More frequent updates posted on Twitter/X: @BloodDeathWish
As I progress through Episode 3, I thought I'd show some of the bigger changes v2.0 has in store.
As my level design sensibilities evolved, the weak points in the v1.7 maps stuck out more and more. Some maps only needed a facelift for v2.0 (if it ain't broke...) while others needed entire sections replaced. However, there are few cases where rebuilding most of the level made the most sense.
E2M8 "The Black Tower" had more than half of its architecture replaced, reducing filler and condensing the layout. Yes, the infamous jumpscare and the entire Upper Tower area in which it was placed are gone.
When I ran into a design that was too much trouble to save, I rebuilt the majority from scratch while copying over a few small sections that were still usable. This resulted in a few v2.0 maps that are essentially new while taking inspiration from the original.
E3M2 "The Room" is mostly comprised of new content, as it was easier to replace material in the old version than to transform it to fit the new vision for the map. The result is not only better looking with more references to the source of inspiration, but also a tighter layout with a less rigid progression path.
When I'm making updates for v2.0, I'm often incorporating concepts I had floating around for Episode 4. I get a lot of ideas so I try not to stockpile them, and replacing large sections is a good opportunity to offload anything I've been kicking around without a home. I've made a lot of cuts as well, including things that were buggy (the cycling subway in E3M2) or drew out the playtime too much for value added (the caves/sewer of E2M5). Players returning after v1.7.9 will have a lot of new things to see, even outside Ep4.
E3M6 "Inferno" was rebuilt as a new map based on the original version. It retains elements of the 1.7 version while incorporating concepts for a cut Episode 4 map idea titled "Last Resort" that makes it blend together better with Ep3's coastal settings.
That's all for now. My current map-in-progress is E3M11 "Demon Isle" (will rename later), which is another total rebuild that will take a lot of work (and uses content previously set aside for Ep4). Wish me luck!
P.S. To anyone curious, yes, I am still using Mapedit in DOSBox (on an old Mac) with 100% vanilla assets to make everything, including Episode 4, so DWv2.0 should remain compatible with everything: DOS, NBlood, Raze, Fresh Supply, BuildGDX, etc. both at the time of release and beyond. You will also be able to stack mods (like Extra Crispy) on top like you can with the base game.
Very cool.
Looks amazing as usual! 😸
Beautiful! Can't wait to play it again with the new visuals!
HNNNNGGGG!!!
I came here to bomb cultists up and drink some blood...And I'm never out of bombs! HAA HAA!!! HAAA HAHAHA HAAA HAAAAA!!!!!
Nice work
Exquisite!
This is looking better and better with each new post. Keep at it!
If I had the money, I'd pay you to make Death Wish a proper stand alone game.
The..KING of mapping with Build!