#general-modding
1 messages ยท Page 46 of 1
just gonna say this
google your problem before you go bugging others
youll get a lot done a lot faster than waiting here for a reply
ive been googling a lot of stuff as i go
including what i ask here, and it isnt always blatantly in ya face as an answer
hey i mean if you cant find an answer, then yeah asking never hurts
i dont mean to be rude or annoying but dumptruck doesnt always have what i need and trenchbroom stuff isnt plentiful in many places
i think im gonna do a rework of the texturing in my map then im gonna let people play a preprealpha version of it bc i desperately need feedback and inspiration
Be happy to
yeah i should have a working version like soon (and by soon i dont mean a couple weeks i mean prolly today) but rn there are a lot of texture issues and embarrassments i need to iron out haha
i made these railings just now im not sure if they add anything, keep or no keep?
maybe even more rounded railing in a later version idk
ok anyone who wants to test my pretty bad pretty early map, just ask me or dm me for the .map file or .bsp file, the .map file is for TB and the bsp is for quake/quakespasm
idk if it will work if you dont have atleast quake or quakespasm set up
If you want to upload it here I'm not gonna jump your case about it
Or is it over 5mbs?
ill check
.map is 140kb and .bsp is 740kb
its a very small very early map
with very little consideration to lighting its not gonna be huge mang
but ill upload it here if anyone wants to critique anything about it (like lighting, textures, architecture etc)
take this if ya wanna steal my "work"
(try shooting any obnoxious bright textures if you're stuck as well btw forgot to mention that important thing)
Best way to understand these things is to find maps to study. Most releases come with a .map source file to poke around.
Oh we uploading maps?! Here is a Duke3d map I made when I was a teen! It's pretty fun
I made it in 3 weeks for a 3dfx Voodoo competition, the Plutonium Pak for Duke had come out recently so I used a lot of those textures and enemies
I was like 15?
c1l4 remake wip
Lookin neat.
thanks
i've still made barely any progress on my map and it doesnt look nearly as good as that map
why am i so shit?
How long have you been doing it for
Looks pretty good, though my only critique is that the scene could do with more contrast of colours, but its only a very subject nitpick.
it is still very early but one thing that will end up happening is all the colored key doors will be lit with their respective colors which will add a bit more variety
well my map has had me work on it for tiny bits over a couple weeks, but i only REALLY put in any work yesterday
I meant mapping over all
besides this map ive made only one even smaller map, that took like 30 mins of work prolly
Well thats your reason why, I've been working on levels for about roughly 1 and 1/2 to 2 years now
just takes time and practice
D:
how do i make my map actually fun?
ive just been adding stuff without much regard to aesthetic bc i would assume that would be later
okie dokie ill try that :/
have a look at popular quake maps to see what i mean (blood run, longest yard, ect)
okie dokie ill do that once my map is actually a level, instead of just a couple rooms with hidden things
oh and i cant seem to find how to use the silver and gold keys
i think theres some entity property to make something require a key
but i dont know where or what its called
Line of sight breakers and making an interesting arena is something to think about.
Its all about the flow of movement or gameplay options, it depends on the genre.
hopefully targeting a targetname from a key makes the key open the targetname hahaha end me
honestly, play more quake. like a lot.
watch some of these as well.
if able, put in some enemies and test out different layouts until you get something where enemies are fun to fight in, mobility and level hazards can add a lot to a map.
also, are keys one time use or am i using them wrong
one time use in quake
cheers muk
crap
maybe ill make the door stay open for a very very long time
also muk i heard you know how to TB? ๐
Also water shouldn't be at floor level
Level design is all about itteration.
And that railing should have the same thickness all the way
Also the pace should change
Like Dusk E2M3 starts slow, goes into this big ass fight and then becomes slower again
well yeah the water wad only made at floor level bc i thought it needed to be, thats easily changed
i dont even know the pace of my map since iveplayed it so many times
ok i think i fixed the water level issue, now just putting in little steps so you can get out smoothly
Neat
ok i made some small changes by adding some steps at the water bit, should i release the current ver>
?*
pretty much nothing else has changed of note, and the railing are not changed bc i dont know how to make nice looking railings
my level needs more verticality thats for sure, and some detailing, pillars and arches will comesoon after hopefully
The problem with the railing is that the part I drew over is at an angle when it should be perpendicular to the ground
so that particular spot needs to be at 180 degree angle?
thats gonna be a pain, gonna have to chop up some brushes haha but yeah ill get to it asap
No you can just use the edge tool
so the third pillar top, is slanted, and i use the edge tool to make it flat at the top?
actually thats number 4s bottom, how the hell do i even do that
maybe lessen the angle in total then bring the middle pieces down, making it more curved?
is this what you mean?
im gonna go back to finding out how keys work
it IS a F***ING spawnflag!
how about, you send me the map file you edited, i open it in another TB window, so i can copy THAT over to mine?
i think thats possible
also that room looks nice
if you dont want me to have direct access to your map file thats ok ill find a way to do it myself if necessary
Oh I didn't like save anything from those screenshots
rip me
Look at the stuff highlighted in red
ok im gonna make a trigger brush to indicate a key is needed for a door, and then ill release and ask if the water stairs are too obnoxious or smth
and then ill fix rails
but rn the rails are not symmetrical or anything
Why not?
bc im editing different things at the moment
and i found some more things that arent smooth enough
so gotta change those as well
ok the railings will need a lot of work, so they come after this, but imma release the new bsp and tell me what you think of the water steps
hopefully this has the changes (except rails for now)
i like that pink lighting
Yeah for some reason that shade of acid pink has basically been made the games overdroning color
its a good light colour imo, but tbh i do like oversaturated vibrant lighting
Yeah, tbh it wasn't even something I started out doing consciously until people pointed out how colorful the game was.
is that a game you made from scratch?
Yes
what engine?
Well currently its in blender but because thats a piece of trash me and a friend are popping it over into unity
nice it looks like a buildengine game except, happier i guess
There are some breakable props and a one liner spitting protagonist
im still stuck with terrible lighting, terrible modeling, unfun mechanics and no interesting movement or verticality in my map

and i cant move on to make anything interesting bc i always find a problem that needs fixing before hand
Heh you should've seen what my first map looked like
Especially because my texturing skills used to be trash
i tried to make my map dimly lit, with red to make it kind of miserable and spoopy but it just looks boring or overlit
i dont know how to make good, pleasing light thats also dim
Yeah lightong sucks
maybe if i could preview my map before i compile it, that would help
Its very easy to make a flat looking scene and if the lightings wrong it butchers any visual pleasantness
Also like all the color in my maps is from the lighting
๐คข
i pretty much mapped on and off for 10+ years before i released anything ๐
why does it look like the fov is high and the player is tiny from that view?
played with hammer a lot
Well 1 this is a large area and 2 the fov is 130
that explains it oh ok
I play doom 2016 with an fov of 180 in arcade mode
this isnt all of my stuff but heres a decent chunk. quaddicted hasnt been updated for a couple months
Because the campaign has a bug where every checkpoint resets your console set fov
@golden bloom noice
Pretty sure I
oops
pretty sure I've played a good chunk of your stuff
im not happy with pretty much any of my textures
but i dont know what to change them to
and how lighting will affect what they look like
gotta study more
one of the things i did when i started out was to find maps i liked, and then made a wad out of that specific map using TexMex
texmex can open bsps and pull the textures out
i wish i had whatever the fuck texmex is when maniacc gave me his map and all the textures were gone
hmmmm
anyway thats enough mapping for a weekend for me, next time imma try and have some more vertical stuff and some better lighting, otherwise ill be adding stuff to a map without having it be fun or aesthetically pleasing
i pretty much mapped on and off for 10+ years before i released anything
now i feel less bad about not releasing any of my doom programming projects
now that i think of it i've only ever actually "finished" one
just a simple hud mod for gzdoom, nothin real special
did it at first using the existing SBARINFO but that gets screwy when you want to do other mod support
Oof, Top Right health and armour indicators.
it's (loosely) based on warframe's hud
when i first came up with the idea i still liked the game
It's a nice hud but that kinda hurts me physically.
Top Left or Bottom Right are kinda the point where I draw the line with that sorta health indicator placement.
I'm kinda just trained to look at the bottom left though so seeing something so radical like top right is just kinda unusable for me.
That's just me though, I'd probably hate it less if I actually was using it.
ive been playing warframe for ages so a hud like that would actually be perfect
i kinda wanna do more with it, like rework the keys section so it's not just ripped wholesale from the existing doom hud, and i wanna do powerup indicators kinda like how they do effects timers on wf
can you make your available weapons appear like abilities do in wf under the energy bar?
like instead of having the 4 abilities in wf, in doom you'd have your weapons, like they have in dusk kinda
or is that impossible?
nah totally doable
NAO
throws things reeeeee
*Throws tendies on floor * REEEEEEEEEEEEEEE
here's it with factotum, the numbers only appear if you have the weapon
also inventory area since i forgot that
i did want to do something with the "powers" section of the warframe hud but couldn't figure a way to work it in
when i made it i was disappointed that people don't really think about putting ammo reserves on huds hardly at all
so i was like "FUG IT I'LL DO MY OWN WITH BLACKJACK AND HOOKERS"
but not really
um i have a problem
see if you can spot my uhhhh, problem, just try to walk past the starting area
how do i fix this? its not purposeful and i wanna make it so it has to be triggered
ok i added "health 2" and now you have to shoot it to happen
i tried to use some smooth lighting on steps and it didnt work like it did with dumptruck_ds' video on easy pillars
thats with turning the steps in to func_detail s and giving them a property _phong 1
maybe phong has to be 0 bc that image looks the same as the one i took before the steps were func_details
1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).
"_phong_angle" "n"
Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)```
the default angle for phong is 89 meaning it will only apply the effect to brush faces less than 89.
stairs arent the proper use case of phong. its really more for things like pipes or rocks.
this actually looks pretty cool
looks so much better after that engine switch ๐
but its missing some gore and rektd enemies
@gusty cypress this is still in blender
@unique trellis yes and humble bundle and itch.io and gog if I can get it there
The port is a wip but I'm remaking the levels for chapter 1 to improve their overall quality once they are finished they will be ported to unity
@viscid sandal "exit" yeah right I see potential monster closets...
I don't do monster closets.
At least I haven't yet ๐ค
Either way I wouldn't do it in a space that small because I'm not a sadist who wants to rob players of their joy at the last possible minute.
that'd be a sadist
that's not a thing lots of people know, so it's alright
I did know that actually so
A masochist likes torturing themselves and a sadist enjoys the pain of others
eck
While I'm not the biggest fan of using texture swaps for rendering wounds and blood I don't want to cobble together a complicated system for this so here's just some texture swapping.
how do i make my teleport_triggers have a delay? the wait and delay properties dont seem to be doing anything (maybe they're not supposed to be used here, maybe they're lighting exlcusive) and the silent spawnflag doesnt make it silent either
i can change the texture of all the textures of a face at once in TB yeah?
ctrl shift doesnt do it, so what does? xd
actually nevermind, that feature doesnt let you change the properties of a texture
ok i did manage to make the start a bit more obvious, hopefully this subtle change is enough :^)
i wonder what you do? hmm
this looks awful ingame ew
DOOT
Can you not just create a flat texture and slap it on the wall?
That's why I like BUILD so much, interior and exterior decoratin's easy
Those are all just sprites flattened on the wall.... Oh the mysteries of true3d engines ๐
want
This is so sad can we build DUSK levels using the build engine? Lol
I have an idea (amongst many) of something like that.
This is my Dusk map for my burgeoning project though... I've shared before... Build has some good freedom but... You can't make true rooms over roomz
I can't wait to get home and Mess around with snow physics.
been experimenting more with 3d lately, ragdolls are just too fun https://puu.sh/BQ3ph.gif
the higher the quantity the more fun, scientifically proven
Cool crowd you've got there
I've always liked games that have lots of moving parts, big crowds fits that prerequisite for me
Making vidya games am I right?
When Dave starts looking for games to publish there's probably going to be a game dev battle royale.
Until the best game wins.
https://drive.google.com/open?id=1EYfO4znfMTQuNNWTawX21pWEUqvwnFf9 To celebrate the servers 2 year anniversary and because I want feedback, here's the Brutal Beavers prototype as of now (the title is still WIP)
downloaded. gonna give it a try later
But yeah um criticism wanted.
havent gotten to it yet but will tell
@unique trellis well i can prolly find a plain red texture somewhere but it was kind of easier to take a partially red texture and stretch it out a tonne
but even then i still need to fix up a few of the pieces toavoid shadows
Ain't mine but someone is making Corrupted Keep for Q3 https://youtu.be/4HAJVpnMy4E
Looks good in the layout so far. I wonder how many QC things will be recreated in Q3A.
@molten prism I was mostly interested in general in the tools and things you use.. in BUILD you'd just put a Sprite for each of the letters flattened on the wall, full bright, etc... I really need to learn TrenchBroom so I can make a Dusk map
@wraith beacon Sweet, can't wait to try it ๐
oh shit right. went to bed and forgot about it. I'll try it right now
Don't worry, I just want someone to tell me what's bad about my game.
hehe this is fun. I like it how shooting in the air is part of your mobility. enemies could make some noise and the slow motion every time you jump? eeehh dont know how I feel about it. It does make maneuvering in the air easier so I can see how that might had been the point.
I do like the core of it.
Right click or X on the controller ends bullet time.
good to know
is it supposed to be a wave shooter like devil daggers or something else?
couldn't really say where it's going
It'll be a wave shooter thing.
nice.
It's hard to give any proper criticism tho :/ most of the things that come into mind are something that you probably havent just implemented yet.
but I do like the core of it
haha you can get to quite a speed and distance in the air due to firing speed being uncapped
good ol double finger tapping gets you somewhere :D
Yeah that's something I need to change.
@unique trellis https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE big ol pile of TB tutorials
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youโre a total newb or returning to mapping after a long time awa...
Itll take some adjustments to get out of the sector based design philosophies but TBs a great editor
But of a misnomer there. Whats in TB is just a frontend you use with the compilers.
But agreed. It is a bit hard to get setup the first time and could use some revamping to be more user friendly
@unique trellis Dumptruck_ds is good for TB stuff, pretty easy to learn
yeah dumptruck_ds tells ya about a better compiler as well (necros' compiling gui i think its called)
Lol compiling.... I just hit SAVE now and game goes gud ๐
@wraith beacon It's pretty easy to go OOB in brutal beavers
if you ever get around to Quake mapping, feel free to @ or dm me @unique trellis
@golden bloom will do. I think shortcuts on doing things will be the biggest skill to learn... Right now I draw a square room, and voila there's a room ...
But in 3d it's different
Hopefully I can poke around this weekend
Dusk is inspiring to make maps... Quake not so much. I mean the enemies and weapons mostly.
I'm gonna try JACK for Quake mapping
I'm too used to Hammer Editor that Trenchbroom feels a bit weird
Dusk feels, like Blood, grounded in reality but springboards into the fantastic.... Quake is awesome but I'm not a big sci-fi person
For making stuff
now THIS is familiar
anyone know the max map size for Quake?
Seems a bit... small here....
Doesn't even look like there's one
Or like it's so huge it's not even something you need to consider
huh, I did find a grid size button and doubled it, seems to be fixed
figured since goldSrc and Source has limits (being based on Quake), that it was a common theme
Can't you scroll outwards?
I mean like, look at the top right
the map is bound to a 8192 unit grid
which I found was a little odd because I swear there's ROOMS in quake triple that size
Oh yeah I see that
but I was able to increase it
max vanilla limit size is 4096 in every direction from 0 0 0
so >8k units which is pretty massive in Quake scale
you can go beyond that but youll need to change an engine cvar
sv_protocol 999
But I'm sure source ports can do it ez right?
yeah
then I need not worry about anything
J.A.C.K. is pretty fucking sweet btw as far as how similar it is to Hammer
its built on the open sourced Worldcraft code
ye
Are there any good mods for quake that add more modern enemies, ghouls, etc... Dusk/Bloodesque type enemy sets?
arcane dimensions if you dont already know about it
ohh wait i get what u mean
not arcane dimensions
cant think of any mods with occult/horror stuff like blood
yeah i thought you just meant new enemies
zerstorer might be something you want
+1 for zerstorer
This just keeps looking better and better!

IMO the mugshot could be polished up, since it has that whole quality dissonance going on in contrast to the weapons and map designs
Same complaint, but it's fairly minor IMO
@dusky trench I've been updating the quality of everything as I go so it will likely be addressed

I do have a higher res version of the mugshot so I could just make animations for that
on second though maybe to high res
I don't really think it's a resolution issue, it's more of a quality issue.
Both of them just look kinda weird.
Especially the eyes, they're just far too big.
She's not really human
thats intentional
she's meant to be kind of creepy
Like you can just tell something is off or that she's about to crack
I dunno, the uncanny valley is kinda perturbating
again kind of the intent
Even if it is supposed to look unnerving the scale of the eyes just kinda ml looks a bit amateur in my opinion.
Nah I was just making a perturbator reference
Yeah honestly I think it looks fine
Hopefully the wasn't too mean or anything.
to each his own as i always say some people are going to like and some aren't
Just in general people seem pretty split on the games visual style so
yeah,
Like i said the intent was to make her look and feel a bit unnatural, and freaky.
I kind of like the fact that she looks like she's on the verge of crying
1 because she's a cannibalistic psychopath and 2 because she's the daughter of an outer god
never heard it described like that before ๐
@wraith beacon and if its worth a good laugh there are illustrations ive done of her with even bigger eyes
I like her design tbh. It has a nice unsettling vibe to it
Please show even bigger eyes
ive got 20 sketchbooks but ill look
H.P. Lovecraft Chocolate Bar - Too Horrible to Comprehend
well I haven't found it yet but I did stumble across an ancient one I did of her
back when her hair was black
haha you sure you aint breaking any disney copyrights with that smile in the drawing xD
wait what
could be just me but I get a very disney feeling from her face there.
and that's not a bad thing it makes it feel more crooked
Yeah I was proud as hell when i mamaged to do this one
it looks pretty damn good in my opinion :D
Its at least... 4-5 years old at this point
bet you've made alot of progress in that time
Well her eyes are bigger vertically in this one so it counts i guess
@slender knoll ish
๐
ya know the the dusk sdk is gonna let us mod dusk? im assuming that includes skins, so does anyone know an easy to use program to make skins of objects/guns?
i might learn blender but, i prolly wont
David used Krita for the textures
and when the sdk is done hopefully next year the models with their textures will be out so we can customise hem???
Actually
D:
Actually, I am in really bad shape financially.
I pay money to my ex-wife as part of our divorce settlement, among other bills...
I just had no choice but to make you pay for lunch the other day. I'm really sorry.
ok i am super confused i just came here to ask questions about weapon skins
look into Aseprite if youre interested in any sort of "pixel" art
if youre savvy enough, you can compile from source for free
Arr ye matey
compile from source for free? teach me senpai
I'd assume it's probably the normal CMake then VisualStudio process.
its not illegal lol
im not savvy enough so i bought it when i was gifted a steam gift card ๐
i have adobe illustrator on my other computer, i may be able to use that for the majority of what i need
If not, there's Krita, Gimp, And Paint. net
If you haven't tried them already that is
of course
Nice. This guy should also release the other QC versions of the Q1 weapons.
@wraith beacon still wip but this better?
What you using?
Piskel @olive dove
Cool
ooh, than qc's q1 nailgun skin ported into an actual q1 is great
@viscid sandal she looks awesome
Thanks
oh I was meaning to ask you yesterday @viscid sandal do you have a build people can test or are you keeping it for yourself atm?
I havent paid attention before too much for more than screenshots and art you posted :D
I am officially drunk
having serious trouble with english xD
@slender knoll chapter 1 has been available since level 1 was made over a year and a half ago. Currently me and a bud are swapping engines so the current build will differ a great deal from the actual final product. Its also missing a good chunk of the soundtrack (with placeholder stuff for now) and all the levels are being remade or at least improved. Bit there is a playable build online.
nice! I got the impression that you have been working with this for some time now?
and I mean: years
https://www.indiedb.com/games/quarantined-viscerafest https://gamejolt.com/games/QUARANTINED-Viscerafest/210823
Quarantined: Viscerafest is a fast paced retro style first-person shooter deriving influences from classics such as DOOM, Quake, Blood, Serious Sam... The list goes on. Whilst simultaneously putting a bit of a twist on some of prior said, old mechanics...
This version has been in development for 2 1/2 years
But in total the games been being made for 7
@slender knoll been working on it since i was 12
Well late 11s
downloading the zip now. gonna try it tomorrow when I'm not intoxigator
Yeah, alot of stuff is going to be different when the new updates role out in a few months, you'll notice some bugs, missing features or minor "quirks" that will be addressed in the new engine
Thanks
have fun entering the rabbit hole of developing editor scripts to make tools for level building ๐
haha
No i just di it all in blender
right but once you move to unity ๐
Still made all in blender
And a friend is handling most of the porting
But ots mostly just importing the models and making them work in unity
if there's something that I don't like about myself is that I rarely bother to work towards things that might not have a clear "reward" in sight. What I mean is that when I was younger I was very interested in editing and creating my own vidya (I would imagine most teenagers share this) but I kinda got demoralized with it for some reason.
hobbies rarely go anywhere
because of me not bothering to get into it enough
Its not always easy when you've internally rebooted the game 9 times
I dont even want to think what it's like to redo your work every now and then
but then again a skill of healthy self-criticism is never bad
Yup
would that robot limb or whatever function in the same way as the tentacles do in Darkness?
I had no idea what i was doing when I started so as I got better and improved my old stuff got obsolete enough that i figured it'd be easier to scrap it all amd start over
@slender knoll nah just fires grenades and stuff
Used to be in the current build but the addition of secondary items was so obsolete and it was faster and easier to use your guns
this quad shotgun ๐
time to sue todd
There's still a quad shotgun
And its the best
Pal on my discord calls it the bfg of chapter 1
haha
by default you'd expect a double barrel to be enough for anything
but quad is just delicious
I think you kind have to have a sense of overkill in retro fps style
Heres an older vid with the current build that has the launcher
Yes
In some fashion
yea
as in weapons dont need to be overkill but it would be nice if they feel overkill
like you shoot a guy with double shotty on close quarters and it explodes into gibs
Gibs are a core part of the gameplay in mine regardless of the weapon
what is wrong with my brain 
Theres a q2 style gibbing system where you can gib corpses and such and doing so drops their hearts with which eating is the only way to reclaim health
thats sweet! I remember gibbing all corpses in q2 as a kid just because you could
....might or might not have something to do with the reanimator enemies
Hmm ๐ค
I also had the same habit in first half-life. removed everything that was breakable from the levels. no clue why :D
TrenchBroom porn
dang
lewd
I have no idea what's happening but that's great
scale tool
wait since when was there a scale tool?
and can it be used on multiple burshes/entities/whatever at once???
wish there was a scale tool 
You can see in the gif that it's used on multiple brushes lol
oh true
i prolly needa redo all this setup in my quakedev folder with a newer version of trenchbroom right?
You can just drag the updated files into your trenchbroom folder
And replace everything
that is EPICLY
right fellow gamers?!
can i just move all the new TB files in to my old tb file?
like all of em? even the exe?
Yes
ok
cant find the scale tool
i gotta log off in a couple mins so can someone plz tell me why i dont see a scale tool >.< ?
You don't see the ones on the right?
Well that's a damn shame partner
and i downloaded the most recent ver i could see on the website
Maybe it's a build that's exclusive to the TB discord server
is it past 21.1?
if so plz link me an inv to that server
i gotta go, i got lotsa work to do in the mornin
so i aints got much time to fix this by my lonesome ya see
think i found the server
yeah just double check youve grabbed this version and you should be good to go
thats the exact version i chose
maybe i needa relog or smth
bc i have the latest version buti do not see those 2 tools
im re-re downloading and re ininstalling
should say "Build v2.1.0-RC1 Release"
i can move every file over in to my old TB RC6 folder?
ive always just made a new folder and kept old versions on hand
my body clock is not gonna like me staying up late for this
yeah it needed to bein a new folder
maniacc lied and sait i could just replace it xd
ok im off for now, tanks muk and byebye
my brain is jello
Except it works
Beavers now track you with their eyes.
Brutal beavers definitely needs different weapons in my opinion
And the theoretical rapid fire chaingun like weapon should have like projectiles that go through dead bodies
Yeah, weapons other than the Woodchuck or whatever I'm going to call the Thompson clone are going to happen, only like, three though.
A bfg style super weapon would be funny
What about, a weapon that's just a log that you throw.
Yes
Bouncy log, the most powerful weapon in the game.
Just fills the arena with a thousand bouncy logs
Also like are you planning to have it be an endless arena game?
Yes.
@viscid sandal is this a known issue?
I see alot of that tearing around UI and weapons
doesnt get in the way tho
I dont see ot
It
oh i see it now
never noticed it before on my pc but I know what the issue is
@slender knoll effectively the problem is because the uv unwrap for the texture is right on the edge the texture is trying to overlap.
this is me over doing it
haha
but like in what you have its right at the edge and because the engine tries to blend textures I think its trying to bleed over
I see
Enjoyed the first episode. cool brushwork and it instantly felt right movementwise.
also the boss ๐ฆ
got made into pancake couple of times
Thank you! Like I said alot of things are being tweaked in both minor and drastic ways to improve the overall experience
Things like pointless long halls being shortened or made more interesting like this one in l2
Or in the case of level 3 and onward being completely remade
cant wait til I get to gut level 5 I'm almost done with 4 and I've always hated level 5
thats alot of work. Didnt think there was anything particularly wrong with the levels :D
but ofc I only went through them once.
There's some really cheap moments, like enemies spawning behind you or being right behind doors and attacking you on sight giving you no time to react, some of the layouts could be handled in a way that guides you through them more smoothly
There is very little actually wrong with level 5 I just hate it because it doesn't feel like a level 5 in contrast to the other levels, the layout is to simple and uninteresting for its placement.
never been a fan of levels with enemies seeing you the moment it loads
I don't think there's anything wrong with it as long as you have long enough to react
the other thing is i've added more level continuity
change of scenery isn't as harsh?
So for example level 2 ends in an elevator
oh yeah you mean that
so if you get out of a map using an elevator it would be dumb if you started the next one from somewhere else than an elevator
or a lobby with the elevator or something
and its now the beginnning of level 3
On top of that all the levels are being given more detail and effort as well as more variety
They still have similarities to their prior iterations, like the actual layout of level 3 is pretty similar to its prior iteration, its just that its been made to flow better and the rooms look alot different.
Or another example this is now the room where you get the pink key in level 4
felt fresh because not many games look like that
Still wip mind you but
ofc :D
Yeah
I am talking about what I have seen. I have no way to know what you have in mind or what will ultimately change :D
Yeah the pallette color wise is still the same
Except for chapters 2 and 3
Still colorful
But rather different pallettes
I checked the portal areas and if it reflects anything on what they will ultimately be, 3rd chapter will be cool
in the hub or whatever you call it where you choose your episode/chapter whatever
Chapter 3 will be hopefully as varied as the others so really that area will only reflect the end of chapter 2 and 1 or 2 levels in chapter 3
yeah
also references
Many of them
I went a bit to crazy with decapitated heads for some reason
that the secret room in uuhhhh level 2?
yea I was looking at the head that it looks like an imp's head or something
isn't that the map with the doom song
Most of the maps in the current online build have doom tracks andrew did
ahh then I only recognized one or two
But the only level that doesn't have a track done in my build yet is level 5
tickled my funnybone
Quarantined: Viscerafest OST: https://www.youtube.com/playlist?list=PLCrgTvcMvouaOUXz9rdSMw3my-4dGo5po
These are all of the finished tracks for chapter 1
I actually left the game playing in title screen just to listen to the song
Yeah, markie is doing a great job
he is :)
But yeah chapter 2 is done as well but I may just end up taking the knife to that one as well. The levels are far better in layout but visually they're about on par with old chapter 1 except for c2ls and I want everything to be on the level of c2ls
Especially since that level is nothing but references and i dont want the games best level to be just the level full of references
I hate mimes. #blood #retro #fps #indiegame #indiedev #gamedev #pixelart https://t.co/snHzB2S5I5
The entire level is a mashup of cradle to grave wrong side of the tracks and that bit from dark carnival with tons of quotes from the game.
nice
but yea I totally get you when you said you dont want your best level to be only references
Yeah.
All the levels in chapter 2 are outdoors or blend indoor and outdoor areas and c2ls was the first level i made that really work in
But yeah currently there's not a whole lot I can tell anyone about chapter 3 thats not so painfully spoilerish it ruins the surprise of the ending
haha do you get the itches on wanting to show people all the cool stuff you are working on?
stay strong :D
Ive almost spoiled it many times
I accidentally leaked the last boss for 5 seconds once
xD
I grabbed the wrong photo
glad I rarely remember anything from spoilers
Trust me its not something you'd forget
I'll take your word on that :D
Mostly because the final chapter is freakong filled with references that have gamewide implications
That i cant get sued for either so ๐

I do love the Bloody references @viscid sandal
Here's some fun attempts I did the other to make a whitesh flat sky texture work with the sector visibility/Depth cue to create a thick fog.... This is in GDX which really sucks at ruining the lighting and palette of Blood a ton... Like jarringly bad.
M210 knows about it but there isn't much he can do.
oh yeah I was gonna mention about feet. always loved it that you can see your feet when you look down
num
even tho if walking does look a bit funny from that perspective
it makes me laugh
xD
so it stays
word
I kind of imagined it like when you have the 3rd person views in older fps games, the leg sprites are their in 3rd person so why would they not be in first
hahaha would be fun to see a duke style play demo with cinematic camera on viscerafest :D
THAT would look silly
headless, armless protag running and killing everyone
would be pretty easy to add them in
the joys of gamedev https://puu.sh/BSz2F.gif
niccccce
not much of an artist but feelin pretty good about the low poly revolver i whipped up in a few hours too, boy is modeling hard work haha
So guys I'm pretty much @pine carbon because I am mapping in TRUE 3D now so where do I get a paycheck. I'll put off my Blood project for another 20 years and finish when I'm 57 ๐
ayyyy you did it
This is my Dusk e1m1 map so far. Pretty amazing right...
Ok, that's not the goal but I thought it was funny ๐
Yep @golden bloom got some time. BTW saw you on the 3DR Discord with an official tag.. congrats
๐ thanks m8
WHERE'S JUST DIRT IN THE QUAKE TEXTURES ARGH
Man I need to read these tutorials... I hate video ones but thanks for sharing earlier, I'll watch if needed... I'm OG I like to read ๐
Like I want to make the ground all dirt and bumpy but not make a billion brushes
oh man agree on video tutorials
how are you supposed to watch it and do it at the same time compared to having it all as text and pictures on a second screen
that you can double check any moment by looking elsewhere

tried to get into blender couple of years back and the video tutorials were a major turnoff :D
so to make natural ground... I saw there's a program out there for that...? Or is better to just make that floor plot into 6 brushes and adjust them?
there ARE tools but theyre old and just not worth the time
but that was in VHE
and you don't want it to be ridiculous
we typically use quads in quake
just some natural flow
well not triangles but thje surface was triangles. the brushes were ofc 3d not 2d
im practicing my large scale terrain skills at the moment
theres one guy in the community who just exports his maps as OBJ then loads em in Maya and then makes his terrain in there and then runs the terrain through a tool called obj2map and then he copy/pastes the exported .map into his map
so those are 4x4
nah just squares or "quads"/4 corners
oh ok
that makes better sense
I keep hitting keypad enter to go into 3d mode HAHAHAHA
@unique trellis heh nice work so far :)
I hate video ones but thanks for sharing earlier, I'll watch if needed... I'm OG I like to read
Yeah I'm the same
A mixture of both usually helps me the most
the best advice i can give is to look at map sources. seeing how other people did things is a big help.
haha nice!
I remember the feeling of accomplishment when I realized/learnt how to make terrain more believable
suddenly you know how to make many other things too
It'll be fun to play with. I have to finish my Blood thing but this is cool. Reduction in detailing and an increase in dimensions ๐ ๐
I like the mine aesthetic
I'd like to dig down in this map, since I'm unshackled with verticality and do a mineshaft of sorts...
Yeah that brown is overwhelming
Hey are there other texture packs
Like a good source
yea but really try not doing brown with default textures
For instance... Blood? ๐
There's IK white and IK blue I guess
Wow time for bed I keep typing wrong stuff haha... There aren't many texture packs for this 20 year old game? That's weird... Is it a limitation of engine
theres quite a few honestly but we mostly just use the same ol same ol
I remember alot of people making their own but that was long ago
and it wasnt for quake so I dunno ๐คท
but the good thing about quake textures is that there's a surprisingly large variety
even tho all of it is brown ๐
Is there a good repository of model items like trees, decorations out there?
FYI completely ignorant of all of this appreciate the patience
what I mean is that you get medieval castles, mosaic windows, scifi walls and monitors and all that
I guess Quoth might interest you
It's just that they're rown medieval castles, brown mosaic windows, brown scifi walls and brown monitors?
as I said
even tho it's all brown
there's more colors ofc but you mostly remember brown and the blue tile walls
@untold niche oh that's good stuff
first time using Unity's animation system instead of making them in blender and its quite a fun tool to mess around with https://puu.sh/BSGJh.gif
Looks to be a neat game so far.
Making bad video games is fun, I recommend you all try it some time.
oh I'm not brave enough to make my own game
Thanks Ze ;p
I tend to find that making my own games is the most fun I have with gaming anymore lol
self-gamering
yeah, strangely I don't think I've enjoyed playing games as much since I started developing one
also your game looks cool so far, dude. looking forward to seeing more of it ๐
Appreciate it Lucas :o)
do you mean a game jam or something like that?
Not really a game jam.
New Blood should make an indie game maker contest where you make a short demo based on your best most creative idea for a game that you think would get super popular
and then you submit it
and then they retain full copyright over your new intellectual property and can do with it whatever they so choose
and in return you get 5 nickels, a half-eaten ham sandwich and the chance to come over to New Blood studios where you might (read also: won't) get the chance to meet Dave himself in the flesh
Look at this wiggly boy.
Got jiggly shader animated arms.
I don't know what I'm doing I just watched too many GDC talks about shader animations.
Yup, these are some jiggly arms.
wiggly jiggly
He's doin a jig.
This has no goal, just playing around tonight with the total white sprite... pal 1 on everything else... best way to do this would be to just set the sectors lighting to pal 1.
Is that for a powerup or something?
Nah, its origin is tied to a mechanic that is no longer planned to be introduced in the game aside from hinting at it in a short segment. More so tied to the lore more so than anything else at this point @untold niche
creepy
Noice
thanks
I really want to make a raycaster for some reason.
as in, shooting with raycasts?
No, a Wolfenstein 3D sorta 2,5D rendering engine.
Yeah but raycasting is inherently flawed by design
Itโs better to do polygonal 3D with a ray Casting Aesthetic
I mean, yeah raycasting from a tilemap is flawed but it's something that I'd enjoy messing with.
You could make a really weird raycasting system maybe
Like non-euclidian
Not that I would know how to do that
or if it is even possible
If anyone has any advice for tools and such for starting this I'd appreciate it.
I made some ferns
because I wanted to make ferns :P
the normal mapping looks really good at some angles and really bad at others
also not sure whether a clump like this is more practical as a modular asset or if I should just place individual ferns for a more natural look
or whether I should make them game objects or rely on the terrain detail meshes, which would mean better optimization and higher potential quantity, but way less pretty
(should note this is just for fun and has nothing to do with Dusk or any specific game idea)
cant wait to see these in ur new IS
also unfortunately mip mapping on them is cancer, so it's either have ferns that look like they're made out of cardboard unless you're looking at them up close and straight on, or have ferns that get all shimmer at long range. I opted for the latter.
david u better not be growing le weed
420 blaze it am i right kids
haha, took the words out of my mouth fellow blazer
Those feels better jump up and have monstrosities under them.
It might nice to do something outside of the evil and demonic for awhile though right?! ๐
Looks neat David.
@unique trellis yeah I don't have any game design plans for this at all. Just went on a walk and got some source photos and am taking the opportunity to try my hand at higher fidelity assets from scratch.
Tried sculpting David?
naw not yet.
Sculpting is a good way to get high fidelity assets pretty easily.
Does require a bit of retopology though.
well by high fidelity I mean "people won't mistake this for Minecraft," not "polycount will retweet this" :3
Ah okay.
Thats a really nice looking fern
just as an fyi
davids doing stuff he finds fun atm which is a good sign about dusk ;;;;;;;;;;;;;;;;;;)
I wanna buy that fern and keep it in my secret stash
when I showed some gamedev friends what I was doing one of them was like "you know you can just go buy stuff like this right?"
I was like "but I want to make my own ferns..."
and this is why my games will always look like macaroni art :3
I mean, Its a charming fern.
buying assets has the issue of splitting a game`s personality.
yeah
Definitely looks a bit less like a child's macaroni art and is now in cheap Unity 4 asset pack territory, David's moving up in the world.
Hopefully that wasn't too mean
It wouldnt look out of place in a game like stalker imo
I mean, there's a point where it doesn't matter. Like, I didn't have to locally source photos. It was just a fun thing to do. If I peruse stock photos I could probably find stuff that has the same result. But at the same time I think it's really important to have that creative agency and/or problem solving in a lot of areas of gamedev
@wraith beacon It'll look better without the cheap Unity default dirt texture and lighting behind it, I promise! (hope :P)
ep2 wouldnt have been half as good if david didnt go to abandoned buildings to take photos of
^^^ I did actually do that. A decent handful of textures from Dusk are locally sourced
It gives the game an odd charm I feel.
Yeah. Was shooting for the whole "mixture of edited photos and hand drawn" thing you see in Doom.
cant wait for david to master the brigand oaxaca look
kek
Who doesnt like WIP SHOTS!
In BUILD, we ain't got no "light source" things, we have to handraw... The blogs that IM developers are writing talk about this, its a good article if you haven't read it!
Abandoned places.. I was JUST talking with my wife about going and visiting some ghost towns this summer
Looking good.
I ADORE abandoned places blogs, etc... in the Midwest of US of A there are a ton of these ghost town places to visit
The Evil Dead cabin as a classic 80s horror film museum exhibit ๐
Got a custom model into Quake. Wasn't hard but finding a good exporter was.
Makes it look sorta like early Half-Life in a good way.
How's the "Retropolis" going?
IDK, taking a bit of a break from it. Ran into a bit of a creative block.
messin around with an impact type class https://puu.sh/BXFUa.gif
Cool, what engine?
good ol unity
Not sure what this is intended to be but I'm intrigued.
its only intentions are to be a first person prototype
Ah.
thanks :o)
Can't wait to see where it goes.
made and refined a few more animations and added input based weapon sway https://puu.sh/BYGbK.gif
no not really lol
this is my first time ever utilizing the 3d aspect of unity, just wanted to see what i could do
Yea I understood from earlier messages that you are mostly trying it out
but you must have some kind of an idea what you might want to do? ofc it could have nothing to do with what you are working with now
yeah I'm thinking about more ai stuff atm, like making them panic around gun shots and stuff
Scientist Hunt 2.0 xD
If you need help with making assets I wouldn't mind helping out.
that is a kind gesture ze, one day i may ping upon you
Probably the first time I ever retextured anything, was going for making the USP in Payday 2 look like the MK23
I didn't make the LAM mod
Obviously
I retextured the frame/grip, the default and expert slides and the magazine, and I even bothered to generate some custom normal maps for the slides
Liking it, lookin high quality
Thanks
Also a shot of the default slide, which looks even more like a MK23. No suppressor.
creating panic in the streets https://puu.sh/BYWic.gif
That is kind of funny... I imagine them running around sounding like muffled walruses at this point I don't know why ๐
They remind me of....
But that's because all I think about ๐
haha, the arm positions are definitely on point to match that
there's no place like home!
I just found out how much I can abuse the living crap out of the enemy quantity in unity
I could make a freaking slaughtermap ๐ญ
I wont
But i could
was there a hard limit on the amount of enemies in the old engine, or was it due to performance?
preformance
more than 18 enemies heck depending on the types more than 9 and preformance would tank to below 60 fps with it traditionally running at 100
add an extra one over that and it drops to the 30s
and anything more and you'll just be watching a slide show
thats wild
To say it sucked is an understatement
some levels would feel so sparse with enemies, or if the player progressed to fast without killing the enemies in the current area preformance would take the hit
getting 25 enemies in one level made me feel like a god
sounds like a truly hellish limitation. i wonder what specifically was making them perform so horribly
blender is just poorly optimized
honestly though it gave birth to the one aspect everybody praises about the game, and forced me to make the most of the levels
So... I'm happy I had it initially
because without it my levels would've been trash
it is fun to see a bunch of entities moving on screen at once, like another user in here said before crowds are especially pleasing to watch
@viscid sandal You still encountering those dynamic light issues because I found a solution.
nope we got it
Ah alright.
The renderer we're using is really lightweight or something I guess
But either way it works
and it makes the viewport run better to
Pretty much my final pass of trying to make the USP look like a MK23, gave up on the expert slide because it's texture was too crusty to use for normal map generation. It was also coming out blue for some ungodly reason rather than black.
Bathrooms are a staple of BUILD nad in general FPS games... We don't have models for toilets so we all design them differently using a myriad of sectors and sprites... In fact one of the regulars in forums and Discords made a Toilets of Build Tumblr! ๐
toilet ambush
Darn cultists are just a bunch of jerkfaces.. no privacy
that looks awesome
It's WIP. This whole bathroom is going to go nuts. Bathroom design is critical to an FPSes success
there better be at least one toilet with a turd in it
I thought the TP was a nice touch. My 8 year old came and said it was my dooty to add it ๐ ๐ ๐ ๐
Closest thing ive got is a shower block im making
@viscid sandal if you're game doesnt have toilets 4/10
Ill put a toilet in a secret for you
@unique trellis ๐ค if I make the toilet have wings and scream running in the 90s can we make that a 10

cheers for the update
That game looks radicool ๐
@viscid sandal in literally baking up sequel names or Loot boxes
Just send a check when the profits roll in
Quantified Vitality ... PERFECT lootbox
I'm going to stick SO MANY loot boxes in my Blood project
Totally worth it
Daddy's gotta feed my kids somehow
@viscid sandal no loot boxes how can I whale in your game and be #1
That photo above is awesome. The character is really good
Thanks
Also we wouldnt even be able to do 5 games unless the last two were prequals because azathoth wakes up and wipes out all existence in the 3rd ๐
Because cthulu is a noisy bab
And because i refuse to make a happy ending
No matter how much i wanna
All of reality is nummy
Happy endings are so overdone
Felix (who started Bloodlines basically in 98 or so) said he though a good FPS really set in Lovecraftian mythos and tropes and etc. Would be amazing.
... Which I just realizesd that I've never truly explored what "Lovecraftian" means though I've used the term.
Time to learn on this day off
Mainly just fear of the unknown ๐คท
with lots of tentacle boys in space
the most important aspect of lovecraftian horror is taxes
No the most important aspect of lovecraftian horror is going to into extremely in-depth explanation regarding every minute detail about whatever career path your narrator/main protagonist has chosen
In all seriousness Lovecraftian horror is basically fear of the unknown mixed with the terror that could be brought upon by the concept of things so beyond human comprehension that they defy most or all known scientific laws and such
With a bit of existential fear in regards to humanity and how small it truly is in comparison to the universe at large
@desert notch I've been doing it all wrong!
seriously though ma games not even close to horror anyways so
Basically along the vein of insanity or violent confusion
So.. basically what I experience every day with my wife and 4 kids is "lovecraftian" got it.
That scenario is pretty close
If you intend to stay married you shouldn't go about calling your wife an eldritch abomination, but yes
