Sunday, October 26, 2014

Labels

General - I started to add labels to my posts so it's easier for visitors to keep track of things. For example, if you see a new post about Quake II: Zero Signal, you can either follow the label Quake 2 and see all posts which involves the game or follow the label Zero Signal where you can see every post about that specific project for the game. The labels can be found at the bottom of each post. I will use labeling from now on, so keep in mind that older posts might not show up when using this.

Thursday, October 23, 2014

Quake II: Zero Signal update # 9

Development sceenshot of Quake II: Zero Signal
Quake II - Problem solved! Looks like I misused the "detail" flag on a couple of brushes which produced some strange visual glitches in-game. Work can continue thanks to Margaal at The Quake 2 Café who checked the map out and found the bug. To the right you can see a new screenshot of the area, now glitch-free ;-).

Monday, October 20, 2014

Switcheroom released!

Doom -The final version of the community project Switcheroom is out! You can find a description, some screenshots and a download link under the Collaborations tab to the right. Enjoy!

Friday, October 17, 2014

Quake II: Zero Signal update # 8

Quake II - I've encountered a small visual bug during development of my Quake II map. At the moment I have no clue as to what might cause this so I'm consulting other mappers who hopefully can provide me with a solution. I'll keep you updated.

Thursday, October 9, 2014

Resuming work

General - My apologies for the recent lack of updates but due to some priorities in my private life I haven't been able to make progress on anything during the last two weeks. I'm happy to inform you that I can now continue my work and will be posting updates again.

Friday, September 26, 2014

Quake II: Zero Signal update # 7

An editor screenshot of a new area I'm working on
Quake II - During the last couple of days I've been working on connecting the "sewer area" to the base main entrance. Instead just connecting both parts with a L-shaped hallway, I chose to split it up by adding an entire new room in between. The added zone consists of an upper and a lower part. This gives the player some more room for exploration. It's going to take  some more time to close the level so I can put up a nice in-game screenshot but I'll do my best to get it done as soon as possible.

Thursday, September 25, 2014

Switcheroom project nearing final stages

A picture of the converted "Hangar" map, Inferno style
Doom - The community project for The Ultimate Doom I participated in called Switcheroom is (finally) nearing the last stage. The only thing left to do by the project leaders is make some minor changes to one last map and then it's ready for compilation. They promised a full release by the end of this month so I'll keep you up to date on this one.