Features, mapping information, resources...
This section of the site deals with the features that are currently implemented into "Against the Clock", as well as with others that are planned to. Here are also discussed an apparent storyline, information about the "Worlds", the resources used to make them and finally, the details on making your own maps for "Against the Clock".
Info section Index:
"Against the Clock", at the moment of writing, supports some features to enhance the regular´s Doom gameplay. These features are:
There´s also a lot of things that I´d like to add. I don´t know if all of the following will make it to the final release (be for scripting problems with the future Legacy v2.0, be for not considering them neccesary anymore) but the list goes as follows:
There´s no full storyline to "Against the Clock"... At least for now. The only thing that is certain is that you will travel through unknown realities following an UAC dimensional gate... Each of the worlds has a different feel, reality and uses and in these realities you will witness strange phenomena and become aware of the very different, yet familiar laws that rule there. Time reigns supreme in these realities and time is, in fact, the most important difference you could notice... Even if your eyes perceive something that can´t be real, the sense of time and it´s endless march will make it real for you.
More than a storyline, each world has some sort of story that won´t be explictly revealed while playing. Each of them may belong to different time frames, you may find them in ruins, in full glory and brigth, completely wild or just weird, depending on the World´s concept.
Maybe at the end of each World you will find information about it but until then, you can have a look at the descriptions below.
The "World" concept in "Against the Clock" is pretty much the same that you could find in old plataform games like the Monty Mole saga, Super Mario Bros, Sonic... They are blocks comprised of a certain number of levels which share a common leitmotif (for example, the "Snow" world in most games, the unforgettable "Scrap brain" in Sonic...). That said you can guess that "Against the Clock" tries to deal the same with Doom than with these kind of games: levels are somehow unconectted, diverse, non-real, hard... In fact, they are quite hard to finish in a first run!!!. It could have been different but I wanted it to be that way to get a little glimpse of the "Old School" arcade feel.
"Against the Clock" will feature at least one world. World 1 is a strange place called "The Quiet Place". It starts out as a beautiful cliff with caverns, rivers and old buildings. At a first glance you can see some UAC constructs and equipment here and there, but no one to welcome you there... What happened or happens there is a complete mistery and it will get bigger the more you are into the world.
Depending on the degree of satisfaction I get with World 1 I will make more worlds... Planning these levels is easy at first but I must try to make them look good and also original. It´s not an easy task and I´m not sure about how am I performing it... Besides, levels must be challenging but remain playable so it takes some time to plan, model, balance and test a level.
What I want to say with this is that if someone is waiting for this, please, be patient. I also have a life and things to care about and this is only a form of entertainment and stress relieving.
Concepts for other worlds vary from an endless ocean to an strange medieval environment.
Also I find something interesting in the concept: since there´s always a timer running you can´t stop to gaze at things and well, if you see something strange or something odd goes on you´ll have just to leave it like that or play in "Tourist" mode. It can cause a certain impression, express something, if you know what I mean.
So far, there are some ideas for other worlds such as an egiptian world, sumerian themes, a spaceship, a high mountain-like world... When and in what order will they be done is something uncertain.
One of the concerns I had when I thought about the concept of "Against the Clock" was it´s flexibility to create these kinds of levels as easily as regular Doom levels are made. A test file was released in www.newdoom.com forums a while ago with an early version of the "Master Script" (you can get this file in the "Downloads" section)... In the post that came with it, I encouraged authors to make their own levels using and modifying that code.
Well, the script wasn´t exacly clear on it´s working (it´s clearer to me now) and that would surely make level editing hard. Since the project started I´ve done all that´s been possible for me to clarify the script and to make level editing easier, not only for other authors, but also for my own sake!.
All that you need is an idea, a way to integrate scripts into your map and you´re started into it. Yes, that´s true: when "World 1" of "Against the Clock" is out, I will make some "Level making" template scripts and upload the Master script. You´ll only have to fill the blanks, put the scripts in your map and have a nice time... It will be a while until that happens but you can experiment with the file mentioned earlier meanwhile if you wish.
"Against the Clock" is using several resources. Some of them are specially made for this project, some others are available for everyone. You will surely have access to the original resource file once "World 1" is released.