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[WIP] OZONIA 2 development thread - Boom Megawad


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Meanwhile I'm just sitting over here piddling about with the same map for weeks and months ._. I admire your work ethic! Best of luck :)

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3 hours ago, DreadWanderer said:

Also worth saying that you shouldn't push yourself too hard to the point of frustration and burnout. As far as I'm concerned I can wait patiently and will do what I can to provide feedback as this thread is updated. I know that creator's block can suck a lot but it's good to take a step back once in a while and come back fresh and relaxed.

 

Oh yeah, actually I'm pretty sure I'm going to fail the goal of finishing the maps next month haha I'm taking it slower as well, working 1-2 hours per day and not rushing it as in the last year. I wish I could map faster, though, but tbh I might focus on episodic releases - after Ozonia 2 - so I don't have to spend way too many months in the same thing per year

 

2 hours ago, Wo0p said:

Meanwhile I'm just sitting over here piddling about with the same map for weeks and months ._. I admire your work ethic! Best of luck :)

 

Most maps from Ozonia and the sequel are quite small though :P If I try to create something larger then it's easily 2-3 weeks to get it done

Edited by Deadwing

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  • 1 month later...

I think it depends on the context of where the trees are used. The outdoors shots with the trees look great (they contrast really well with a white/grey background), but I'm not quite as sure about them when they are placed in an indoors/darker environment if that makes sense?

 

Regardless looks like it's turning out really cool, looking forward to it.

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18 minutes ago, taviow said:

I think it depends on the context of where the trees are used. The outdoors shots with the trees look great (they contrast really well with a white/grey background), but I'm not quite as sure about them when they are placed in an indoors/darker environment if that makes sense?

 

Regardless looks like it's turning out really cool, looking forward to it.

 

Hmm, I see, I also think that the small green "grass" isn't helping much either >.<

I'll try to figure something about this 

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Blue trees give unique flavour to otherwise cold environment outside, as for inside, I'd go with different coloured flat there those trees planted, my mind says red, green or any other tone that balances trees out. 

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I love the idea but the contrast with the white is jarring, causing eye strain. I think moving them towards a kind of cyan or turquoise and desaturating them a bit would do wonders. Here's a nice sampler:

 

https://www.color-hex.com/color-palette/1836

 

https://www.color-hex.com/color-palette/4666

 

Btw I assume Ozonia 2 will have a custom color palette so even if these don't exist in vanilla Doom it should be easy enough to do with SLADE. Afaik you can change specific pieces of the palette without messing up others.

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The blue trees are cool, but I'm not a huge fan of how they look with the default doom palette's blues. Maybe it wouldn't hurt to try adjusting the blue colors like Antaresian Legacy does?

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Posted (edited)

hmm I tried to reduce the saturation, but then it was clashing with the sky, so I reduced the transparent pixels and got this lmao
Still not as good as I want though

YMlutvD.png

 

And for internal, no grass and "dirt" texture instead of grass:

qGwZpAP.png

I could use a different color-pallete, but this one is a bit above my skill levels in handling this lol

EDIT: It's way too fluffy, fuck

EDIT2: Last attempt for now:

ZLjoyaj.png
 

Edited by Deadwing

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This might sound stupid because I'm sure you're aware of the functions, but experimenting in SLADE with stuff like tweak, tint, gradient and colourise is the way to go, maybe in a combination. Sure it might be a bit time-consuming but that's the way until you get it the way you like it, like a painter would. Here I was just messing around with the default Doom palette in 2 steps: moving that whole block of blue gradient towards cyan and then applying a very slight purple tint to it.

Anyway it's an improvement from my point of view, doesn't necessarily have to be teal or turquoise trees, a less strident purple can work too.

palette1.jpg

palette2.jpg

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8 hours ago, Deadwing said:

hmm I tried to reduce the saturation, but then it was clashing with the sky, so I reduced the transparent pixels and got this lmao
Still not as good as I want though

-snip!

 

And for internal, no grass and "dirt" texture instead of grass:

-snippity

I could use a different color-pallete, but this one is a bit above my skill levels in handling this lol

EDIT: It's way too fluffy, fuck

EDIT2: Last attempt for now:
 

-snipalicious!

 

The dirt option in the flowerbeds is a solid choice imo for the colour balance.

 

Instead of trying to change the colour of the tree, try having a separate indoor version of the tree that is far less dense in actual leaf-count. So, something that's mostly branches with specks of blue every now and then. That might be a bit too extreme, but the idea is to still have the visual of a blue-leafed tree, but letting the whites of the interiors shine "through" it and therefore mostly dominating the final picture.

 

I hope this makes sense, otherwise let me know and I'll see if I can mockup what I mean.

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10 hours ago, DreadWanderer said:

This might sound stupid because I'm sure you're aware of the functions, but experimenting in SLADE with stuff like tweak, tint, gradient and colourise is the way to go, maybe in a combination. Sure it might be a bit time-consuming but that's the way until you get it the way you like it, like a painter would. Here I was just messing around with the default Doom palette in 2 steps: moving that whole block of blue gradient towards cyan and then applying a very slight purple tint to it.

Anyway it's an improvement from my point of view, doesn't necessarily have to be teal or turquoise trees, a less strident purple can work too.

palette1.jpg

palette2.jpg

 

tbh I didn't know about these functions in slade lol
Good to know I can do stuff like this in slade, thanks!

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28 minutes ago, Deadwing said:

 

tbh I didn't know about these functions in slade lol
Good to know I can do stuff like this in slade, thanks!

 

You're very welcome, remember to drag over specific blocks with the mouse if you only want to change those.

 

If you're thinking about making a wider palette, after you're happy with everything else like color, luminosity etc., you can right click PLAYPAL and hit  "Palette" > "Generate palettes" > "Doom (14 palettes)". This will ensure consistency with other stuff like rad suit tint, berserk tint, the pain palette change, item pickup palette change, invuln tint, and so on. Not mandatory ofc, if you don't do it the game will revert to the default values for those specific cases.

 

On a related note, it would also be good to generate colormaps with right click > "Palette" > "Generate colormaps". This will create a new file in the WAD archive named COLORMAP whose main purpose is to codify information for sectors with distinct lighting levels.

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  • 3 weeks later...

These look amazing! I don't know how I managed to miss the announcement for this, but I am thoroughly looking forward to running through these maps. I love the soundtrack for Ozonia 1, namely that remastered soundtrack that was released. Will Ozonia 2 get the same remastered soundtrack treatment?

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9 minutes ago, Lizardcommando said:

These look amazing! I don't know how I managed to miss the announcement for this, but I am thoroughly looking forward to running through these maps. I love the soundtrack for Ozonia 1, namely that remastered soundtrack that was released. Will Ozonia 2 get the same remastered soundtrack treatment?

 

Thanks a lot @Lizardcommando!
Yeah, I'm planning to do an mp3 soundtrack to Ozonia 2! :D (I should also release one more "soundtrack" album before that as well)

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3 hours ago, Deadwing said:

... mp3 soundtrack to Ozonia 2!...

Newer formats like Vorbis usually compress music more efficiently than mp3 and are supported by (almost?) all ports.

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  • 3 weeks later...

Some more work done, currently 20-21 maps in beta state - playable and detailed, missing testing and possible story details.

Also, +3 ou 4 guest ones in the process :D

SQIwAgt.png

 

ZvMBFpQ.png

 

jQSHq8C.png

 

6a7DQgj.png

 

HTH1KlF.png

 

khWPdig.png

 

xpe9cJc.png

 

 

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