So, it’s been a long time since the last update. Over recent months, I’ve been receiving many messages, both on the forum, privately and in the IRC channel, about the status of the project. People seem to mostly be assuming that it is either dead, or come to a permanent standstill. The short answer is, no, it isn’t dead… it has just been progressing very slowly for the past year and a half.
But in my mind, that in and of itself isn’t a good enough explanation. I know there are fans out there whom have desperately yearned for a second release on this project to come to fruition, whom have probably checked the website regularly over the two years since the last news update, and wondered what was going on. They deserve to know exactly what is holding this project up, and so I will do my best to explain.
Though we’ve had many team members come and go over the years, the one area we’ve always struggled with the most consistently was in getting new mappers. Mappers for the Doom 3 engine are already a scarce commodity, and when you throw in the fact that nobody is getting paid a cent for any of their work, it can become an especially challenging task to find people who are truly dedicated. Mapping and level design take time, energy, hard work, discipline, creativity, and a willingness to scrap work of your own that isn’t up to par. People have lives of their own, jobs, relationships, hobbies, other things to work on, so when something as demanding as ‘make a game for free’ enters their lives, it really becomes a question of just how dedicated someone is, and how much they are willing to sacrifice. Which brings me to my main point.
For the last 3+ years, I (Caffeine Freak) been the only active level designer on EOC. Though much of the other work on the mod is completed and the levels comprise roughly 85% of the remaining work, the fact is that it has been somewhat of a slow haul due to a) me being the only one working on level design, and b) it being an extremely challenging task to divide my life between Hexen: EOC and Doom 3: Phobos (which I joined in May 2010, also as a level designer), not to mention balancing both of these with the other areas of my personal life. There’s more than enough work involved in a mod of this scale to comprise the hours at a full-time job; working on two simultaneously sometimes means you don’t have much of a life outside of modding.
All of that aside, I’m determined to finish this. If the project is left to die, then all the countless hours of work that myself and others have put in since our demo release in November of 2010 will never see the light of day. That is simply unacceptable. As for an estimated release date, I can’t say at this point. The end is in sight, and while I’d like to be able to finish and release this in 2016 and see that as being very possible, I can’t give any specific release estimates. For now though, I’d like to post some screenshots of both some as-yet-unseen work and also some revised and re-polished areas to let you all know that progress is being made. And I promise you that I will do my damndest to see this all through to the end.
– Caffeine Freak