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Lost megawads


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Diamhea said:

I lurk here way more than I post but your cantankerous shitposting and overall "forum curmudgeon" antics have mandated that I interject.

Dude, lighten up!

It's like you haven't seen real shitposting.

For every snide or condescending remark there's a background. In many cases it's not as apparent, and it doesn't always excuse the author of the remark, but I'm sure you'll sort everything out in your future attempts to make Doomworld into a better place.

stewboy said:

Someone please correct me if I'm wrong, but from what I've gathered, vaporware is waiting for the eternity engine to improve on a few matters before the maps can be adequately realized.

The portals weren't exactly feature-complete, but they were finished recently. Still, a lot of time has passed, so I'm not sure it changes anything in regards to Vaporware.

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stewboy said:

Someone please correct me if I'm wrong, but from what I've gathered, vaporware is waiting for the eternity engine to improve on a few matters before the maps can be adequately realized. (Plus BTSX happened/is still happening.)

That's the reason I originally put my work on Vaporware on hold, yes. At this point, though, so much time has passed that it's a bit hard to imagine going back to the two unreleased maps I was working on back then. I would probably have to massively restructure them, at which point I'd probably be better off spending that effort on a new map. Even though they had a bunch of cool things to look at, layout and gameplay-wise they were pretty poorly-planned (i.e. hardly at all), so I'd rather just make new, better maps for EE in the near future rather than trying to clean up the sprawling messes I made 6-7 years ago.

With that said, I would love to see Vader's Quake-themed map for Vaporware get finished and released someday. I don't think I've actually seen the most up-to-date version of it, but the older work-in-progress build I got to play was absolutely stunning, and made some seriously fantastic use of portals (made doubly impressive by the fact that he was building them while the portal code was still only barely functional).

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Death Egg said:

I've noticed a ton of these "lost" projects are on hold because another project is taking priority. I wonder if there's a web that could be made showing all of these, and find the source of who has been delaying all these mods from being completed.

Oh! Also, Hacx 2.0! Whatever happened to that?


Pretty much you've answered your own question :) I think there's no point in working on Hacx 2.0 until we get rid of the old low-quality monsters and create the missing boss monsters. I've already remade 5 monsters and the player sprites (I also have one extra, complete in 3d, ready for animation and spriting) for Hacx2.0 before switching priorities to Supplice and having a ton of stuff done for it this year. Unfortunately, I've only got room for a single Doom project in my schedule so I can switch back to working on Hacx only when Supplice has been either finished completely or at the point where I'm only needed to pop-in and do some textures every few weekends - I can't stop the nice development momentum we got for Supplice at this point. So in the end, unless I'll have to switch back to full-time work in 2017(And I can't foresee that), I'm going back to work on Hacx sooner or later.

Monster revision is a core thing that has to happen. Even if we make some great maps for Hacx and have the texture set vastly improved over the original, it's going to be very half-baked if you guys will keep fighting the same old, bad model-rips. I am supper happy that you guys remember and care about Hacx2.0 - Doom needs a Cyberpunk epic. But at this point I can only say: be patient and keep your fingers crossed.

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Da Werecat said:

It's good to see Doom receiving attention from great artists. Too bad there's not a lot of them, certainly less than mappers.

Agreed, totally. Cage's work always blows me away, we're all lucky to have him and other artists like him.

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Wads In Progress's userbase mostly died out after there were some sort of glitches or errors that led to a huge chunk of its existing entries being accidentally deleted from its database, several years back. Looking through it now, there appears to be a huge empty gap between 2007 and 2013.

It's definitely a cool idea for a site, though it always had some issues (mods were very slow to approve updates, which limited its practical usability for posting development news). ModDB seems like a similar idea, modernized and more general-purpose.

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^ Yeah there's a whole bunch of quality of life stuff that could get added to the site too, like adding the description or mission statement of the wad on the browsing page, letting you know how many maps it is, showing some kind of percentage complete number or estimated release date, allowing you to list other authors working on the project, etc. As it stands now, it's more like a collection of screenshots on some early 00's website.

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40oz said:

Wads in Progress was an awesome idea for a site. Does anyone still use it or is it actively being maintained? It would be great if there was some internet resource to check on the status of projects.

edit:
Actually, it looks like some stuff has been posted there recently


I recall the maintainer of the site (whose name escapes me atm, I'm sorry) recently saying on IRC that he'd like to make the site more modern and usable. It certainly would be a great platform to do exactly what it says on the tin. I'd certainly go on there more often if it more projects used it because the idea is a really solid one, and helps modders get publicity for their works, and also lets end users know what to look out for in the future.

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Rather than update such an old outdated site, I wonder if it would be better to add some kind of similar functionality to /idgames? I thought I read somewhere that they were considering doing that.

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Cage said:

That looks incredibly better!

Only drawback is how it's perfectly 45°, meaning that the leg opposite the viewer is completely hidden by the leg right in front. But it's already a huge improvement over the original, it really makes you want to play the game and get in fights with them.

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Gez said:

That looks incredibly better!

Only drawback is how it's perfectly 45°, meaning that the leg opposite the viewer is completely hidden by the leg right in front. But it's already a huge improvement over the original, it really makes you want to play the game and get in fights with them.



Doesn't it have just 3 legs? Either way, obscenely awesome sprite.

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I just posted some wads to wadsinprogress.info and they were approved within the hour.

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Soundblock said:

Doesn't it have just 3 legs? Either way, obscenely awesome sprite.


The way it's turned in the right-hand sprite (90°) is such that the leg on the right of that sprite is the obscured leg on the left-hand sprite. Similarly the left-most leg on the left-hand sprite is obscured on the other one.

Pictorially:

Spoiler

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Cage said:

Pretty much you've answered your own question :) I think there's no point in working on Hacx 2.0 until we get rid of the old low-quality monsters and create the missing boss monsters. I've already remade 5 monsters and the player sprites (I also have one extra, complete in 3d, ready for animation and spriting) for Hacx2.0 before switching priorities to Supplice and having a ton of stuff done for it this year. Unfortunately, I've only got room for a single Doom project in my schedule so I can switch back to working on Hacx only when Supplice has been either finished completely or at the point where I'm only needed to pop-in and do some textures every few weekends - I can't stop the nice development momentum we got for Supplice at this point. So in the end, unless I'll have to switch back to full-time work in 2017(And I can't foresee that), I'm going back to work on Hacx sooner or later.

Monster revision is a core thing that has to happen. Even if we make some great maps for Hacx and have the texture set vastly improved over the original, it's going to be very half-baked if you guys will keep fighting the same old, bad model-rips. I am supper happy that you guys remember and care about Hacx2.0 - Doom needs a Cyberpunk epic. But at this point I can only say: be patient and keep your fingers crossed.

https://dl.dropboxusercontent.com/u/620293/thorn.png

Now that is awesome.

Alright, I'll wait.

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I don't know how relevant this is, but there is also Journey to Hell:

https://www.doomworld.com/vb/wads-mods/66333-journey-to-hell-was-there-a-final-release/

I'm not really a fan of slaughter wads, but that was quite an experience.

Curiously, I no longer have the version I mentioned in the first post, I've got one of the versions posted there, but I don't know which one is it because all links seem to be broken...

EDIT: Clarity.

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