Process Journal - 379146/Deem_1P_Quake GitHub Wiki
4/21/2020 Early concept
Inspired by some of the creative decisions in DOOM I want to focus on creating interesting rooms with unique looks and interactivity, I want it to be relatively short but complex, I dont mind if the player gets lost once, but they shouldn't get lost more than once. No further comment at this time
4/21/2020 Map Iteration 1.0
So I marked out a rough idea of what the terrain will be like and in the process made the decision to make it open world in a way that quake maps often aren't, I really like the idea, and am thinking about using secret text boxes to give the player dialog from NPC's in the style of bloddbourne like walking up next top a window and getting a small text message giving you a hint where to go next, as early as Beta people were making custom minecraft story maps very similar to this using rudimentary tools to make something un-intended. Link to Early map version HERE
4/30/2020 Map Iteration 2.0
Everything happened and the grey box is 80% complete it only needs the church and the wizard tower. Due to map length limitations I have altered the map of the level to be more square thus fitting within the 4000X,Y limitations. Work to be done in the future is: finish grey box, add text boxes, add ending to level, texture, lighting, done.
4/30/2020 Video Update
Here lies the a in-progress video walk through of the map in the condition specified by the previous post. https://youtu.be/fXjsQ1C5k2k
5/07/2020 Video Update on Encounter Design
I made a Brief video talking about my design philosophy for Monster Encounters https://youtu.be/cWsGDJMvK-c