Jump to content

[WIP] ColdWire


Recommended Posts

Great palette, really makes the blues shine (which is probably fitting given the title). Screenshots look marvelous as to be expected from a veteran mapper - consider me excited. 

Share this post


Link to post
12 minutes ago, bioshockfan90 said:

Great palette, really makes the blues shine (which is probably fitting given the title). Screenshots look marvelous as to be expected from a veteran mapper - consider me excited. 

 

I don't know if I'd consider myself a veteran even if I've been mapping for about 15 years, but the compliments are nonetheless appreciated. :)

Share this post


Link to post
Just now, Rudolph said:

Is it going to feature custom monsters?

 

A couple, yeah. Won't spoil them, though.

Share this post


Link to post

That looks insanely good. I love mapsets that partake into custom palette madness.

 

I also highly approve of the word Bespoke as that's what Digital Foundry's Richard Leadbetter also does - and it works so well.

 

Smelling a little Cacoward contender entry here.

Share this post


Link to post
2 minutes ago, Redneckerz said:

Smelling a little Cacoward contender entry here.

 

Don't jinx it, man!

 

In all seriousness, I've never expected to win a Cacoward with any of my work, but I'd be lying if I said winning one wouldn't make me happy. Especially if this happened to be the project. I'm so proud of everything the team has put together so far that I already consider this project my best work even in this heavily-WIP state. But then again, 15 years worth of failures and improvement also plays a part in that. Either way, I won't be sad even if a Cacoward never flies my way. The creative process alone is enough satisfaction for me. That said, the fact that you already see this project as a potential Cacoward recipient is a heartwarming thought and I wish I had the words for how much I appreciate it.

Share this post


Link to post
14 hours ago, MFG38 said:

 

Don't jinx it, man!

 

In all seriousness, I've never expected to win a Cacoward with any of my work, but I'd be lying if I said winning one wouldn't make me happy. Especially if this happened to be the project. I'm so proud of everything the team has put together so far that I already consider this project my best work even in this heavily-WIP state. But then again, 15 years worth of failures and improvement also plays a part in that. Either way, I won't be sad even if a Cacoward never flies my way. The creative process alone is enough satisfaction for me. That said, the fact that you already see this project as a potential Cacoward recipient is a heartwarming thought and I wish I had the words for how much I appreciate it.

Well now you made me feel happy too, making my opinion more grand than it actually is (Seriously, that is very generous of you, thank you)

 

But yes it looks fantastic. I have seen those shades of blue before, but it meshes very well on the screenshots shown. I know the Caco's get more crowded by the year, so at the very least it should be mentioned on next's years iteration if the level design holds up aswell as the palette and the screenshots do.

 

Also - i am a sucker for any map project that utilizes custom palettes, colormaps or interesting sector lighting. A well crafted colormap or palette showcases consideration in your own work and although an amazing level is still an amazing level with stock assets, it just adds a little more to the scene.

Share this post


Link to post
1 minute ago, Redneckerz said:

i am a sucker for any map project that utilizes custom palettes, colormaps or interesting sector lighting.

 

So am I! Funnily enough, the palette for this one was initially just a random experiment but I ended up being so pleased with the end result that it inspired me to start this whole project. Funny how that works sometimes, the whole inspiration thing.

Share this post


Link to post

As I mentioned in the OP, ColdWire is going to feature a completely original MIDI soundtrack composed by myself. I've always believed that music is an integral part of any video game experience, especially Doom wads, and I've been hard at work with crafting a unique soundtrack that conveys the atmosphere of each map flawlessly. More than half of the soundtrack has already been composed, in fact!

 

With Christmas approaching and the festive mood slowly beginning to take over, I decided to publish two tracks from the project's soundtrack as little teasers of what you can expect ColdWire's musical side to sound like. On that note (heh, get it?), please enjoy these soundtrack previews.

 

 

 

Also, merry early Christmas!

Share this post


Link to post

It's been a bit since I've really done any pixelling, so I thought I'd have a go at making the M_DOOM for this. I eyedropped colours from your screenshots, so I assume it'll fit within your palette. Anyway, not even sure that this is the style of thing you want. Feel free to use it (or not)...

 

 

ColdwireM_DOOM-a.png.abf83fb5403bd6d1c20422165bf4c5ee.png

ColdwireM_DOOM-a-big.png.569a18830da39f3bb51010caae2c9073.png

 

 

Edited by BeachThunder
Updated image to change lower border colour

Share this post


Link to post
5 hours ago, BeachThunder said:

It's been a bit since I've really done any pixelling, so I thought I'd have a go at making the M_DOOM for this. I eyedropped colours from your screenshots, so I assume it'll fit within your palette. Anyway, not even sure that this is the style of thing you want. Feel free to use it (or not)...

 

 

ColdwireM_DOOM-a.png.abf83fb5403bd6d1c20422165bf4c5ee.png

ColdwireM_DOOM-a-big.png.569a18830da39f3bb51010caae2c9073.png

 

 

 

Yeah, feels a little too comic-like for what I'm going for atmosphere-wise. I appreciate the effort, though.

Share this post


Link to post
  • 2 months later...

With two months having passed and a new year having turned since I last posted here, I figured it's about time I do a ColdWire progress update.

 

I took a small break from working on ColdWire in order to focus on some community project commitments, but I'm slowly but surely returning to this project. In a way, I was inspired to return to this among announcing my latest community project, McDoomguy's Slaughterific Sample Platter, the other day. (To anyone who's intending to contribute to said community project, you needn't worry - I won't neglect it just because I'm also back to working on this all of a sudden!)

 

Anyway, I'm happy to report that ColdWire has more or less reached the halfway point progress-wise! MAP12, which is intended to be the final map of the set, is currently in internal playtesting, and it's the 6th map out of a planned 12 to be completed. You'll find a few screenshots of the map in the spoiler below. Alongside MAP12, the majority of ColdWire's first half is mostly done at this point, minus difficulty setting implementation. I also composed a new MIDI for the soundtrack the other day - I already know which map said MIDI is going to be in, and I'm excited to start working on the map that it's going to accompany! I've got a concept in mind for it that I can't wait to put into practice.

 

Spoiler

Screenshot_Doom_20240224_154053.png.1083472cfc4c6475f1b4592729647ea7.png

Screenshot_Doom_20240224_154146.png.804e470fb103c3259d2920b1476165df.png

Screenshot_Doom_20240224_154301.png.4ba34d5e96ee31ac1a9db41d7546c96f.png

 

I suppose it wouldn't be the worst idea at this point to also introduce ColdWire's additions to the beastiary. Now, ColdWire doesn't add upon the resistance on offer extensively - the wad only introduces two new monsters, but one still shouldn't undermine what they bring to the table in terms of threat level and combat dynamics. At any rate, the first of the new enemies is the rocket zombie, which does exactly what it says on the tin. The rocket zombie is essentially a glass cannon type of enemy that doesn't take many more bullets than a chaingunner to put down but can turn a good day bad if you happen to catch a faceful of his projectiles.

 

The second new enemy is the winged imp, another fairly self-explanatory variation of an old acquaintance. Next to being able to fly, the winged imp moves 50% faster than a regular imp and throws not one but two fireballs when it attacks. And he has twice the health.

 

That concludes today's status update. Thanks for reading and stay tuned for more!

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...