Licked Clean

I’m working on a little bit more of a buffer before I post more comic updates, since I want the next few pages to appear closer together!

Meanwhile, I’ve put together a couple more Quake maps over the course of the past few months. One is yet to be released, since it is part of a larger map pack, but is complete. The other has been released over the weekend, as part of Dog Jam, a fun little project with a restriction on using just the rottweiler.

The map is titled Licked Clean. You are stripped of your weapons and fed to the dogs in a metal dungeon.

Screenshot of Quake, previewing the gateway (in the shape of a dog's mouth) and a green armor pick-up.

The custom models by Kebby really elevated this to something a little more fun and unique; however, I do think the concept was somewhat under-utilized, where I wish more people joined in. All-in-all, this was a neat piece to practice with.

You can find and download Dog Jam on Slipseer.

Lost in the Sauce

A view of the "market" from cs_italy, ported to Quake.
Aerial view of a “market.”

I had to let my drawing hand heal some after a small injury last week. Since I still wanted to do something creative with my time, I put together another map for Quake, this time for a speed mapping event. It’s titled Lost in the Sauce.

It’s a remake of cs_italy (Counter-Strike: Source), with some added Quake flavor for single player, along with some small extra added areas that I felt could exist within the original map. I ran right up to the wire with the time limit, so I had to rush a couple of sections, but I’m pretty happy overall with how this one turned out!

A more recognizable point of view from cs_italy, ported to Quake.
A more recognizable point of view for cs_italy.

You can download it with the Quad Run II map pack over on Slipseer.

A few of my personal favorites in the pack are Get Digging! by Pinchy, The Dissolution of Mind & Matter by Repator, and Dances with Quads by Mazu.

Rancid Retrofit

It’s been a while!

I mentioned this in the comments for my latest comic page: I’ve been busy! I’ve ended up with my own house, so my life’s been consumed with furniture shopping, rearranging things, and figuring out how things are supposed to work out. As a result, I’ve had to take a break from updating the comic. I’m slowly getting back to it, now that I’m settled in again, and I hope to post some new pages soon once I feel comfortable with a small buffer.

In between all of that, I’ve also taken to dabbling in some new things lately, including mapping for Quake after discovering Trenchbroom. This isn’t my first experience with game development or mapping, but it is my first experience doing anything like that in a true 3D space! The result is my first completed map, Rancid Retrofit, which was created as part of Sewer Jam 2.

It’s a Rubicon 2 themed map, and has a few fancy tricks going on, thanks to the Alkaline mod, such as working ladders and rising water. There are also new enemies that don’t exist in regular Quake.

If you’re not familiar with Alkaline, I definitely recommend checking out the page and playing the mod’s campaign. Of course, you’ll need a source port, and the .pak files in the id1 folder from the original Quake game to play.

Sewer Jam 2 on Slipseer.

Lovely Center World

Today I’m announcing the development of my new dating sim: Lovely Center World!

Step into the shoes of Heather Kobrick as a rookie security officer. Go on an adventure, build friendships, and maybe even find love.

I’ve been hard at work! Here are some previews of what’s in store:

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2006

I noticed a lot of people talking about things they were doing a decade ago, so here are a bunch of sprites from a Rayman fan-game I worked on with my fan-character Phoenixan (yes, this website’s namesake) from anywhere between 2006-2009.

Pictured below are some standing, attack, crawling, running, and jumping animations for the title character & a robo-pirate design from Rayman 2. Also some various environmental items & backgrounds.

I learned a lot about my strengths & weaknesses through this abandoned project. Mostly that I have more patience for creating art than I do for programming or level design.