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"New year, new URE" - URE:E2 - E2M2 up!


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Finally getting around to these!

 

On 9/27/2022 at 9:56 PM, Bucket said:

"Adversary"

 

I do like this quite a bit. I can see it inspiring me to create a matching map. I was wondering for a moment whether the organs in it would work with the stuff that I have in my maps so far.. but then I remembered that the later maps will become less "normal base" and more "unholy, defiled ruins".. so this track might actually match up with the transitional map(s) between the two themes quite well.

 

On 9/27/2022 at 9:56 PM, Bucket said:

"TrepaNaTion"

I like the "driving", almost slightly erratic nature of the drums in this. It was over way too soon. Meaning I didn't even notice where the 2-something minutes went. Meaning I liked it ^^; I could imagine using this for a smaller, more action-heavy map. 

 

 

"Scout and the Wild Bunch": For these, Google wanted me to log in with an account, which I don't really have (aside from a work account), so I couldn't check them out.

 

Thank you so far for your participation and input so far. I really appreciate it a lot.

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  • 3 weeks later...

Beep, beep, beep

 

'ello ol' chap!

 

Okay that was weird.

 

I was sick! Since Friday, to be exact. "Only" a cold.. but that was bad enough.. they always toss me around some.

 

But I am better now- even had a (literal) fever dream for a map idea 2 days ago.. which I was smart enough to scribble down.. and which holds up even after being a bit clearer again now ^^;

 

But I am off for a short trip today so.. I'll see you when I see you!

 

~ZK™

Edited by Zylinderkatze

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  • 3 weeks later...

(Un)Related


I know there's a "secret connection" to Doom but this is ridiculous: I've been stuck playing Animal Crossing a whole bunch recently >_< 

 

I'm back from the trip (for a week already) and it went nicely! Went to London :3 So much for "the good".

 

I think to some extent, my "playing random peaceful games" might be because there's been a health scare on my mother's side and it might be blocking me a bit. She's "okay" now but I'm still worried. Also- for that week in which I had been back already- I had planned to take my parents to a trip to Amsterdam (for my parent's wedding anniversary) but we had to call it off (due to the health situation). Things feel like they're in a weird "hover" state and it's not particularly pleasant. Also, looks like I won't be getting the cost for the hotel back (1000+ US$) which sucks.. but mainly I'm just glad that my mom is through the worst. Everything else is secondary. If I do get the money back it's going straight to my parents :3

 

A little more related: I did dream about some Doom-y architecture again the other day- and also saw some scenery (in a game that isn't Doom) which made me muse about whether it's possible to give it an "URE" twist for one of the maps in URE:E2.. if it fits at all.. but I am still not really feeling up to it.

 

Just wanted to drop another update.

 

Hope you are all well!

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Google introduced a mostly useless security update that breaks all my sharing links. Fortunately, I can revert them manually one by one. Not sure if this also fixes the account requirement.

 

scout.mid

https://drive.google.com/file/d/0B9nX-nszGzKvTERSX202bHFqaTQ/view?usp=share_link&amp;resourcekey=0-MisAXA5Ppb3hQRL9qZIanQ

 

wild.mid

https://drive.google.com/file/d/0B9nX-nszGzKveW5KSkFuTU91cTQ/view?usp=share_link&amp;resourcekey=0-NmLoJZ687q2fDW04w1dNoQ

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On 11/9/2022 at 5:08 AM, Bucket said:

Not sure if this also fixes the account requirement.

 

It does! Thank you for your effort :D

 

Listening to them right now, here's my "live" reaction:

 

"scout.mid": Nice & uptempo; Has kind of a "tech base" feel to me for some reason. It could work with a high stakes, "on the run" kind of map, in my head. Maybe it'll feel at home with the next map I'll work on (E2M4, the "city" map).

 

"wild.mid": Beep Boop! Now I kind of want to make a map that has a night club in it. Or a car chase in classic 80's sports cars.

 

I like your stuff, sir.

 

I'll see how much these fit with the maps I'm making- and whether I might need some changes to them (time- and your willingness and availability permitting).

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18 hours ago, Zylinderkatze said:

the next map I'll work on

 

SPEAKING OF!

 

I am mapping again.

 

Because I had an idea for a door

 

No, hear me out.

 

So there would be this normal, "DR"-action door that can be opened by monsters.. monsters which will already be active. But they can't actually open the door right away because it's blocked by a sector next to it with a low ceiling, prohibiting it from opening. Then, later on, the player does an action that changes that "blocking" adjacent sector's ceiling height, once they are closer to it.

 

This way the door will be opened "organically", based on monster actions and not "always at the same time" due to a line trigger to open the door directly.

 

Only that the map I wanted to put it in.. didn't actually have a door in the place that had me thinking about that.

 

So.. I didn't actually get to map that out as a proof of concept yet.

 

 

However.

 

What I did get to map out is this first draft of a little "surprise" close to the exit of E2M3:

 

e2m3j1.png

Low ceilings are so 2020.

 

Problem is: There will be enemies in here that drop ammo (because of course there will be).. and.. cursed be my "if you can see it, you can pick it up" approach to mapping.. now I'll have to actually make this room accessible by the player >_<

 

At first that door in the background was just a "make it look like the room is actually functional / sensical".. but now it'll also be a way to access the ammo dropped by the enemies ^^;

 

..which will look something like this:

 

e2m3j2.png

But it's only going to be a small bonus area and likely not a "secret".

 

Also, now that I am working on this map again I realized that it's basically done but I never "published" it on here, like I usually do when a map of the project is done(ish)™

 

I think I'll do that soon.

Edited by Zylinderkatze

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17 hours ago, Zylinderkatze said:

e2m3j1.png

 

 

And here's already a potential "higher ceiling" version of that room:

 

e2m3j1b.png

Not sure whether I'm feeling the "COMPUTE3" texture (the orange-y brown on the wall in the back)..

 

..it might be a sign of things to come in E2M4 though.. hmm.

Edited by Zylinderkatze

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It wasn't a glitch..

 

..I'm still mapping!


I mean.. not continuously since my last post (itt's not 2020 xD).. but I am still coming back the "URE:E2" more regularly (almost daily!) again ^^

 

e2m3k1.png

Ooo.. an "EXIT" sign! Looks like ZK is learning.

 

This is the "preview of E2M4 when turning around the corner from a part of the map I mentioned before.

 

The grey building in the background is nothing real yet, btw. It's just a giant number "4" on the map, actually :D

 

But this is how I am going to create the area that ends E2M3 and has you pass into E2M4.

 

As always, the stuff around this area (and what you see when you pass through here) will still change a little (or a lot).

 

Also, keen-eyed (or zoom-feature equipped) readers might notice that there's a line on the "asphalt", next to the exit sign.

I may or may not add some sort of rolling gate there, if I can pull it off "Doomcute-convincingly". Otherwise it'll just be all the way open and resting in the wall off to the right side.

 

I doubt that it will actually be interactive.. as it stands now, the doorway under the "EXIT" will simply be open at this point (and trigger a "next level" action)..

 

..but you know me. I say now that there won't be anything more added and then suddenly it's a month later and the map is twice its curren size >_>

 

I'll try not to do that this time.

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Aaand there's the gate.

 

e2m3k2.png

That was quick.

 

Maybe that's already what it'll be. Maybe some more light adjustments.

 

This is where part of me is going "DOOM 2 with its MIDBARS1 and MIDBARS3 would be nice right now" but with how dark it is, this could work, still.

 

I think I am doing for today, though- I wasn't even planning to map today at all (you know how it goes ^^)

 

Goodbye for now!

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Another glimpse

 

So I had this idea of doors closing behind you and so when you exit E2M3.. and then enter E2M4 (and look back)..

 

e2m4a1.png

(you can barely see it)

 

..there's a closed / barred door!

 

It's a little like the one very close to where you arrive on E1M1 (in the original "URE2020").. in case anyone still remembers xD

 

I went back and forth between E2M3 and E2M4 a lot more than I should have, to line / sync up things.. instead of just building it all out in one map and then copying over the "transition parts".. but that's what I get for going at this kind of instinctively (i.e. without a plan).

 

I'm now going to head to bed though.. because I am trying to look out for myself and it's already 11:20pm.

 

Goodnight!

Edited by Zylinderkatze

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I'm not cheating, I promise!

 

I actually just mapped this part, further off to the left of the previous screenshot:

 

e2m4a1b.png

I didn't just crop the last one. It only looks like I did because I'm so good!

 

Okay how did this thing go with reverse psychology? I don't have the energy for this xD

 

 

Basically, I am working towards making this happen:

 

e2m4-sketch.png

It's another 90's scribble! (..or maybe early 2000's? Am I under oath?)

 

See in the lower right where it says "STADT"? That's the old, old idea of the direction from which you'd enter the "CITY" section of this three-part map.

 

At least I think that's what it was meant to mean. Memory is a bit hazy.. but there is another drawing that has the "factory to the left, city to the right" markings on it. In fact if you look very closely in the sketch (first image) of this post, you'll see the partially covered "STAdt" towards the right of the middle (covered, because it's an edited / cropped version of the actual image).

 

It's all coming together slowly.. but I am still at the beginning (obviously). And for once, I am even using a few sight-blocking lines already, early on, to preempt or at least delay Drawsegs craziness (one of my least favorite crazinesses).

 

I am also using a few too many italics to emphasize things. I should really stop that.

 

Maybe it's time for bed.

 

Goodnight!

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"A reckless disregard for textures"

(working title)

 

So thanks to that scribble seen in my previous post (with the whole "STADT" bit at the bottom), the whole "putting it into a map" bit was kind of a breeze.

 

e2m4b1.png

That's a lot of "GRAY4" there, bub.

 

The textures (and the level of detail) are certainly not final.. also you won't see that part of the map from that angle.. but this already feels kind of neat, dimensions-wise! So much room for little traps and surprises! :3

 

Floor textrues will possibly still change as well. As will a lot of other stuff..

 

..but I wanted to share this bit of progress before I disappear again.

 

"To bed", that is. Not "for another month".

 

Fingers crossed xD

 

ZK out.

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Back to the drawing board (again (again?))

 

So I switched to the Drawsegs view and decided to reconsider the map layout!

 

e2m4b2.png

Can you guess why?

 

Looks like I am a bit rusty in "avoiding complexity" :D

 

So I think I'll have to make a lot less of the map visible.. maybe add a sight-blocking building or.. ten.

 

But I won't be deterred (for long).

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On 11/18/2022 at 1:16 AM, Bucket said:

So how appropriate do you think the musical contribution has been so far? What's working and what isn't?

 

Uh.. I just lost the whole reply I had typed up for you.. I don't even know what happened. The Editor was empty, too >_< This is mildly frustrating.. so.. here's the short version:

 

Instead of making the same mistake again that I made with URE2020, where I didn't create my "map mood chart" until when I was almost done mapping, I'll instead get to it early this time: This weekend!

 

Thematically, I basically have "7/9" of the maps laid out, only E2M6 and E2M7 are still wildcards.

 

Perhaps I'll actually get around to the idea of "listening to a track and letting it inspire me to write a map" which always sounded fascinating to me in concept. That is, should any of the tracks you sent so far end up not fitting with any of the existing maps.

 

Also, I still really like the idea of having E2M3, E2M4 and E2M5 use variations of the same base theme, since they are connected.. but more on that when I have more details!

 

___

And even though I lost my whole previous text, I still wanted to include this: The late decision on which kind of music I wanted where put unneccessary pressure on the music artists @tam, @Lippeth and Amaury (<3, <3 and <3), which only makes it even more impressive when you look at what marvels they delivered. I am still blown away by what they did.

 

Edited by Zylinderkatze

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Story Update time

 

I added some new building that's in the way of you seeing too far into the map..

 

e2m4b3a.png

Current "WIP": the building is that thing on the right

 

So far with mediocre success.

 

e2m4b3b.png

It's still a bit hot. Not in the fun way.

 

I realize now that the main problem is (or seems to be) the whole "barred door", as seen in a previous post. I did remove some of its geometry (if you can call it that) and thereby complexity.. but that's still not enough, as seen in the above heat map.

 

So I suppose the whole idea of "immediately seeing the main buildings" will not be possible at all and instead you'll just.. maybe run intop a tunnel or such, after which the actual map will unfold.

 

But I am not actually too concerned with that just yet, for several reasons.

 

Instead I just continue on my merry way of adding detail along the parts of the way that I am pretty confident will remain.

 

Like this console!

 

e2m4b4.png

Yes I know there's an unaligned texture on the sidewalk / curb bit..

 

Let's see where this goes instead!

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46 minutes ago, Zylinderkatze said:

Like this console!

 

Here's a better view because I feel like it turned out pretty nice :3

 

e2m4b5.png

Not sure if the light (spread) detail is final

 

I'm also happy with the texture "blend" towards the left.. with the "BROWN1" and "BROWNGRN".. I might raise the ceiling height of the tunnel on the left to line up with the edge under the detail of the "BROWNGRN" texture above it.. like the foot access behind it. Not sure yet ^^

 

The way it is now more implies that you have to lower the left (I'm standing on) to progress..

 

Guess how you lower the lift!

 

You have one guess.

Edited by Zylinderkatze

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Sir! We're in treacherous "how many posts will he add in one day" waters!

 

What's with all those pseudo-nautical terms >_>

 

So here's another screenshot of the side of the tunnel you exit from.. though it's still very very rough and I'm basically just playing around with a few textures:

 

e2m4c1.png

Very un-aligned.

 

That use of "COMPUTE3" (the STARxx-like texture with the computer step / light edge.. thing..) is just a little callback to having used it in the surprise room at the end of E2M3.. it'll likely change.. though I do like how the "CEIL3_1" aligns with it.

 

Well who knows xD

 

This part will definitely change a lot still.

 

But not today. 

 

Well.. actually.. yes today, because it's already after midnight.

 

But first: Sleep!

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On 11/12/2022 at 3:52 AM, jerrysheppy said:

Shine on you crazy diamond.

 

It works! I mean.. I knew it would- or at least heavily suspected that it would.. but still. It's good to see when something works out.

 

Here's the file: doortest.wad

 

It used to be my placeholder level for E2M5, that's why there are 2 switches (one to progress normally, one to go to the secret level).

 

 

The actual test is off to the side:

 

There's a former human who will try to open the door to get to you.. but that door is blocked by a "too low" sector next to it.

 

That sector only raises once you walk into the little dead end corridor with the health bonus.

 

Hre's a picture for the visual learners:

 

doortest.png

Former human, Door, Health Bonus.

 

Quirks:

- I had to put the starting height of the "blocking" sector's ceiling 4 units above the floor because doors always open to 4 below the lowest adjacent ceiling (something I actually mused about exploiting before but it never came to anything)

- while that blocking sector rises, the door- when attempted to be opened- will only open to 4 below the blocking sector's "height at the time".. but eventually open all the way once it's fully unblocked (also something to keep in mind for future trickery :3)

 

This is a rare(?) insight into how my mind plays out ideas (on a very simple example).. not sure if it's interesting?

 

Now back to the "map mood" summary.. thing.

Edited by Zylinderkatze

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Stalling, stalling..

 

While I work on the "mood" overview for URE:E2, here is the file I originally made for "URE2020"!

 

Download it right here: URE 2020 Overview & Themes (Open Document file)

 

I'm sharing it because the new one I'm making for URE:E2 will likely be confidential until the "URE-E2.WAD" is final & public.

 

So even if you're not directly involved in the music process, you can still see what kind of stuff I write up.. and what kind of stuff Tam, Lippeth, Amaury and now Bucket had to / have to work with :D

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And he's still mapping. Is this a dream?

 

Well.. kinda!

 

Remember how a whole while back I mused about a dream I had (which time do you mean, ZK?).. you know the one I said would likely not be very possible in Vanilla Doom (still.. which time, ZK? This doesn't limit it much)..

 

Okay.. I meant this one in Nove.. oh.. a year ago.

 

So.. since this is a (the) city map, I figured I might as well include this idea in it.. and voilá:

 

e2m4d1.png

The thing in the back is a road, the stuff in the foreground will be rooftops.

 

Admittedly, that's very, very crude and I only mapped it out to get a feel for the proportions.

 

 

Furthermore!

 

On a related note, the concept from this drawing from August might go into E2M4 as well.. or maybe the factory in E2M5.

 

 

Even Further.. uh.. more!

 

I am still mapping a bit more but I'm not sure for how much longer. Maybe an hour. I'll update this thread when there's something to show ^^

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Wait.. update already?

 

Yeah it's one of those days.. this might either be one of several more to come..

 

..or I'll disappear off the face of this earth for hours or even days.

 

Or something between the two. I like to stay mysterious!

 

Anyways here's the same area with a bit more detail:

 

e2m4d2.png

This actually looks pretty cool already O_o

 

Seeing how good the progress is right now.. I'll probably end up scrapping this whole thing later on xD

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I think he fell asleep..?

 

No! I mean.. yes. It's been a few days, after all.. of course I slept.

 

But the progress on E2M4 is still awake, to stay with the kind of stretchy analogy.

 

Basically I just had a bunch of "IRL" things going on that occupied my spare time. You know how it goes (questionmark?)

 

Anyways! Here's proof of the progress:

 

e2m4e1.png

Some detailing here..

 

e2m4e2.png

..some detail reduction there.

 

That "detail reduction" in the second shot brought some very necessary relaxation in the starting area (compare the way it looked before in this previous post).

 

I managed to bring the heat down to more managable levels, finally.

 

e2m4e3.png

Don't look too closely, though- there's still two 258/256 spots >_<

 

 

This reduction is what results in the.. slightly more sensible layout from the second in-editor screenshot of this post. I mean.. the one you're currently reading right now. Like.. this sentence.. and the one before. And this one:

 

 

It's getting there. Slowly. I reduced a bunch of the detail of the "look back" into the area you came from, too, which helped.

 

I think I am about ready to leave the starting area for now and return to some other things I hinted at before :)

 

But, as always, for now I'm on my way to bed.

 

Goodnight Doomworld!

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Is ZK's computer console game getting weaker?

 

I thought this looked kind of neat and wanted to share but really I'm just brainstorming, throwing stuff against the wall (like this console) and seeing what sticks. Don't mind me!

 

e2m4e4.png

Basically, wrapping the edges of the screen like this feels a little wrong.

 

Also, this is one of those "take the lift up to this console to use it" situations where the line will likely also be "interactable" from the bottom of the lift. So that's another reason against this. Maybe instead of a console it'll just be a small ammo stash off to the side!

 

Decisions.

 

Also, I am on vacation time now, which is why I am posting stuff at 2pm my time xD

 

I've got ideas to make into maps with traps!

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