Today marks the end of my 13 year adventure at id Software. It's been the absolute honor of my life to work at this studio...It's hard to put into words and I'm not going to lie, it's a little emotional.
Lots of posts about blockouts this weekend. Here's Super Gore Nest's blockout.
Mostly simple blocks with a few rough model placeholders. The focus was always gameplay first and I wanted the level to play well before art went in.
Speaking of Doom Eternal modding...IMO, all future official efforts should be put into supplying the community with idstudio and everything needed to mod properly.
The combat mods so far have been incredible...I would LOVE to see what's possible with full support.
The nearly complete Prey / Unreal idtech4 hobby project.
A few bugs remain and quite a few pages of polish notes, but I'm happy with where it ended up.
The new
#Predator
movie from "10 Cloverfield Lane" director Dan Trachtenberg is officially titled
#Prey
and will stream on Hulu in 2022. The film is set 300 years ago and follows a skilled Comanche Nation warrior who protects her tribe against a highly-evolved alien predator.
Oh shit, tomorrow is the release of my last master level.
I hope you all enjoy it!
And by enjoy it, I mean I hope you rage quit and cry yourselves to sleep.
As I was falling asleep last night I thought, "What if an Unreal arcade machine in the Roadhouse led to the Vortex Rikers?"
After messing around with it for a few hours this morning that thought is now a reality.
The last thing
@JunctionEight
did before leaving id Software was make a DOOM Eternal Master level that has an Archvile hidden behind an impenetrable flame wall - forcing you to fight the empowered demons he spawns in.
A guy contacted me about some old mods I worked on back in the 90s. He mentioned one I had completely forgotten about but after digging through the internet archive, I found screenshots.
Prepare for colored light awesomeness.
Latest update:
Over the past few days I've been just working on getting a lot of the geo in place. I've got a decent pass up through the medlab but have a lot more work to go to finish out the rest of the map.
I can't wait to get back to lighting it.
I just wrapped up going through all of the Game Developer magazines I have on the shelf.
125+ scans, and my favorites have to be the issues from the 90s.
As a designer, I always struggle finding the perfect balance for a levels length. You can easily fall into the trap of just 'one more room'.
The Sprawl.
A good example is Doom 2016. Resource Ops and Foundry used to be one level. Titans Realm and Necropolis used to be one level.
Prey/Vortex Rikers Update:
- The map is fully sealed.
- New light beams from the jail ceiling lights.
- Set up custom light and sound shaders for the flickering jail lights.
- Set up ambient sound shaders for the ship alerts, screams, and metal creaks.
- Wrote the script
I don't remember this being a thing but if you noclip outside of the Gearhead Vault level, you hear At Doom's Gate from the Doom secret.
I must've had it on a speaker that was outside of the main levels sound clip...:shrug: