Work on WMAiD
continues apace. I can’t promise any release date yet, but I think an alpha in early 2021 is probably doable. Late 2020 might be a bit optimistic. The 10-15 levels count wound up underselling it, though; we’ve currently got a list of 17 levels that are close to a state we’d feel comfortable releasing, and a few more may end up making the cut by the time we have all the graphics ready.
A few recent-ish videos:
Grinding Station, Applejuice, Retirement
. I decided to do three levels at once to give viewers an idea of what the game’s pace will be like. These three will appear near the end of the game; “Retirement” is in fact slated to be the final combat level in the game’s main story (an epilogue, which is also a dream level, will feature some light combat). The ending of “Applejuice” is likely to be revamped to overlap with the opening of “Retirement”; likewise, “Grinding Station” is liable to have a connection (in the northwest of the map) to another, as yet unseen level, “Basefree”.
“Grinding Station” was originally $lave’s creation. I retextured it (mostly; a few rooms were done by CryoS), added sounds, swapped out monsters that WMAiD
doesn’t use, wrote a few cursory terminals, and added a couple of secrets. It’s mostly ready to release, though the connection to “Basefree” isn’t implemented yet. (Since “Basefree” isn’t finished, we may not add the connection until after the alpha is released – it remains to be seen whether $lave will have time to finish it before we get the alpha out. There’s also a remote chance RyokoTK has a backup of the original finished version of “Basefree” and somehow gets back to us, but he seems to have 4GOTTEN. Or perchance some Pfhorums archaeologist might uncover a backup. It would’ve been posted in 2012-2013 for the single-player mapmaking contest Ryoko ran.)
“Applejuice” was originally CryoS and Goran Svensson’s creation. Again, I retextured it, revamped the sounds, added currents to a lot of the water, and also pruned about 200 polygons to enable for future map expansion. Most of the combat is left intact, apart from the monsters that had to be swapped out, although I bumped up a few of the recharges because forcing a player to fight a WMAiD
Juggernaut on 1x shields is downright cruel. It should be noted that this level was originally a lava level, which required some revamping because WMAiD
does not use lava. I actually haven’t completely finished revamping the level; there’s one area where it’s easy to just skip ahead because you can just swim across. The idea to fix this is to raise the water level when the player raises the platforms across the water; if I just lowered the water level and kept it lower, there’s a few places where players might get trapped if they fell in.
“Retirement” was originally one of Shadowbreaker’s; it’s one of about twenty levels he sent us that were in varying stages of completion. My cryptic hint in June 2019
was a reference to him sending us these levels; owing to the massive amount of other projects we have going on, it’s taken this long for us to show any of them to the public, for which I apologise to him. Hopefully it’s worth it. This level is spectacular, and I could probably fool people by saying it was made specifically for our Ancient Jjaro set, but in truth it had completely different textures when he sent it to us, and I again retextured the whole level. It’s turned out to be one of my favourites in all of WMAiD
. I would compare it to “Roquefortress” from Phoenix
(which is my favourite level in any video game mod), not so much in terms of gameplay, but in terms of mood and atmosphere… which is why I’ve given it a remastered version of the same soundtrack. (CryoS is the composer – it would’ve felt inappropriate not to use any of his music anywhere in WMAiD
, because it’s so good.) This level has already been updated quite a bit since I made this video; it had around 970 polygons, and it now has 1,202. I’ll post a new video sometime, but I’m not done tweaking it.
(Most of the level names so far are unlikely to be final names; “Retirement” is likely to stick, though it may become “Retirement (In átram)”, with “In átram” being Latin for “Into the Black”. Latin, in case you hadn’t noticed yet, is a big part of our game. Another level, earlier in the game, may become “The Master Awaits (Ex caerulá)”. If you’re not sure how that one should be translated, I’ll provide a cryptic hint: Ferrúgó numquam dormit
If you want to see these done separately, I have older videos of “Grinding Station
” (with new textures), “Grinding Station
” (with old textures), “Applejuice
” (with original textures), and “Retirement
” (with new textures). I don’t have a standalone film of “Applejuice” with the new textures yet, and Shadowbreaker specifically asked that we not share footage of his levels with their original textures.
Ex somniís in pulverem
. This level also appears in my previous post, but that version didn’t have hypersleep’s spectacular remakes of the Rubicon
textures in it. This version does. It’s infinitely better for that alone. I also YOLOed the opening, which resulted in a much more entertaining film.
…somnós inquiétós dormítóribus in illa terrá quiétá
. The pretentious Latin title means “…unquiet slumbers for the sleepers in that quiet earth,” which, for those of you not up on your nineteenth-century British literature, are the final words of Emily Brontë’s Wuthering Heights
. I like the phrase and thought it would be funny to translate it to Latin and use it as a dream level title, so here it is.
This level is primarily composed of two of $lave’s old fragments for an unfinished project entitled Marathon White
that I stitched together and turned into a full level. There were a couple segments that were drawn out as lines but not filled in as polygons, so I used my imagination to decide how they should look. These areas are primarily the bridge between the two levels and the final room. I also added all the items and monsters, retextured the whole level, did all the sounds, added some semblance of a mission, added a couple of secrets, and selected a level soundtrack (Carbonscape’s “IV – Without Ward”, which is a Creative Commons licensed piece that I’ve enjoyed for some ten years; I may need to do something I seldom do with music and raise the volume levels of it a bit, though). I’m pleased with it. It has not yet been retextured, so it will probably look quite different within a month.
Cause & Effect
: Formerly known as “Nebula”. CryoS is the primary architect of this one; it came out of an abandoned Rubicon
expansion entitled Syndicate
, which is why a lot of the textures are recoloured versions of Rubicon
textures. I pruned about 200-300 polygons, retextured the whole thing, made a lot of the purple textures you see here, upsampled most of the textures to 512x512, added the flashing lights, redid the ambient sounds, wrote a Lua script to lift the fog after you complete the mission, redid the combat to be acceptable for this point in the WMAiD
story, and selected the level soundtrack (“I – Camphor”, from the same Carbonscape album as above).
This is another of my favourite levels in WMAiD
. What’s interesting is that when you compare it to the Syndicate
version (here’s a video so you can compare
), it feels like a completely different level, even though most of the textures have the same form and very little of the structure has been changed. Viewers have commented that this version feels very Covenant (as most of our Nebulon levels do) in a way the Syndicate
version did not. However, viewers have also commented that it feels unique and not derivative. My hypothesis is that since it was made without the Covenant in mind as a direct inspiration, it doesn’t really feel derivative of Halo
; it just feels like a case of parallel evolution.
Apologies for the occasional glitches in the rendering of this (and the earlier “From the Badlands to a Ghost Town” video). I didn’t know the cause of this at the time (alt-tabbing away from and then back to the game window while it was rendering videos), but now that I do, it won’t happen again.
If you’re not subscribed to my channel and want timelier updates on WMAiD
, I suggest doing so; I post new videos to my channel much more often than I post updates here, and not all my WMAiD
videos get linked here.
Lastly, for laughs, I rendered a couple of prototype versions of WMAiD
levels that still ran as vanilla Infinity
maps using W’rkncacnter’s BRUTAL MARATHON and The Flappyboi Incident scripts. Here are the results:
BRUTAL MARATHON: Grinding Station
The Flappyboi Incident: Grinding Station