HHH
 

Doom_Dude's Doom Related Site and The Home of The Vilecore Megawad
§ News § Projects § Editing § Level of the Day § Links § Forum § Stuph § About §
The Megawad News
 
March 9 / 2008: Problemos With Demonz
 

I played Exl's Demons of Problematique for Doom 2 and ZDoom and added it last night to my Level Of The Day section. I'm just getting it put up now this morning. It's certainly a tough (at times) set of maps on UV but certainly very doable. I have nothing else to say for now..

March 5 / 2008: New LotD and Vilecore Progress

Yesterday I started to play a map with the hope of playing something decent but the map wasn't very good and I quit part way through. I haven't played a lot of peoples Doom levels in a long time and I still have stuff like Knee Deep in ZDoom to finish! Due to me being more interested in making levels, I don't take much time to play. Anyhow I decided to play Point Of No Return by Job and just added it to my Level Of The Day section. If stealth monsters piss you off, then you may want to go play something else. Otherwise check this one out.....

To continue on from my last update.... I'm still playing through the Vilecore 2 maps in sequence and editing each map as much as possible and then heading to the next. Last post I was in map 08 and today I'm in map12. I did a ton of work to map11 (my prison map - Doomcatraz).... and I think it's turning out to be one of my favorite maps. The outside perimeter of the prison got a lot of love! The original outside area is a big square.... O_o In the new version the outside is broken up by a series of gates that you can only pass through by entering guard structures that are built into the surrounding rock walls... makes it more fun to play and looks cool as well. I also noticed during play of the old map that I sometimes forgot to go into the cell block for the red key so I put another way into the cell block that is obvious when you play. There's also an easier way to get the yellow key this time but only if you go the right way.. haha. Overall it's looking good. Now that I'm in map12 and away from the prison, I'm expanding the entry area with a nice cave-like place that has some machinery and dark tunnels....

That's all for now!

February 10 / 2008: Vilecore II Report

I'm currently working my way through Vilecore 2 by playing each map, taking notes and then editing what I want done. I'm not saying this is the final pass through the levels but it is certainly getting close to that. The first six maps didn't need much work but map seven took me days and now I've been in map 08 for three days and I'm almost ready to go to map 09....

I did up a comparison in-editor screen of Demonic Outpost, the 7th level of Vilecore that shows how much work has gone into beefing up the map for Vilecore 2. It really is a whole new map... Here is the map comparison as viewed in Doom Builder (photo shopped). I colored some portions so you can better see the same areas and how they changed. I also added some of the map specs on there (including the old and the new for comparison). The reason I'm not showing any new in-game screens is because I don't like showing too much and I already revealed enough in my humble opinion.......

Free Image Hosting at www.ImageShack.us

I just did a count on how many textures I have in the project and the total comes to 977 (647 walls and 330 flats). I don't think I will be adding many more at this point... That's about all I have to say for now on Vilecore 2.

Take it cool! I'm off to attack some snacks and get some beauty sleeps.

January 28 / 2008: Wads & Fail

First of all I fixed up some of my Projects page and some of the individual project pages and added a page for 13 Years of Doom (All I did was a crappy letter 'D' for the project). I still have to add a few pages for stuff I never did re-add after I changed the section way back....... not sure when it was.

I'm working hard to finish up my NDCP2 map and it's getting close. I really just need to do some little things and test the map a couple more times. I posted the wad on Wads In Progress right here if you want to look at it.

I'm also working again on Vilecore II. I'm currently playing through the entire megawad on UV and taking notes as I play for fixes and enhancements. I made it to map seven so far and I will soon be heading for map eight. Once I get through the entire 32 maps I will probably still be unsatisfied and want to change stuff.

Canon and Tiger Direct failed it fucking HARD! I ordered a Canon Powershot A630 and it took them TWO MONTHS to figure out they had no camera to send me and cancelled my order and I get NO EMAIL explaining and or apologizing for the failure. Now I have to figure out what digital camera I want to spend money on. I did look around and read reviews and such but none of the cameras I looked at interested me.

Oh well, life is a bitch. :p

December 23 / 2007: Doom, Art, Cameras, Etc....

Time sure flies..... Last time I updated was July?

My Doom editing has gone really slack lately but I am doing some stuff... mostly just sporadic tweaks to architecture in Vilecore II.. Its hard to get motivated sometimes. Looks like Vilecore II will be a 2008+ thinghy. I'm still saying it's in the 90% - 95% finsihed range, not including any final testing. I really want to finish this up for early 2008 (shaddup PumpkinSmasher). :p

I've been trying to get back into art (oil painting and drawing) and photography. I got all my painting gear out and have started work on a small painting of an abandoned farm in Scotland, that Ninja of Doom took pictures of and you can view my WIP thread right here. But now I slacked off for a bit on the whole thing.

I desperately need a new digital camera and have been looking at the Canon cameras, especially this one..... so I went and ordered the camera on Nov 19th and ummm it still hasn't shipped. It's on damned back order. Sucks. Maybe I should cancel the damned thing. Meh.

I had to have a friggen root canal. Talk about a pain in the wallet! I keep thinking that one tooth is as expensive as a widescreen TV or a new computer.... O_o Really this is just rediculous.

Not too long ago I replayed Soldier of Fortune and actually finished it this time. Wow that end boss guy was a push over!!. I put that electric gun on him and he started to run away and then suddenly keeled. Kinda funny! So then I played Soldier of Fortune 2 and overall it was pretty fun. I wanted more jungle areas to blast through because I think that was pretty interesting as far as levels go. The end was a pain in the ass.... I'm damned sick of helicopter bosses. Geez so many games have shitty end bosses. Next time put the end fucker on a roof and give me the damned chopper to fly around in. heh. Sometimes I think id rather just go out a door, walk up a road and see the credits roll.

Well it's almost Christmas! It sure would be nice to release something. Oh well, that's not gonna happen. :p

July 12 / 2007: Quake! Dark Bastion!

I started to replay Quake! I finished off the main game and I'm in the 1st mission pack, Scourge of Armagon.... in Tur Torment to be exact. What a great game! So I went looking for a Quake editor that I can mess with. I will never, in a million years, use Qoole again! As much as I actually liked the editor and it's GUI, I can no longer use it because of a bug that has destroyed maps I made for HeXen II. This bug appears when forgetting to tell the damned editor that you want to use the Portals of Praevus entity set in a map that is previously using said entities, do some work, save map.... you now have a screwed map and lose your work. So anyhow due to playing Quake, I wanted to mess around with some 3d brush work. I found BSP.96b and installed it. So far I like it and have only made some basic rooms, mainly for practise. I was going to grab that older version of Worldcraft that was good for Quake mapping... not sure of the version tho. Also I tried QuarK before but something about it doesn't make me want to use it.

So I was rooting around my olde game files and found a bunch of my HeXen 2 .bsp and .map files. Not sure how olde these are or if BSP will open them. I haven't tried. Thing is, before I wiped my comp to install XP a few months ago, I didn't bother to try to save anything that was in the Qoole folders. Guess I was fed up with it all. Here is a bunch of screens from my dead HeXen II project. So you know, I would like to resurrect the project sometime even if it means rebuilding from scratch. Vilecore II will have to be done first tho....

So afterwards (talkin about playin Quake and all that stuff in the first paragraph) I decided to try making a Doom level that had a Quake look to it without doing anything like using ripped Quake textures. So I made a few Quake cloned textures and made several areas in a map that is for Doom Legacy... mainly using Legacy's awesome 3D floors. I named the level Dark Bastion and put the level up on WIP. Also got a couple larger screens on the forums if you want to look at em.

Meanwhile I've been spending as much time as possible on Vilecore II. Just did a lot to map19: Bridge To Kazadoom to fix it up, Had lots of broken teleporters and such in there due to me previously ripping the guts out of it and wanting to redo the exit area. So then I moved into Map20: Forsaken Mine and started to fix all the stuff in there that was amiss. I also started to make a drill jobby but got bored with it. Pardon the pun. Heh. So I'm definitely working on V2 even tho I have these other maps going at the same time. Thing is, I get out of Vilecore 2 and mess with some new stuff to help keep the creative stuff happening. So far so good.

June 26 / 2007: Mapping Madness

Work continues on Vilecore 2.. I've been working on it for the last month or so and pretty steady too. I started doing a play through of the entire wad and got to listing lots of fixes and later fixing them. I had so many things to do in map 10 that it filled up two sides of a sheet of paper.... I'm about halfway done the pass through and I'm in map 32 changing the last part of the map. After that I will go to my big list of design notes which is full of ideas for areas, traps, texture changes, texture additions and that kinda stuff. So there's still a LOT of stuff to do before I get this thing done.

I started to rework my smaller Lair of the Vile set of maps (3 levels). I moved the 2nd level to 3rd place and then moved the 1st to 2nd because I wanted to make a new small entry level. The project is about 60% done and the theme is set in some ancient ruins with lots of ashwall and green marble textures.

Furthermore I've done some more work on my NDCP 2 level (map18 Ominous Core) and it's about 90% finished. Hopefully I'll be able to attack it soon and finish the sucker off.

Ah yes there is more. I started to map a new project for Doom 2 that I'm calling Constriction Zone. This will consist mostly of small tech maps, some of which I had previously finished and decided to use.. There will be a couple mid-sized levels and at least one of these is already finished. More info can be found on Wads In Progress, right here.

I also started a remake, from scratch of map10 from Doom 2, Refueling Base. I don't have a lot done on it tho.... just the first couple of rooms.

One final thing, before I go back to mapping. I revived a old map I started 3 years ago which has a halloween theme. I stopped work on it because I didn't have any new monsters that fit the theme and all I got done was about 20% of the map itself. I find making monsters a pain in the ass and never got beyond hacking a few frames.... so the project kinda died. Anyways I decided to borrow a few monsters that Tormentor667 put up in his Beastiary. After seeing the Cacolantern by Lexus Alyus and Carnevil.... I knew it would fit in nicely and thus I resurrected the map.

Ok lets look at some screens....

 1.Free Image Hosting at www.ImageShack.us 2.Free Image Hosting at www.ImageShack.us 3.Free Image Hosting at www.ImageShack.us 4.Free Image Hosting at www.ImageShack.us

5.Free Image Hosting at www.ImageShack.us 6.Free Image Hosting at www.ImageShack.us 7.Free Image Hosting at www.ImageShack.us 8.

1: Map01: Untitled - (Lair of the Vile). 2: Map01: First Base (Constriction Zone) 3 - 6: Doom 2, Map10: Refueling Base Remake (from scratch). 7: Map01: Untitled - (Lair of the Vile) 8: Map01: First Base (Constriction Zone).

You're not visitor 7016 as this counter resets itself often.
Vilecore II Screenshots
 
 
Doom Related Links
 
 
Doom Project Screenshots
Screens shown here are all work in progress...
Stalking Evil
UAC Storage Facility (Legacy)
Untitled (Unused NDCP Map)