Google and world press had a fit about it so I figured I would too.. ![]()
Happy new year all! 2012!!
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It’s been awhile since the last time I made a post here, and progress continues on Hexen – Edge of Chaos http://www.hexenmod.com/
As well as working on my map, h3m2 ~ The Forge. While I’m also still of course making textures and other random things for the mod.
Progress continues, yes we are working on it.
I should also mention I’v recently joined another tech4 mod team called Arx – End of Sun. Basically doing the same thing as I do on the Hexen EoC mod. ~ random textures and graphic materials, as well as some maping contents. Arx ~ EoS is also a mid-evil, swords and sorcery style game as Hexen is, however the End of Sun mod focuses more on the side of inventory role playing with graphic overlays similar to Diablo. More on Arx EoS here: http://arxendofsun.solarsplace.com/ I should add that while things seem kind of quiet over there, I predict there being some new random content in the near future.
Both mods, EoC and EoS use the Doom3/idtech4 engine, however with all media/graphic/sound/code/game content resources created completely from scratch. For the record, I’m equally dedicated to both mods.
In case you’re wondering, the id tech4 engine introduced a revolution in graphic lighting and shadowing which in turn basically gave art developers the advantage of placing anything in the map world to naturally and easily look scary, at a good frame rate. Which is exactly what id software was looking for when they created Doom3. idTech4 is a seriously powerful game engine and perfect for mod communities alike if you want things to look beautifully scary and run great! There aren’t too many game engines that offer this and then allow you the tools to create your own vision with it.
Now the idtech4 source engine is soon to be released, and should drive mod makers absolutely bonkers when it comes out. All hail id software! Tune into Doomworld.com or Planetdoom.com to hear more on that.;)
Hey, I’v been working away on textures and some other graphic effects for the Hexen Edge of Chaos mod. http://www.hexenmod.com
Be it wall, floor, ground, ceiling, skybox, models, you name it I’v been making textures for it.
Oh did I mention I’v been making textures?
I’ll have to fix up a portfolio sometime after release, but for now everything is behind the curtains.
Ever since I heard about a Hexen mod for Doom3 I couldn’t wait to play it. That mod is Hexen EoC.
A few years past and the team that created it finally released a 3 level demo version which turned out really nice! After playing through it all, I decided to take a stab at making a map for the game. While letting deadite (Eoc team coordinator) know I’v been making graphics and textures and things like that for quite some time now, and the team looking for more members, they gave me a choice between map or texture creation. I picked texture creation and they hired me on as one of their main texture artists. While the map I started on is still stashed away in a safe place for possible later use, I was more interested in making textures for the game, and I’ll have to admit, I’v been hooked ever since. Although you will only be able to see the stuff I’v made so far in the full game mod version yet to be released, you can grab the latest Eoc demo here until then: http://hexenmod.com trust me, it’s good!
EoC will be a new and free game, based on the original Hexen game that was developed by id Software and Raven Software. In order to play EoC you will have to own Doom3, have it installed, patched to the latest point release, and ready to go.
More info about Hexen Eoc can be found here: http://hexenmod.com/about.php
Here’s also an optional HD video trailer of the official game demo:
See you on the Edge, mortal…
As you know I like to make maps and things for Doom. Well lately, there’s been occasions when I tell someone about some of the stuff I’v made but of course can’t quite explain it without some screenshots. So instead of posting some shots here and there, I figured it would be best to just slap them all here so I can just send a single link of my site instead. These are all with-in the past year, so here we go:
Old Town is a large open area deathmatch level for the Gzdoom and Skulltag source engines.
When I started on this it was going to be a pathway for a tank model to drive around in. Well it turned out that the tank model wouldn’t work out for online play as there would have been too many packets to send at once, so I scratched that and just decided to make it a Deathmatch level.. A really large DM level. But at least a lot of possibility for team play mods. Old Town got its name from the old deathmatch level Boot hill also known as Boom Town which follows the same concept but in Old Town’s case, on a much larger scale. I would like to have the level ready to test out for online play soon, however I’v been thinking of adding another level to it.
Next we have some heads up display graphics
or HUD overlays, some of which are or were for a project entitled The Empty Museum.
The map I made in the background was also for the project, unfortunately only 2 of us had started working on a level before the project fell through in void of certain death and was never in completed. However there has been some word that we may pick it backup, nothing has actually been final. Although what I created still exists and can always go into some other mod down the road.
Some months back Logan MTM, creator of the LoS – Legacy of Suffering mod for Skulltag asked if I could make a hi-res version of the 4 barrel shotgun 
and plasma rifle, I said sure and ended up making the shotgun first.
The shotgun isn’t complete, but it isn’t bad for a sprite replacement. These hi-res sprites are planned to be in a future (no names said) project of Logan’s at some point.
And here’s a shot of a map I’m working for an up coming project for gzdoom. 
For now I won’t reveal the name of the project but I will at least leak a shot of my map. Even though Nothing can really be said about this project yet, I can say it will be something big for the Doom community.
Oh and I’v also updated the Doom Connector site, not much but it looks a little cleaner.
That’s right, Doom Connector still exsits and is hosted by Zorcher. But it doesn’t only support Doom engines now, head on over to the Doom Connector site and have a look! doomconnector
And here’s something that’s totally not Doom related, but it’s worth mentioning seems how it is, still art. 
It’s a bird, it’s a plane.. No.. wait it is a plane, 737 Boeing to be exact. Some guys I ran into on teamspeak one night were really into flight sims and even had their own clan ODVA in which they were looking for someone that could draw the model texture skins for them. This is what I came up with, it’s for Microsoft’s Flight Simulator X. I’v also started working on a 747, but it’s currently not worth posting a shot of yet.
Anyways, the textures that wrap around the jet model in the shot is what I made.
And here is my go at a Quake4 DM map awhile back. It’s an arena style map with jump pads, 4 in the middle and 1 in each corner.
Other than that I wasn’t sure where I was going with this map and sort of lost interest seems how there wasn’t much going on in the Quake4 community at the time I started making this map. But now I’v heard the source was released? so it’s possible things might pick back up, Q4 rocket area here we come? I hope!
That’s all for now. I could post some shots of Mega5 but I’v already done that.
Recently the Doom Legacy Team has released a new Doomlegacy 1.44 alpha version with various updates. Some of these new updates include fixes for memory issuses in the previous 1.4x builds, as well as new gamma+brightness controls, and finnally support for voodoo dolls! This new version uses SDL.
More info and downloads can be found at the Doom Legacy web site!
And oh yeah some crazy guy re-wrote the editing docs.. Now who had that could have been?
Find more out about Doom Legacy here: http://doomlegacy.sourceforge.net/
How dare they lay eyes upon my Doom Maps! ~ Just kidding.
I didn’t notice until now that a couple of weeks ago Mega5 has made it’s way over to The /newstuff Chronicles at Doomworld. #386 to be exact. =)
I’ll go ahead and post it up here so you wont have to dig it up:
Mega5 Deathmatch series! – Various
Limit Removing – Deathmatch – 7213283 bytes – (img) (img) (img) (img) (img)
Reviewed by: AveryMaurice
There’s quite a bit to say about this WAD. Mega5 is a deathmatch WAD made in cooperation by a bunch of mappers; each map is very detailed and very appealing to the eye. Besides a few alignment issues, the maps are seamless and look great. The goal of this project, from my understanding, was to make a set of old school style maps dedicated to deathmatch. This does not mean the WAD is vanilla-compatible, so be warned.The gameplay on these maps is mostly smooth, but a few maps (such as the motherboard map in particular) are too wide open, which seems to be more for appearance rather than gameplay. Unfortunately, this renders some of the maps not so fun to play, and sometimes makes you resort to firing blindly in hopes of getting a kill.
Don’t get me wrong, there is a ton of gems in this WAD as well, each with its own unique play style and strategies. You quickly learn each map you’re playing on no matter the size, mostly due to the flow most of these maps have. This leads to quick, strategic deathmatches.
Something that I enjoyed as well was the hub (MAP00) level, in which players would make a dash for the level they would want to play and, whoever reaches their desired level first would get to deathmatch on that map.
So overall, this is a nice collection of deathmatch WADs and is great for replay value. I congratulate the mappers on making such detailed and enjoyable maps, and I highly recommend this be added to everyone’s collection.
Not to mention they gave it a pretty good review.. ok so I did mention it cough.
I will indeed mention a big thanks! for the review though guys. THANKS
I’m sure all the contributors feel the same way I do about the review as well.
It’s up for grabs at Doomworld’s /idgames archive and awaiting your gameplay input.
So do what they say and add it to your DM collection, it’s been well worth the wait.

Thanks to all contributors who hung in there and added to the project through thick and thin!
Special thanks credits to OC-remix and Lee Barber for his music in the portal map00!
Additional thanks and credits to all playtesters!
More info in the readme file.
————————————————–
Download Mega5 Deathmatch here: http://home.comcast.net/~mrrocket/Files/mega5.zip
It will most likely be up for grabs on the idgames archive soon as well.
I will also try to have it hosted on a Skulltag game server when I can, so make sure to jump in for some DM fun!
See you there!
Enjoy MEGA5!
I decided to fix The Megasphere site up once again as I do by yearly occasion. This time around I went with WordPress. It’s easy to update and nothing to upload every time I decide to make a post. It’s clean, doesn’t look bad and well, it just works. So get use to it, it will probably be here for awhile.
Mega 5 is the, you guessed it, 5th Megasphere mega wad compilation to date, well when it’s done. Not only will it have some of the usual updates, this compilation will have some of the most outstanding old skewl style levels ever seen and hold true to some of the most die-hard Doom2 DM fans ever conceived! Mega5 is planned to be a 30-32 level Death-match Mega wad.
Click Image to view or leave comment.
The mega isn’t finished yet, but hopefully will be soon! Until then, here’s the 3 map Demo.
And here’s the current maps list page.









