick response... :p
jimmy91 wrote:There's just a slight problem with the second screenshot - those tables look, for want of a better word, bogus. The multiple stacked sectors you've got going in the rest of the shot look amazing but those "tables" just bug me. :?
I agree. I'm not quite sure what I should do to make them look better, though. Any suggestions?
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Project Shadowcat
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Re: Night [WIP]

Post by Project Shadowcat »

ace wrote:Whoa! Thanks folks. Not used to such quick response... :p
jimmy91 wrote:There's just a slight problem with the second screenshot - those tables look, for want of a better word, bogus. The multiple stacked sectors you've got going in the rest of the shot look amazing but those "tables" just bug me. :?
I agree. I'm not quite sure what I should do to make them look better, though. Any suggestions?
I have two suggestions, both of which are texture replacements:
Suggestion 1: STONE. Make sure one of the silver strips caps the table and it actually looks more like a granite counter-top of sorts. It's an improvement...

Suggestion 2: TANROCK2, If I remember correctly. This one doesn't seem to resemble rock at all and really makes for an interesting wall trim. Perfect for something like this.
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Da Spadger
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Re: Night [WIP]

Post by Da Spadger »

About the chairs, I'd rather use the one found in the doom alphas, rather than making them out of sectors.
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Enjay
 
 
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Re: Night [WIP]

Post by Enjay »

I agree with the enthusiastic comments above. This looks great and also promises to be a novel and fun experience to play. Looking forward to it. :yup:
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ace
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Re: Night [WIP]

Post by ace »

Hm...

Which do you think fits best?
Spoiler:
As long as I'm getting into the suggestions/feedback department, anyone (like 8 or 9 people :p) who's followed the WIP updates might recall that the player starts exiting from a subway train.

Well in short, the train reeked in every way possible. Bad texturing, not to mention nonsensical--the train was not segmented, but instead one long tube-shaped mess.

Well I've since given it a complete facelift, but I'm not quite sure I'd call it done yet. Any suggestions?
Spoiler:
Da Spadger wrote:About the chairs, I'd rather use the one found in the doom alphas, rather than making them out of sectors.
I thought about using sprites, but the alpha chairs are too office-like for a cafeteria, and I'm spoiled and can't live without rotations. :p
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Imp Hunter
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Re: Night [WIP]

Post by Imp Hunter »

ace wrote:Hm...

Which do you think fits best?
Spoiler:
Stone is good for this type of map :)

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