I realized he had a point and wasn’t too proud to let him make the intermission picture and end screen. While playtesting, Roland (aka ‘space is green’) said one of the screens needed more energy. TVDV: I only listen to MIDI music, so I don’t know these people… When it comes to Harmony, I wanted to do everything myself. ![]() SC: Is it true that you and your brother collaborated on this project? If so, what was that dynamic like? Was it more akin to Noel & Liam Gallagher (Oasis) or Jonny & Colin Greenwood (Radiohead)? With the new maps, it reaches an epic grand finale. Harmony is now a 13-map adventure full of action and exploration. I used some resources from earlier projects and made everything fit with the style and story. In 2022, I made two new levels (12 & 13). This allowed me to make glowing eyes and neon lights. Some colors in the palette remain bright regardless of the darkness of sectors. It adds to the unique post-apocalyptic and psychedelic look. I made a custom color palette to make Harmony stand apart from DOOM. It was lot of fun creating hundreds of textures with a great variety of materials, ranging from concrete walls and rocks to giant fungi and cars. A way to immerge oneself in a creative mindset.įor the maps, I needed new textures. ![]() For me, Harmony is not just a game, it is an interactive artwork. The reward for this puzzle is knowing I created something that would not have existed without my project. Sometimes it is a puzzle combining mapping, textures and (the DeHackEd editor). Ideas keep flowing and I usually find solutions on how to make them happen. TVDV: Maps usually start with me thinking ‘How could I build that in a DOOM map?’ I wanted to push the limits of the original DOOM engine and create new features like exploding crates, shootable fire extinguisher, vending machines, moving train, fake floor-over-floor effects, etcetera. Where does that inspiration come from, and what is your individual approach to level design? SC: You’ve been given a lot of praise for your compact level design and awesome architecture. ![]() For the game mechanics, it draws inspiration from 3D shooters from the ‘90s, like DOOM (1993) and Duke Nukem 3D. Like many shooter games, it focuses on a setting/atmosphere and the story is secondary. Harmony draws inspiration from post-apocalyptic sci-fi cult movies like the Omega man and Beneath the Planet of the Apes. Eventually all graphics and audio were replaced with original content. The project grew more ambitious and I decided to go the extra mile and make new monsters as well. As it grew, more and more textures were added until it didn’t feel like a DOOM setting anymore, but a world of its own. THOMAS VAN DER VELDEN: Harmony started out as a map pack for DOOM (1993) with a few custom textures. What was your main inspiration for going the total conversion route for Harmony? SLAYERS CLUB: Creating a total conversion Add-on takes an impressive amount of ambition and dedication. And in case you missed our other total conversion Add-on, get into the mind of Matthew “Revae” Little who created an unforgettable 32-level Norse-inspired adventure REKKR here. ICYMI – Check out Thomas’ Interview for their recently added 32-level Add-on Revolution! here. Harmony is a free 13-level total conversion Add-on for the re-releases of DOOM & DOOM II, featuring new in-game weapons, textures, enemies, music, and sound effects available now! They’re also hoping creators take on one of the greatest undertakings in the modding world: total conversion Add-ons! Longtime fans of our Add-ons aren’t just looking for amazing levels with excellent weapon and enemy placement. ![]() Welcome back to another DOOM edition of Nods to Mods, where we sit down with community creators to get a closer look at their process! We’re so excited to be welcoming back modder Thomas van der Velden again so soon! This time it’s for a special treat…
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