Raw model (for completeness)
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"contents": "I'm actually quite surprised ProgDuel made it to part 3 all these years later. Back in 2015 while we were still dabbling with DBAB and working it to completion,\nI had a vision to spice up duel by doing something that went beyond what was considered typical 'NS' settings. I had created NOS(New Old School) settings a few\nyears prior which combined OS settings with NS into a mix that really only added freelook, non-double ammo and item respawn. Decay had helped me fine tune some\nsettings and even made Essay Duels which was built around NOS. However, with ProgDuel 1, I wanted to incorporate my eonweapons into duel to better balance out\nthe ssg by buffing the seemingly weaker weapons and adding a couple of extras. The pack was simple, we reused 2 DBAB maps and came up with 3 new ones. It was\na small effort because we knew people were still stuck on OS settings and probably wouldn't even take a glance at our work. We were happy with our release for\nthe most part and just waited to see how things panned out.\n\nThe pack gained a minor amount of interest and we moved on from the DBAB/Prog1 chapter of projects. Eventually a year later, we were finishing up AeonDm and I\nwas already pretty burnt out from mapping in general after DBAB. The fatigue originated from EonDm and I was pretty much done with mapping for deathmatch. AeonDm\nonly saw one map from men but in the background eonweapons was being worked on and improved as I got better with Decorate and started learning ACS. I had been\ndabbling in QuakeLive around that time and borrowed some ideas map wise and item wise. The Stackable Armor System was scripted the weapons were fine tuned a\nbit more. There was a rare feeling of inspiration inside of me, so it was channeled into a new duel map. I showed it to the MXU crew and they got a bit excited\nbecause the map played quite well. The map only needed to be updated 2 or 3 times total for fixes and then it was basically done. Since Aeon had been completed,\nwe didn't have anything taking up time, so we began to flesh out the vision I had for ProgDuel 2.\n\nI tossed out 2 of the previous 5 maps and we crafted 13 more maps. All of us returned except for Argentum who wasn't involved with the project. We gained some\nadditional mapping power from Dranzer then later on from Dragonfly, Ivan and Hatedaddy(who I bugged half jokingly to give me a map). We made fairly quick progress\nand reached 10 maps total in no time. We felt were done because we had a solid pack at 10 and we figured we'd do a mini-release again of +5 maps(technically 7).\nDragonfly had been introduced to the MXU group and made a Toxicity tribute map. Then we had confirmation from Ivan and Hate that they would produce a map. So we\nwent ahead and produced more maps to hit 16 total. However, as a result of not taking a mapping break after Aeon, we started to get tired and a bit lazy with our\ntesting with the last batch of maps. As a result, we found out post release that the latter maps really needed a few changes to the layouts. The issues weren't\nanything major, but they were things that would likely have been caught with more thorough testing. But, going back to release, I felt we had found our identity\nand formula and my vision had been realized. It was a solid release and it did win a CacoWard in 2017.\n\nFast forward to October 2019 and a lot had changed. I didn't play Doom anymore and our tight knit group had split and fractured a bit. There was some minor\nfall-outs (as well as major ones) and essentially everything had sadly changed from the DBAB/Aeon days. I didn't finish my NeonDM contributions because at heart,\nI just didn't want to really do deathmatch anymore. To me, we had did enough deathmatch after DBAB so even more so in Aeon. I had already becoming less invested\nin anything deathmatch related and as a result, I took long to do 1 Aeon map. As for Neon, even though my first map was good to go except for texturing and\ndetailing, no progress was made on it and my 2nd one couldn't make it past beta. I bowed out of Neon about 1/4 into it's total production life and didn't touch\nmapping after that.\n\nI didn't have any intention to return to mapping aside from working on a small tech demo with GZDoom as a mental exercise and for fun. Other non-doom related\nthings occupied the majority of my time. Yet, one day I had a recollection of the failed attempts at an MXU sp project and a strife project. Some of the elements\nfeatured in my unfinished draft got me brainstorming. Excitement filled me as I started to think of how to incorporate some horror elements in a duel map. I\nhalf-jokingly told Strangle one day that we should do a part 3 and shared with him my brainstorming notes. Apparently, he went to Decay and Dragonfly and they\nactually were on board to do another Prog. So we all started coming up with some layouts as well as me making a list of things to add to the project.\n\nImproving the presentation aspect of the project was a goal of mine along with other non-mapping things. Dragonfly and Strangle pushed out some early layouts and\nI put together a rough layout as well. We did some quick testing sessions and then didn't do much. I moved to a new place that December and was pretty occupied for\nthe next few months and turned my attention away from Prog onto other things. The others did a few more updates as well as some updates to a few of the\naforementioned problem prog2 maps, but then the project halted due to the lack of my attention. Map20 had me stuck and my vision wouldn't come out in the form that\nit existed in my head. Focusing my attention to the pk3, I worked on polishing the lightning gun and cleaning up scripts on and off early 2020. Around May, map 20\nhad finally shaped up into what I had envisioned the whole pack to be: unsettling and atmospheric (of course since there are never theme restrictions set on the\nother mappers by me, only a few of my maps carried on the spirit of 20 and I am perfectly happy with that).\n\nHatedaddy had become more active and was pushing out a layout, Strangle dropped another one and Dragonfly had finished his 3 contributions and moved onto his own\nstuff. I started working on a 2nd layout and things seemed to be going quite well. Then an incident occurred in my personal life so the project derailed again.\nEventually during the summer, I recovered my time and interest in the project and started adding things like a model and my select screen idea that would replace\nthe lobby map. We all covered a lot of ground in August and September despite there being only 3 core members of Hate, Strangle and myself. The MDF hosted a\nProgDuel2 tournament for the month and I was able to gather some data and commentate the finals. There was a push to cut back on ssg gameplay and spice up the level\ndesigns a bit more as well as the powerup placements. During September, I spent the majority of the month fixing up and bringing back one of the cut ProgDuel 1 maps.\nThankfully, the other 2 kept up progress as well.\n\nSo here we are in October, finishing up the last few maps and detail work. I destroyed the to do list fairly quickly and we are nearly ready for release. RC1 will see\nthe light of day on Halloween even though I would have liked to release it fully. However, the cards dealt to me didn't allow for that so we just adjusted our goal a\nbit. We just got a last minute donation map from Killer Kouhai a few days ago and we're trying to finish this fat pack (100+ MB). My effort and drive to finish the\nproject these past 3 months hasn't been this strong since DBAB2. We are all excited to release this pack and I believe we have fleshed out the formula a bit more in\ncomparison to Prog2. As for our next move, we're all going to take a little mapping break before moving onto the next project. It's going to be another entry to the\n*eon saga except with a shake up of the formula a bit. It's something a bit new and inspiring so we almost can't wait to get started.\n\nAs for the ProgDuel saga, I can't say if there will ever be a 4th entry. So far it has been an *eon dm pack released followed by a ProgDuel pack. A minimum, I can\nsee myself doing a visual update to ProgDuel3 and maybe adding 2 maps. But even though 40 is a nice round number, I can't guarantee a full 4th release. But for now,\nwe'll see what lies beyond ProgDuel 3 and 2020.\n\n~Ru5tK1ng, 10/30/2020"
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