The Heretic Project (Quest Name Pending)
@Egregor About the visual language I am indeed referring to the switches and such. The NPCs in the project are used in a way that you can't see behind them, and are interacted with to reveal text. These issues can be addressed but even still I don't think this map belongs in this project. It works fine on its own. I'm sorry.
@Fiendish About the optional area in your map, if the geometry allows if you can make it loop back onto the main path that would be nice. It's always better than having to backtrack directly to where you came from.
A public release is supposed to be out in the next few days.. oh dear
@Egregor I didn't read cuppy's whole feedback post, but I decided to try your map to see what he might mean by the "visual language" comment. I'm not much one for giving feedback, but here's my thoughts:
I liked the map for the first half, but was pretty bored by the time I found the secret exit. There's decent variety in environments, but each one is barely fleshed-out. The sewers, for example; I really liked them, but I quickly got tired of seeing run-on grey brick in the following environment. The entry area is really strong, and there are some good moments like where the Phoenix Rod is. But even then, that stone cave is so bland at first. Some doomcute is even functionally copy-pasted, which makes it lose its charm. There's also some spots that are woefully cute-less, like where the Gauntlets are. Once you pick-up the items, the alcove and nearby access points are basically featureless.
There's also some questionable texture usage—purple-skull blocks with switches on them stand-out. That at least makes the switches stand-out more, which is good, but I feel like the skull blocks themselves are too basic to not look jarring. Same with the NPC's in the market-esque area: jarring.
I could go on, but I think it's best to summarize: not a bad map, but a long one, and considering how much needs done in each individual area, the map being long makes it less practical to fix everything before cuppy's projected release date.
Here's a small update to the Druids' Citadel (mostly just a few texture fixes). fd_citadelv6.WAD
I should have an update to the Resurrection either tonight or tomorrow. But again, I have no qualms with not including it in the initial release if anyone feels it still needs more work (or if this is too close to the release date).
Edit: Okay, here's an update for The Resurrection. The ammo (and health) is tighter than the last version. Especially focused on overhauling the outdoor/surrounding area, making it more explosive, deadlier, and tense. fd_resurrectionv5.WAD
Just some thoughts/notes for the future: Things are on hold and the project's closed in the front for now (if someone's already doing something let me know), but I want to look into getting resources for animated windy grass, tortured souls, and using the new ANIMATED lump to add swirly effects for FLATs like a black river styx-like liquid. I'm interested in assets for ghostly blue pyramids inspired some by King Quest VI's underworld/land of the dead, and maybe having rugs and other things to help emulate a middle eastern like setting. Requests open. For now I've got to finish up some maps and make resources.
@Cuppykeks sounds good. I started a little on a new map for the blue sky episode, but need to take a break from mapping for the time being due to RL getting very busy. A middle eastern like setting does sound very interesting and unique. Hopefully we'll get more feedback from people on the demo, as well as interested mappers.
Nice, could you tell me what the setting is? I'll go ahead and update the trello. It's complicated to get the lineup right within episodic constraints.
I'm thinking I'll just start a new thread then and request that people need to sign up and lock down a map slot, changing how the project is run and experiment. Before any new mappers try to participate they'll have to play a few maps so they know the standards, as I made the mistake of not being adamant about such involvement. I've messed with how a more complete project might look with concepts as well as the already completed maps:
- banquet of flames
- the library theater
- ??? the war machine/foundry (scrolling floor crushers factory)
- corona raid
- the druids' citadel
- incision of the voice
- ??? the foretold doom
- ??? something with more floor scrolling and maybe ice, funky castle mansion
- stagnant neverland
- the resurrection
- ??? city of the damned
- ??? world's end apocrypha
- ??? middle eastern port city map with boats, cannons, roof hopping
- ??? water mosaics + underworld pyramids
- ??? pre-d'sparil
- ??? the ultimate defiance (d'sparil in the big necropolis)
- ??? Shadow Runner (secret level)
E3 (loose form atm, sector effect levels there incase they're neglected throughout, but still only possible if I can get the real final boss thing working)
- ??? Silvershire
- ??? The Tower Level (tower map, vertical progression horizontal hazards map) lava on bottom, ice on top
- ??? The Wicked Root (tree house level, perhaps elvish?)
- ??? The Wind level
- ??? The Ice Level
- ??? The Real Final Boss
E4: ??? Dedicated credits map
@Cuppykeks Really awesome ideas! I especially like the middle eastern, tower and tree house ideas.
As for the map I started, it could go in a few possible directions. Just made a couple combat scenarios, including a combat puzzle designed around pushing gaspods, and started making a central area. As of right now, I'm thinking it'll be an interconnected town-style map with gothic architecture. Want to also make it perched high up in the mountains if I can pull that off, but not sure since the sky has to be at/above player level to avoid getting wonky.
I also had some ideas for a magic-themed map set in a wizard's tower/library, including an area with portals to strange and varied settings.