It’s been a busy 14 days for us, to say the least. All corners of Wrath’s production are chugging away – mapping, art, programming, sound, you name it. And the fruits of our labor are gradually coming into view. Today, we’ll be taking a look at some of our recent playtesting of E2M5 – The Watchtowers – as well as recent detailing on E3M5 – The Red Throne.
Brave the solemn alcoves of The Watchtowers
Some of our most recent efforts have been focused on E2M5 – The Watchtowers – which has seen detailing, as well as a recent combat pass to enhance certain encounters. Our QAs certainly have their hands full – here’s a quick glimpse at some combat with ‘The Lance’, one of our newest, and most powerful, weapons:
Bloody anguish awaits on your path to the Red Throne
Over the past few weeks, we’ve steadily been detailing E3M5 – The Red Throne – as well as performing gameplay passes, and playtesting. We’re keeping up the pace, and covering ever more ground on the map, as we chip away, playtest, and revise.
Take a look at some of our most recent detailing:
In other news…
Aside from our progress on E2M5’s detailing and combat, as well as the overall detailing of E3M5, here are a few of the other things we have worked on the last two weeks:
LEVELS
- E2M1 is currently seeing some TLC from a fresh pair of eyes; we’re working on final detailing, and carving out the remaining secrets of the map
- E2M2 has seen its final changes in terms of combat, detailing, and optimization – from now on, we’ll just be fixing minor issues as we move our focus to other maps
- E2M3 is seeing some further detailing, and has recently received better fog, adding to the unique atmosphere of the map.
- Hub 2 – The Eventide Wastes – has seen a great deal of work; particularly in sculpting and detailing the entrances to the various maps of episode 2. Up next: terrain!
- Recently, E3M1 has seen detailing in various rooms, as we steadily grind away at the remaining work to be done on the map.
- E3M4 – the Crucible of Souls – has recently seen a great deal of work. A number of rooms have been detailed, and what we refer to as the ‘twin secrets’ has been completed.
- Hub 3 is seeing steady work, as we chip away and bring this map further along.
ENEMIES
- The Keeper recently received a sound pass, as well as gameplay testing, and is now finalized. Next up, we’ll be implementing it in various combat encounters.
- The Symbol received final fixes, as well as a sound pass. This marks the finalization of the Symbol. All monsters – aside from bosses – are now finalized!
- The 2nd Boss is seeing a great deal of progress on its visuals, as well as the gameplay prototype, and its corresponding boss map.
- The 3rd Boss will soon be receiving animations.
PROPS & TEXTURES
- The concept art for the 2nd Hub’s relic circle is seeing steady progress
- Multiple textures for episode 3 have been created; new key-door textures, for example, have been implemented in E3M5
- Our episode 3 wall-mounted light fixtures will be finalized shortly, while the episode 3 wall-switch is currently being worked on.
- A number of environmental gibs for breakable walls, pillars, etc. have been created, with more in the works.
That’s about all we’ll be sharing from these past 2 weeks. We’re grinding away at a steady pace – and soon, more and more maps will enter the playtesting stage. At the end of the day, we’re doing all that we can to make WRATH the best it can be.
Stay tuned for more dev updates.
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