Well, we're exactly a week past the Ides of March (yes, I'm not as much of an uncultured and ignorant baboon as you might believe me to be) and I am pleased to report that I have made quite a bit of progress on the second map of Zero Dark: Theta, which sits in the Map16 slot of the game. I'd venture to say that it's more than 90% complete, and I hope to wrap up that map by the end of this week. I know, I know, I'm a painfully slow and inefficient game developer.
This map is a linear "non-linear" map, in that the progression is mostly linear, while allowing the player to see areas that s/he will visit later. I'm putting the game's oversized textures to good use, allowing me to create relatively massive structures. (What? You're calling me a liar? Just you wait!)
As with The Darkest Hour and Dawn: A Prelude, the ZD:T set of maps is within a hub, so there will be some returning to earlier maps while progressing within the story. The introduction of the hub structure in HeXen opened so many doors (pun intended) for DooM mod development. As the ads for McDonald's restaurants say: "I'm lovin' it!"
Meanwhile, Nigel has been quietly at work behind the scenes creating and modifying models for the game. The models are spectacular, and will likely greatly enhance the experience of the game. [The extent of skepticism in this audience astounds me. I'm just going to have to demonstrate, yet again, that I seek not to prevaricate. But you're just going to have to wait.]
More Further (That Can't Be Grammatically Correct) Ramblings ....
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Rex Claussen
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