#dusk-duskworld-dungeonsofdusk
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Yeah in E2MS right?
but thats another that youll eventually get to play im sure
yep
only a very specific part of it though
the caverns?
The part after the yellow door I think
The dig is E2M9
Did E2 always end with duskdude decending into ruins?
yeah afaik
man i forgot there are like 4 or 5 e2mS versions
its a shame that some of the concepts didnt work out
Like mechanically?
and what concepts were they?
yeah mechanically, and layout
a way darker version of this
(this is one of the old versions of e2m8)
Darker as in thematically?
Also for the unused mechanics you should release the Episode 2 uncut dlc on steam for 15$
That's generous
its actually not an unused mechanic
20$
missith us with that CoD shit boy!
its just an application of the ones you have
I see
older lighting is yum
Anyways water in Episode 2
That's like not heard of
Also any interesting cut Episode 1 stuff?
What you mean by that?
i cant wait to see how many times that gets revisions
look
its an ambitious level
thats all i can say
I can already imagine all of the emotional sepia filter flashbacks to duskdude's traumatic childhood
yknow, that should be much further off than it actually is
Wait that's rule 1 innit?
Anyways hope the reveal is in tone with the game's "style over seriousness" nature
i dont think dave is capable of something entirely serious
have faith
ok i repaired these mods https://www.moddb.com/members/dataram-57/downloads
Browse Dataram_57 files to download full releases, installer, sdk, patches, mods, demos, and media.
The farm endless arena doesn't work does it?
Like I don't think it's playable
Also never forget this.
man music adds so much to e3 lol
ive never played it with music before
*until just now
As far as I've heard E3 has the best tunes
i am deaf XD
Also if I were you I'd change this.
Oh
Least I can say is this dude doesn't have the best reputation
Probably not the best thing for Dusk
yeah
๐
Unbeholden? i know that name,what he do wrong?
Alegedly thing that can't be spoken of here.
Apart from reposting other people's mods
I really don't know it's pretty baseless to be honest, let's keep it at he reposts other people's mods for now.
i remember him spamming everyone PM on ModDB
whoever he is it isn't Dusk
Will it be possible to change it?
Usually during frag nights
DW is in early beta and doesn't have all that much content yet
TheUnbeholden
of course
the dude that reuploads everyone's mods without permission and refuses to take them down ๐
Seems like a shady fellow
Yeah let's not get into him here
When's the DUSK on Ti-81 version coming?
fuck
I don't have one.
Oh shit it's actually out
dusk for the magnavox odyssey when
Right now
Everyone look under your chairs
Dave hid the dusk source code under there printed on punch cards
Now you can make your own dusk!
wow finally!!!!!
I'm gonna riot if the Dusk sequel isn't called Dawn
the sdk is called dawn tho
The sdk is called Dawn
fuq
Dusk 2 will be called Duskier
where's the nearest bridge? I need to pull a Javert
Ok Google, plot a route to the nearest bridge
wait, no pls
Just because the SDK is called DAWN doesn't mean the sequel couldn't also be called that!
they could call the SDK for it DUSK
Ok Alexa play dusk
This is so sad gamer moment Alexa play duskpacito
Alexa, save this into my cringe compilation
Oh we talking sequels now... Dusk 2 Dawn?
Dusk 2: Even Duskier
Well technically Dawn is an "unofficial" name
Dawn refers to the prototype SDK I was working on before I was doing the SDK officially
Back when it was just a fan project
Episode 3 will be released on the date that episode 3 will be released on
#EpicLeaks
Genius
Dusk 2: musky edition
Elon Musk Episode 3
give me a shard of your soul and you can have mine
How about a spin-off called MUSK where you fight evil in a tesla?
What about SPACE DUSK where you have to fight evil on Mars? Oh wait it's called DOOM :v
man just found a basketball in e1m2
I know my JC well enough to know where it goes but did not expect this
too bad this run is in intruder mode :(
@spare cobalt GOOD this run is on Intruder mode. Picking all those weps on the second fuckin map completely ruins the balance
yea but you aint gonna find that on your first playthru :P
I did some amateur speedrunning on e1 one or two months back
I THOUGHT I knew the maps well enough excluding one or two secrets
gotta put my learning pants back on
:3
You're not a real Dusk fan if you don't have the level 5 badge
you talking about some trading cards?
mmeeeeh
note to self: bringing sickles to a intoxigator fight is a bad idea
died four times in old time religion because of trying to pull cool moves like that
NICE PLACE TO HIDE
lmao
lel
how did you get in there? ๐ค
magic
I can think of a few non-legitimate ways to get in there
i mean, you could get in using the crossbow
but it seems that was not the likely method
theres a bunch of ways it couldve been done
yeah
just be wary not to get caught ;)
Hey, just an idea; when the full game comes out, could the "goodies" folder be its own free DLC? It's 400MB and if more builds are added post-launch that's probably going to grow
It'd be nice to have the OG game be as small an install as possible and have the bonuses be something you can optionally download
I don't plan on adding any more builds but we could certainly talk about doing that
@gleaming berry plz adviz
I mean we have hundreds of builds
The goodies folder isn't really a fun surprise if it's DLC
kinda ruins it
But yeah the extra MB isn't ideal
We could chop it down or zip stuff maybe
We'll see
7z files might be ideal
the pre alpha and the 2016 e3 one are really the only ones interestingly different enough to add imo. Although we plan on having others available somewhere in the future
or just regular zip files w/e
i guess you could cut out the icons folder
We had an E3 2016 build?
the biggest thing left are individual maps
ye i guess its worth keeping then
which we can just package up elsewhere
although is 400mb really that much either
@gleaming berry yeah you had me do it for e3 2016 in case you wanted to show it privately but I don't think that ever happened. It's interesting for sure.
goodies folder goes down from 403MB to 158MB with 7zip, 180MB with normal windows zip compression
2016 demo was a lot of fun
playing it again I think I actually like the hammer better than the sickles :P
oh well
im surprised the e3 demo had projectile reflecting but the final game didnt
until the sword update
hammer + sickles = co.... OH WAIT
@fast wigeon naw that's remained in. You could always reflect with the sickles
the whole time
yeah its never explained to the player
but all projectiles can be reflected with a well timed sickle swing
I like the shotgun. Hybrid between the rifle in Chasm and the Q1 shotgun
i just like the green fireballs
the leathernecks look so out of place in that e3 build
when theyre along side the kinda realistic undead dudes
Man of all the changes we made to dusk
the newer models are absolutely better
I still think the machine gun fire rate was the worst thing we did
Yep
what was the rof lowered
Nah it was inconsistent
Made it feel like an old rusty rifle
Ye
Loved it to death
But people thought it was a bug
#sads
yeah some people were convinced the game was lagging when they fired it
they removed that but still kept scarecrows having random shots
forget dusk guys wheres the next version of pit.exe
Remember when ladders were the worst thing ever
yeah the ladders used to be horrific
also flipping in the e3 demo is kind of the worst thing ever too
you land and random crap happens
how about when mouse input was tied to framerate
or the other way around?
i forget
i think it was capped at 60hz
I've always liked the mortar
when the totem was a thing
Even from the demo version
did the dusk story/setting evolve with the game, or was there always a general sense of direction and finality?
It was a bit different
Lovecraft elements were always there
But not as much as it is now
this might be a dumb question but what does morale impact in game
its armour
the story/setting are very different now than they were originally
Yeah it's just armor
OH duh LOL
Oh really? From what you told me David it seems more similar
HEY i did sa ythis might be a stupid question ๐
i mean morale=armour isnt exactly obvious
@jade root I mean they seem really different to me, but maybe that's not really the case
Idk how people don't notice that taking damage decreases both health and morale
Not to mention if there's three big numbers on screen in a retro fps it's usually health armor and ammo
remember to get some sleep if you want high morale 
ye but not everyone is accustomed to that
yea that more than anything make me feel a bit dumb
i only figured out it was armour because it was a big number on the left
but not everyone will be able to do that
Not my fault they aren't omega gamers like me ๐
how long has the cigar been been on slot 0? I found it by accident the other day and had a chuckle
Forever
hah, is that duke reference?
remember to get some sleep if you want high morale 
cigar was in before NB was publishing
@topaz oracle pretty much yeah
not SPECIFICALLY but also... yeah a Duke reference
the military guys really give me a HL1 vibe too, I dig it
all in all I think you struck a nice balance between 1996/8 and today
@topaz oracle ๐
i mean like very few people have played a build with the chainsaw
didnt know that chainsaw was in Dusk
There was
it was yeah, but it sucked
ye only in the super super early builds tho
It was meh
everyone's like "omg I wish there was a chainsaw in Dusk" but like... it didn't work very well
I mean the only thing the chainsaw was good for in the original doom was pinkies
I mean it was really really good for pinkies but still.
but ye it was pretty useless
berserk fist was better
as soon as I played nuDoom I was like "yeah the chainsaw is getting cut." Just not in the same universe of satisfaction. So you get the crossbow instead :)
boy DO we get the crossbow
I mean I think it's possible to do a satisfying chainsaw without that level of animation etc but not with the Dusk limitations
ut had a pretty good chainsaw
but it was hidden in a mutator and kinda useless against real players
red filter gonna stay for 30 seconds,dont bothered me
also Dusk crossbow is inspired by Heretic crossbow?
@winged otter yeah absolutely
I'm so glad David got rid of weapon breaking. Originally guns would break after 10-20 uses, then you'd have to pick up a new one. He was taking inspiration from hotline Miami (one of his favorite games ever made)
directly inspired
Well, the chainsaw would give ep 1 a nice Evil Dead vibe, I reckon
but if it can't be done, oh well
@jade root that trolling is so high level it comes full circle and is bad again
i respect that choice,Heretic is one of the best games of my life
fun fact dusk was originally going to have a crafting and survival system
@vast tangle some modder might do it.
with a planned battle royale mode
Quit pretending it wasn't in
Dusk is Cancelled, we need to do battle royale now
nah,walking simulator with MOBA elements
DUSK: CRAFT, EXPLORE, SURVIVE
@gleaming berry RE: Goodies folder, I hope you don't outright remove anything! It's all very cool stuff and I'm grateful to have it available, I was just concerned about keeping the install clean because I'm dumb like that
we'll look into it for launch
but I mean you have it all NOW
so like
u already hav it
I don't intend to remove anything
worst case scenario it will just be moved to a zip or something, but you'll be able to access all the content you have now one way or another
To think DUSK was supposed to have FMV cutscenes too. All directed by David using his "prestigious" film degree, but after watching about 30 second of one, I can see why David pursued a different career path.
dusk for sega cd when
Big John .fmv cutscene
Oooooooooh I need to see those
will dusk run on my VooDooFX?
That sounds good though
Make lumpy, smoothed-out versions of all of Dusk's playermodels in blender, put a lot of unfitting bump/specular maps on all of a map's surfaces, then make a poorly-animated video with them and render it in 640x480
perfect FMV for your game!
It got real weird when David started adding unity chan to everything
I believe a DUSK-fitting chainsaw could work, model and animation wise
Mod it in
I barely know shit about modelling and animating, I can only frankenmodel age of mythology models, attach, stooge around with animation keys, and UV map stuff
anyone willing to spill the beans as to where the secret is on the factory survival level for ya boy.
@fast wigeon I still don't understand what's wrong with the scarecrow's shotgun spread.
Dude
I've been looking head to toe looking for the factory survival secret and you just do me like that?
damb
maybe one will be added
when we launch the game out of early access, all current content will also be reevaluated
you know, I didn't really want to admit this to the server but the E3 2016 demo really reignited my love for Dusk. I don't know if it's just the lack of any new content aside from the 1 finished duskworld map, but it really scratched an itch, you know?
also playing Dusk without bunnyhopping feels completely different
interestingly, that e3 build does have bhopping
its just the old antiquated harder version
where you have to alternate strafe keys every jump
The kind where you'd be hardpressed to do it at all in that weird cramped map
^
You have halo jumps, that's the bigger issue with bhopping
i also just went through the same thing, but my version was playing a few of the first pass episode 3 maps
boy that was a ride
ahh, I thought it felt faster when I tried something like that
at first I thought you had to hold a and d at the same time
lol
Pls put the creepy headless guy in the SDK as a generic melee monster so I have zombie cannon fodder for my horror map ๐ฆ
@dim valve honestly I'm still torn on whether having bunnyhopping the way it's implemented in Dusk was a good idea. Kind of turned combat more simplistic.
it makes the outdoor levels much more bearable, but the indoor levels a bit awkward at times
brain fart
I like how bhopping works in Dusk for the most part
I don't think bhopping around erebus reactor is very "simplistic", if we're talking about open levels
Yeah, Erebus Reactor feels great with bhopping, especially on the upper levels
I mean I don't use bunnyhopping in sp combat much at all. IMO it's a lot more fun to play without.
you actually have to think about the space and your movement
it has literally been since Christmas since I last played through it all
IDK, bunny hopping is part of what let me survive CM
I don't wanna imagine trying to kill Big John without it
SUGGESTION: make big john able to bunnyhop on Duskmare to up the challenge
lol
every time you change directions, he bhops the opposite way
I mean on the other hand it's fun to bunnyhop around everywhere, so I dunno
chalk it up on the list of things about Dusk that might be good or might not be good, I have no idea, oh god I've been working on this game for too long and I don't know if it's good or not
was there ever a build where you could die from your own crossbow shots?
Bunnyhopping gave dusk a second wind for me
I went through all of EP1 without knowing about it, then one day I randomly was just strafing around while spamming jump and went "... oh...!"
Well I mean its a 90s fps throwback
@dim valve naw they don't have any code for interacting with the player
for me, I wasn't even interested in Dusk until I found footage of someone bhopping
I feel like trying to bunnyhop should be the first thing you do
wtf i can't bunnyhop in amid evil 0/10
david and i were doing VERY early tests
Bhopping in Quake is complex with only marginal gains in most maps, it's not really something you'd pick up as a habit unless you learned it through brute force
Whereas in Dusk you can discover bhopping by serendipity
@mild ginkgo ok yeah in Duskworld
Bhopping in Quake doesn't even help that much due to the speed cap
it was not intentional
@jaunty meteor yeah if I did it over again I'd make bunnyhopping a lot harder. But then, the only reason it's fun for people like me is that it's not hard so...
I DUNNO
I DON'T KNOW RIGHT FROM WRONG ANYMORE
better than painkiller bhopping?
shit didnt even know painkiller had bhop
yeah, just hold forward and jump
never gave it a thought lol
you can bhop in 8 different directions but it kills your momentum
Everything about DUSK is better than everything about Painkiller.
Painkiller is what people think old school fps was like, Dusk is what old school fps was actually like
though both have janky, funny physics objects for no reason
painkiller had that 'cause physics and ragdolls were new, cool and the new par
i know
If you wanted to turn your argument around and give bhopping a reason to be easy, add crash bandicoot relics and make people speedrun for 100%
cant say that impaling ragdolls wasnt fun tho :P
@warped saffron I dunno I'm of the opinion that Painkiller's environmental art is pretty much untouchable
totally agree on that one tho
The second to last level of Painkiller is like, transcendentally beautiful in a washed-out dreamy way
one of my favorite places in gaming
is that the one with the runes you have to collect? never was a fan but it did look nice
yeah that's the one
that's like the only official level I ever got lost in
it's not the best-playing level in the game for sure but I just adore the look and atmosphere
The environmental art is the best thing about Painkiller yeah, but nothing has really stuck with me over the years. I feel DUSK. Painkiller never managed to carve out a permanent spot in my brain.
Gotta respect the humility though. Humble David. โค :p
DUSK just has that "one of my favorite games" aura on it. And there's nothing you can do about it!
Painkiller is the literal video game equivalent of a horror movie franchise. Think Hellraiser on this: you've got a cult-classic first installment, a decent sequel by some of the same team, a campy third installment with one-liners, and then the rest is just straight-to-steam bargain bin garbage on decreasing budgets
@warped saffron aww thanks :)
+1ing that, I went into Dusk expecting it to be anywhere from mediocre to OK and it became my GOTY of 2017/2018, either or
I think it's kind of interesting how divisive Painkiller's gotten over the years. Seems like there's a fair few retro FPS fans who just don't like it.
GOTY Heat Death :)
in a world where you can download a doom pwad with 1000 monsters per level with tons of gibs from brootul duum, painkiller seems...
quaint
For me it's just a really nice mix of satisfying relatively brainless slaughter in really pretty maps with awesome atmosphere. I turn off the battle music and just soak it up while getting some fun mob slaughter.
Average dus-I mean painkiller review:
it's not arcane dimensions 0/10
i really hate people like this
just because it's not a high-quality fanmade mod made over several years, it's garbage?
you're an idiot
tbh I don't blame people for feeling that way about Dusk. There's a bunch of free Doom/Quake mods by mappers who have perfected this sort of thing, then there's a $20 jank game buy some guy who's struggling to figure out how to make macaroni art
realistically speaking, it would be next to impossible for a team with a budget and a deadline to match the quality of a mod for a classic game that took several years to make
you could have the most skilled map designers in gaming history and it would still not match the sheer scope of some mods out there
just due to time constraints alone
don't think that way, David. dab on them haters. I couldn't find an image of a leatherneck dabbing so this will have to do (1st result on google)

Yeah that sort of thing doesn't matter to consumers though, nor really should it. They just care about the quality of what they're playing. With Dusk I tried to make sure it carves out its own path and has its own personality, and that seems to have resonated with people. But as much as they irritate me I also do kind of understand the "why would I buy this if I can just play Arcane Dimensions for free?" thing, if you're just looking for something that's "Quake but modernized."
ultimately though there are many more people who love Dusk so 
just remember David: those are the vocal minority
the idiotic, annoying vocal minority
the silent majority will always think dusk is great
the problem comes when the silent majority doesn't leave enough comments or reviews like they should
a lot of word-of-mouth indie games end up failing because of that, and because of "not brutal doom 0/10" idiots
even so there's still a lot of positive reviews :)
doesn't stop idiots on public places like youtube comments (uggghhh) leaving comments like "lol what is this asset flip" or whatever
if only youtube still had downvotes
tbh the reason the silent majority is silent is because we can't be bothered to interact with those neanderthals
^truth
but I agree with the downvotes thing
Every limp-dick site has gotten rid of neg modding
remember when words could have negative consequences?
The Virgin Website: Youtube removed the downvotes, to create safe spaces for shitty opinions.
The Chad Community: Rooster Teeth has FOUR negative connotations
Just wanted to make that joke, imdone
@sick lintel didn't you make a dabbing leatherneck in SFM?
id like to point out that although arcane dimensions is great, it entirely lacks any form of cohesion
dusk is like a concept album, and AD is like a greatest hits album
thats right. AD blew my balls to the wall but it's still a collection of pretty damn good maps
Dusk metal opera when?
dusk actually has a progression
man ep3's is really great
like it definitely has the best feeling of progression of the three so far
you start on a meathook and end up with your hooks buried in the final bosses meat ๐
@thorn trout I think the crux of the "AD vs dusk" debate is that it's pretty obvious you were still learning while making the first episode (I don't mean that in a bad way)
You beat the game by jumping up on meat hooks thus triggering a restart of game and ITS THE SONG THAT DOESN'T END IT GOES ON AND ON MY FRIENDS...
having played both episodes recently again, the divide between the two in terms of quality is pretty large, I think dusk really found itself with episode 2 in terms of scope and overall polish
yeah skacky, thats agreed
and i think ep3 tries some really ambitious stuff, we'll see how it ends up
mfw david comes back 20 years later to remake E1's maps, Romero style

@crimson folio Like in Pink Floyd's The Wall, the beginning of the first song and end of the last song loop perfectly (since concept album comparisons have alredy been made)
i mean, dave and david have spoken about the possibility of touching up e1 once all the content is there
In the Episode 1 special edition, Big John shoots first
I really think episode 1 could receive a couple additional passes to have it be more or less on the same level as episode 2, but that's my opinion
spoilers: the game loops on itself and EP1 becomes EP4
NG+
I don't even know what could be changed to EP1 to make it much better, other than maybe giving it more striking setpieces in certain levels
it's still pretty cool but episode 2 is where it's at for me (until episode 3 comes out? ๐ )
Like sewers/the level with tons of granite rock
replace all empty fields with writing on the wall that says spooky shit, followed by rat jumpscares
I hate you
I know
good
More chainsaws and NPCs
@dusk turtle yeah E1M1 was like... the third or fourth level I'd ever made, and we just went sequentially from there for the most part. We plan on going back over ep1 for some polish but I don't want to change too much in terms of gameplay or flow just because at this point it's hard to say what people might or might not want kept
Make it open world
Reskin a rat into a ratattata as an easter egg
@thorn trout I'm surprised you don't know this, but the secret of the gaming industry is to always make the first levels last so your acquired knowledge makes them better and the crowds are instantly won over
Maybe he DOES, mr. assumeboy
Open world Dusk with light RPG elements with its own version of Uplay and online missions you can't hide
@thorn trout for the most part I think episode 1 is good in terms of gameplay and setpieces, though some large spaces could probably be made a bit smaller, and some larger spaces could be made bigger (thinking of the cutty mine in particular), but it feels a bit barebones in terms of style compared to the really unique episode 2
Dusk with forced PVP where Ceasepool just hops on your level and owns the fuck out of you when you're just trying to get the blue key
E1M1 isn't an infallible marvel of level design but it does such a good job at setting the tone that I think it's fine as is
If you ain't won't over by chainsaw dudes and meathooks you got a real problem
Is Dusk the Dark Souls of Quake?
@dim valve I absolutely do know that, and that was originally the intent, but we ended up feeling like we couldn't do, say, m2 without knowing what m1 was like, etc.
storyboard that shit m8
because Dusk has been such an iterative development cycle
Yeah, the thing that really sets Dusk apart from Quake/Doom is that there's a degree of continuity to its levels
like you know Doom was made that way because E3M8 is total shitballs
E3m8 oof
I also think the the flat tree cards as walls don't work very well when they're at eye-level in the outdoor maps, that already looked pretty weird to me in redneck rampage as well
@dusk turtle well some of that is definitely me having more experience in ep2, but some of it is also that ep1 is SUPPOSED to be pretty grounded compared with what follows. It sets the context for ep2 and ep3. So the focus is more on atmosphere than architecture setpieces
Like this group is all Dusk experts
Episode 1 needs more fauna, I think the special editions should have more black phillips in the foreground obscuring our actors while they search for the cantina in E1M7
First time playing I was glad for the more "simple" world of episode 1
e3m8 is WHACKY
Doom or Doosk?
oh yeah I definitely get that there's a progression in themes, but it's just that I feel it could maybe be slightly weirder
doom
Doom boss battles... Baron of Hell reveal was best, Icon of sin... Rest were bad
what if in E3 you have to face the duke brothers again but because they were punished by the cult leader, they're tiny now?
but still do the same amount of damage of course
there's also a bit of a divide between what I originally wanted to do with the visuals and what it turned out everyone else wanted. I took a lot of joy in finding weird semi-iconic visual quirks like the trees in Redneck Rampage and emulating them, because I love that sort of thing. But I think most people were looking for a modernized interpretation of low poly visuals.
So in Ep2 I kind of abandoned that drive for visual authenticity
There's just a destroyed city in E3 with a gigantic intoxigator as a boss and a text popup stating "INTOXZILLA!!!"
and tbh I made a few missteps with the textures that leads to a lack of authenticity anyway so... ๐คท
"I took a lot of joy in finding weird semi-iconic visual quirks like the trees in Redneck Rampage and emulating them, because I love that sort of thing."
That's actually part of what drew me in, and I'll chime in and say that while I like EP2's gameplay more than EP1, I like the visuals of EP1 more
I know there's probably no room for it in EP3 at this point but I was secretly hoping that there'd be a level that emulates the "forest canvas" effect in Blood's crystal lake level...
yes, there is always the dilemma of staying as true to 96-98 FPSes as possible and somewhat modernizing it
mod it in, flotilla
So pretty
I think that your approach with episode 2 was the right one, the game really clicked with me then
@jaunty meteor yeah that style of trees in build games is just BEAUTIFUL
yeah, the trees in blood are still noticeably different than redneck rampage's though ๐
@dusk turtle well that's good! Ep3 continues in that vein for the most part :)
what I really liked about episode 2 was that when you're starting it you kinda feel like you already "know whats going on" but then it just blows it all away
yeah I saw the PAX demo of episode 3 and it looked rad
not talking about gameplay about the world and the feel
I love all your crazy ideas and setpieces
I'm a pretty boring level designer compared to you when it comes to that
first time I played I got caught off guard by big john as I was still partly gazing at the sky
man that pax demo was rough compared to what it is now
t-posed enemies
i almost feel bad about how that went down
i tried to get david to kill dave before he reached the tposing enemies
lol
still not as bad as the first ever Amid Evil demo at pax
where they had to turn on god mode because the game wasn't balanced yet
I approve of that idea, 500_pts
@dusk turtle ehh, I have grand ideas I guess but that's not necessarily the same thing as a good level
oh but there are good levels in dusk, don't worry about that
I like to be surprised in games so I really enjoy all of the weird shit you throw at the player
๐
I think the best one I've done as far as cohesive level design is E3M2. It's probably not going to wow people but I'm super proud of how it turned out
yeah that was super unexpected
going back to AD vs dusk, in this particular case, at least two level designers who made maps for AD are veteran level designers
@thorn trout classic FPS games were all about making the best with what limitations they had. For instance, nothing in today's games will ever compare to the Fruit Fucker from Nathan Lineback's unfinished masterpiece Marswars 2.
No, I don't dream of the Fruit Fucker, I just thought this would make an interesting boss
level. You exit the level by getting juiced.
yeah i mean look at simon's portfolio lmao
savage
yep
yeah there's no competing with that lol
I'm honestly in awe of david's output with all these levels, I think my brain would explode if I had to make this many levels
i would just turn to OBLIGE and convert them to Unity's map format and then say they were my own
mine has come close for sure
Does that mean E3M10 will start with players having to read all the negative Steam reviews in a horror montage like the creepy actual children's drawings from the last episode of Evangelion? 
lol
no I have less than 0 right to complain about any negative reviews
considering how well Dusk has done overall
well yeah sure some of them are stupid
"this game is awesome but why no summer sale"
finna
rofl
i have to admit the "just play brutal doom" ones still irk me
ew
but other than that sort of thing I'm very privileged and probably undeserving of the success with Dusk I've had so far, so it would be silly to focus on a few negative reviews
even ones that prefer Brutal Doom ;)
to me, its not that i care they prefer BD, its that they suggest they are comparable products
Strafe is better, -10/10
well, the game has an overwhelmingly positive rating, I guess that's pretty good
yeah for sure
its very well rated, we have NO place to complain
well, I suppose I could complain that Amid Evil has 1% more :3
and for people with actionable complaints, we do our best to act on
DAMN YOU NEW ZEALAND
You can't aim down your cigar's sights, 0/10
A developer has posted a response to this review
there are many games that claim to capture the essence of 90's fps but rarely deliver
I felt right at home in dusk and a big part of that is movement. if it doesnt feel right just off the bat it wont feel any better later
Did you guys ever consider putting a low pass filter on the audio when underwater?
I was rewatching the EP3 footage and it's a little odd how the fireball sounds completely crisp and normal while wading around 15ft underwater
^Yeah small things like that would complete the dusk experience
@jaunty meteor not quite that simple but it would be nice yeah
Also @mild ginkgo did the stuff from the pax demo really change that much? The only stuff I can imagine is the bone monks's animations.
Also speaking of which do they still fire fireballs?
And is that still their animations?
thats like the only level that hasnt changed too much from the pax demo
because like david said, its a really complete idea of a level
Yeah, the E3 demo is only a fraction of the full final level, "Fire and Ice and Too Much Water"
I don't really see anything too janky in E3M3
e3m3 has been improved
There haven't been many significant redesigned areas, but a lot of little tweaks
^
I was always of two minds about some of the architectural stuff in Dusk. on one hand it's suppose to be geometrically and tonally limited in the same way Quake and the limited 3D of the Build engine was, but after playing Arcane Dimensions there is a lot you can push with that sort of engine and map editor. But that's a Apples and Oranges argument.
the encounter design in e3m3 is way way way better now
also im a artist so maybe i see things more aesthetically rather then for function of level design.
Anyways I hope E3 retained that "upside down" thematic Dave talked about in the E2 pax demo
http://3.bp.blogspot.com/-iDJOJ3gHGcg/VqkGAtr7a_I/AAAAAAAACpQ/ejlIQhbq_nU/s1600/Unity+2016-01-27+12-58-37-64.png Silent Hill level in the expansion pack confirmed?!?!
Oh wow that's a real neat looking level, did David post this on twitter?
Nope, ages ago on his blogspot
This was months before it was picked up by New Blood
I can imagine.
That tv chatter filter on the fog though
broken entities for miles
Oh man I'm rewatching the E3 demo and the iron cathedral's ambiance theme might just be my favorite of the game.
Alongside E1M3, E2M7 and E2M8 it really sets the tone
@red gale there's a bunch of complications involved there too. Like, adding more polygonal detail can get to be an exponential difficulty thing, and texturing stuff well can get difficult because a lot of Dusk textures just don't work as well as Quake textures, because I didn't know what sort of textures I needed to do, and I didn't know that a lot of experienced mappers/texture artists know to keep textures and geometry sort of "aligned" on a common grid
Texture alignment is for nerds, I'd rather smoke weed
Put another way, in some cases I was purposely trying to be as authentic as possible. In other cases it actually looks worse than it should, because at some point in the convoluted mess of a workflow that designing this stuff from the ground up is I made a mistake that reverberates through everything else
Oh hey speaking of, David how do you make the textures for dusk?
@mild ginkgo fun fact, iirc that level got borked up because I accidently overwrote a prefab of some sort with, like, the entire level or something like that
Texture alignment is for DOOM and Quake maps. DUSK BREAKS ALL THE RULES MAAANNN!!!
And I do love it.
@opal plover I use Krita for drawing them if they're from scratch or editing them if they're from a photo, then use Gimp to do palette and color adjustments
@opal plover e3 contains a BUNCH of the best music in the game, both ambient, and otherwise
^^^
I can hear that alright
People are aware how big a task I have but Andrew has had quite a difficult time too.
on top of other noises
The horrors?
He's turned out an insane amount of work, and agonized over trying to make it as good as possible
I'm sure one of those programs must have a grid tool. God, doing properly repeating texture tiles without one sounds painful
yeah it's very important to have your textures built on grid, you hair will thank you later
@dusk turtle yeah, well, hindsight :P
He had to bang on at least 5 different kinds of trash cans for EP3 alone!
hard enough doing 128x128 or whatever sized textures and making it read well within the palette
also there's so much organic polygonal weirdness stuff in Dusk that it might not have even mattered
Organic as in litterally I suspect
explains some of what i saw in the mage textures.
and even on top of that, you also made the decision to keep funky shaders to a minimum
the game couldve been loaded with them
also I only learned, like, a week or two ago that ProBuilder has a stitching hotkey, because it's only vaguely covered in the manual UV part of the manual (why you'd want to know about something for automatic alignment in the section about manual editing is beyond me). So that's like every level in the game that doesn't use something that could have solved a bunch of my texture alignment issues
i wonder if the old version had it
I'm not sure. I only learned about it because I mentioned something about alignment to Dillon and he was like "just do this" and I was like "umm excuse me?"
welp. who on the team wants to go back to the past 22 levels and realign all the textures?
Speaking of that Epidoe 1 repass
probably wouldnt make that much of a difference, right?
@red gale When we do a polish pass I might address some of the more glaring issues but for the most part I don't think it's worth the time other than to appease Doom/Quake modders
@jaunty meteor Underwater effects in old school fps usually require the use of specialized reverb presets. ZDoom is hardcoded to use the EAX Underwater parameters if the option is toggled in the menu. I tossed around the idea of revamping Dusk's levels with Unity's reverb zones, but I don't know if that will be possible with the SDK or if it will break compatibility with later updates.
glhf
David you'd better not have shortened this area
green and red? good lord, he really is taking inspiration from sandy petersen, now
give him credit, it's a more saturated green/red then quake ever had
I just realised they look like they have the same lengh in both pics ๐ค
Episode 3 is the key to all this, it's a funnier episode than quake ever had
after looking at a lot of Dusk enviroments, i can confirm that it is a very fucking spikey game
everything seems to look sharp and uncomfortable, which purely hard edges naturally do
Krita is good. I like it for texture work for Blood. It's just real simple to use
@opal plover it's the same :)
Where did the jumppads go though
Episode 3 is stylistically designed to be that way, and you can't undo that, but we can diminish the effects of it
Wait undo what?
David may have gone too far in a few places
lol
The jumppads are ROTTing away somewhere eeeeeeeh
they were not fun. You got caught on the spikes and stuff and they didn't really add anything to the encounter
there are jump pads in other places :)
don't worry
lol now THAT would be like RoTT :P
I always thought that room looked like a waaaaaay bigger gauntlet and that you could get up on ledges
With the lava windows
yeah the jumppads really added nothing to that encounter
and only served to frustrate
really? i thought they improved the encounter vastly
you should send me the build that has those jumppads so I can play it again, as I already once have
wat how did you play it
I wish I had the know-how, just goofing
I can't even open archives more complex than a zip file :B
nah the only thing we ever accidentally shipped was e2m9
for about a day, in the episode 1 build
our pirate friend has kindly provided a video
Yeah it is an old level, which i had found in game files (i mean "LEVEL 22"). Probably you can play this level only on DUSK with Episode 1.
you can see the early scientists who make leatherneck noises
but now i am a legal boy
o k
:D
Why is dusk your only steam game?
Good that you bought it, but don't go around talking about pirated stuff, in particular where to find it
k
OK I READ EVERYTHING
WHAT A WASTE OF TIME FUCK
Ep 3 is just memes
the Horrors shout DO U KNOW DA WAE when u see them
its awful
who says its a joke
If that were the case I'd get the game removed from my steam library
ouch
Never thought I'd see someone buy their first steam game, whoa
Hope it's the first of many!
I wonder how much of old E3M1 is left.
the Candelabras
I'm just wondering if the Lost Soul-esque enemys are coming back
since we need more than one flying enemy
Nope
but I guess we'll probably get a flying Boss or some shit
Who needs flying enemies
Don't forget the flying blood balls
Manniacc your dedication to preserving and researching literally anything and everything DUSK genuinely impresses me
Yeah didn't you see the gif in the flesh level?
there was a .gif now?
Well at least there's an enemy that has an area attack
Also weren't smaller versions of the Guardian planned?
and the files suggest that a third-level cultist in a black robe maybe planned for Ep3 (considering the appearance of the red mages in the 2nd episode)
I'm pretty sure Dave mentionned Green robed ones like two times?...
those are Bone Balls for the record
thank you data files very cool!
That's their official name?
its their entity name
I don't know about that, but it's the internal name at least
but yeah, as for official name who knows
anyways, those were quite linked to the soldier heads
Mechanically?
yes
think of the old bone balls as Dusk's pain elementals
I wouldn't be too surprised if we see any soldiers in the third episode, considering it make sense they would've made expeditions into "The Nameless Dimension" though current evidence suggests otherwise.
i wont go into too much detail because its still possible the heads get used
Yeah in E3M2 one of them was holding the blue key
who knows
yeah, best not to say too much about them
The plot thickens
there was an older version of the mage that was basically a green version of the old soldier without a head or arm
though I seriously doubt they'll return, since the mages already exist
I mean Episode 3 is pretty late in development, I think you already implemented the soldier heads and you're doing a fakeout
yeah I don't think the proto mages will return
Shame, I liked the cenobite look
you underestimate how many changes happen between rough drafts and the finished level
I know I was just goofing
Also is there an infinite ammo cheat yet?
CONSOLE IT

Make the level editor, (that will be safer)
lol
the classic
that happens if you join a server while its switching maps
itll be fixed in the next major patch
the DOOSK Unity18 edition patch
correct
it will likely not be updated until it gets merged into dawn
which will be ages from now
yeah
Assets/Resources/Scenes/ImportScene.unity
I don't think that scene is even used for anything
Do something with it
It'll be removed eventually lol
๐ฅ
it was for importing that smoke as a prefab i think?
it most definitely is not
it might actually be a template scene
given it contains everything to create a new map
that's true
regardless, it serves no gameplay or functional purpose
and contains nothing of any interest
I still love mapcreationscene
its like abstract art
it's like a Postal level
What the fuck is in mapcreationscene?
i posted it here a few months ago
Wowie.
Oh that's what that dude was talking about?
what of Episode 2
mapcreationscene2
I just saw that he said "Is that the episode 1" or something
And I thought you teased E3MS or something
And it would start as an E1 map and turn into An E3 thing
e3mss, mapcreation scene where everyone's enormous
Show us mini infernal machine
that's a big tube
Well when you're grinding up most of a population you gotta have a YUGE tube
the best map is ProBuilderTest
Those all look interesting
lightmaptest1 always fucks me up because Unity's object outline never matches its actual shape
ik screens won't be shown, FOR OBVIOUS REASONS, but is Ep3's mapcreationscene made?
At the same time I feel like the miniatures could have matched the actual levels better
@crisp lion ๐ถ
rip
It counts as one imo
Depends if they do it at the very end
Anything can be a spoiler
everything is a spoiler apparently ๐
Anyway at the same time it's this quirky jank that I like sometimes(about the minis not matching the levels)
But still E2M1 could have been on a concrete base
I find it amusing that we still have early drafts of the reveal trailer
IIRC the data files basically have the audio for the trailers
iirc trailermockup1 WAS used in one of those drafts
but was cut from the final trailer
?
Lmao this one looks like bamboo grove
david really likes tubes
why Daverino why
THE CLAW OF EVIL
The Dark Claw
sadly
Worry not, cause "MOD IT IN"
And "MISSION PACK"
I did, indeed
Did you mod the irregular ass rifle firing rate?
DO IT
So the M16, Dark Claw, Pump-Action Shotgun, Glock (well called Makarovs erroneously), Pump Action Dual Shotgun are the definitive cut weapons?
makarov, not glock
pump action akimbos?
Makarovs
Yes and you call them makarovs, despite the fact they were clearly Glocks
there was no akimbo pump action
only the 1887s had akimbo
It's regional dialect
David himself calls them Makarovs in the very first Dusk video
and they still all, for all intents and purposes
oh guys, we forgot the hammer lol
very clearly
I'm well aware of that, but I played the leaked Pre-alpha demos, and the models are clearly Glocks.
๐ค
Yeah
i cant say for sure what the original pump shotty is based on though
M16
Dark Claw
Shotgun
Pump-Action SSG
Amulet/Totem
Chainsaw
Makarov
Dual Makarov
Hammer
Dual Hammer (? implied by code)
Buzzsaw
that's all I can think of
I do admit I'm mainly talking about the current shotty.
Haven't seen much of the classic stuff.
the current shotgun is a 1887
Ah.
Pretty much.
There aren't many Lever action shotgun designs so the 1887/1901 are the most iconic designs.
Wish the dusk version had this sexy curve๐ซ ๐
"I like my guns curvy"
you see the Makarov has a rounded back, and an exposed hammer, the Glock has a Square back, and the hammer isn't exposed