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 Post subject: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 7:15 am 
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[EDIT]This map is finished. Head to my Maps Final thread to post your comments.

[EDIT] Okay, it's been a while since my last (and only) update for this map. But, hey my motto is "Less updates, more mapping". All the screenshots have been updated, but most of this post's text remains the same. Now, onto the new screenshots:

I've always been a fan of dark, gritty medieval or gothic architecture. It shows...

Image

The image above is the first thing you see in this Doom 3 map I'm making. All the textures, particles, and models are custom-made. The "gatehouse" is literally that large building that makes up the entry to this castle. Most of the time you spend in this map won't be in the gate house, but I felt I should put emphasis on it, since it will be the first place you visit, and that is where the marines have set up camp while infiltrating this castle.

This is a fountain of souls or something. I haven't decided what to call it yet. A bunch of blue ether fog pours from it (gotta make it easier on the framerate, though):
Image

Image

Image

I'm particularly proud of how the textures turned out in-game. I even made variations of some brick textures that show bricks thinning out into a solid surface.
Image

When this map is complete, I'll be using it directly in my game development portfolio. I not only welcome constructive criticism, but prefer it even after I've released it. Do you think it's fun? Is it too hard? Too easy? I will be asking all of these questions once I post a Maps Final thread.

I do have a question for you all right now, and it pertains to the amount of custom assets I'm creating to make this map. My question is: would you rather I provide DDS versions of my custom textures in the pk4 I will release online, or would you rather I do not? I ask you this because both sides have its ups and downs. If I release DDS versions along with the pak, it won't take as long for the map to load, but it will take longer to download the larger file size. If I don't include DDS files, the level load time will take longer (vice versa, in other words).

Just so you know, I will allow you all to freely use the custom textures, models, and particles in your future maps, should you find any use for them (provided you simply reference me in the credits of your documentation and/or README file). I just think it would be selfish of me not to allow you to use them after taking all that time to download them. Granted, I am trying my best to optimize the file size, doing things like replacing barely-used textures with commonly used ones, and decreasing the sizes of certain targa images.

Here are a few more groups of screenshots:
http://i253.photobucket.com/albums/hh57/evilartist64208/screens0001.jpg
http://i253.photobucket.com/albums/hh57/evilartist64208/screens0002.jpg
http://i253.photobucket.com/albums/hh57/evilartist64208/screens0003.jpg

I feel I should make it clear that the flashlight will not be available in this map. No, I don't have anything against switching between FL and gun, but I don't like how easy it is to become so dependent on shining a light everywhere I explore, so I am going to have it removed from the inventory in this map. I will see to it that this map will have more than enough light. If you guys think that it's too dark when you play it, then please let me know so that I can fix it.

So, any feedback on the aesthetics?


Last edited by evilartist on Sun Apr 06, 2008 7:43 pm, edited 2 times in total.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 7:50 am 
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Awesome job! I'd say more but I have to go now! Can't wait to play it... Unless you haven't linked it and aren't going to... I don't know I haven't read the post yet I just glanced at screenies... Like I said I have to go :(.

Nice job though! :D

EDIT: I've come back to add more to my reply!

Awesome textures and custom models. The only problem I have with it is more of a question. Did castles really have that many torches everywhere? I don't think it's that big of a deal, but other than that it looks really great to me.

Then again, I'm not a mapper. Environments were never anything I really enjoyed too much unfortunately.

And as for the DDS question. I think it depends on the final size of the file. If you can have the entire map saved with DDSs and the file size be around or under 100-200mb, then do it. Just as long as people get 300kb or more download speed I don't think it really matters... Not to me anyway :D.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 8:33 am 
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From the screens it looks fantastic!
A minor remark which sprang into my eye the second I saw the 2nd image: The texture on the patch mesh colums appears to be stretched too much. I'd try to find a fitting texture with a suitable resolution.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 10:07 am 
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wow, this looks incredible. Are you gonna have a catacombs thing to go with this upper area? You remember the movie Robin Hood: Prince Of Thieves, with kevin Costner? you know the dungeon/catacombs where that witch hands out to advise the sheriff of nottingham? I think an area that looked like that would be a fantastic addition. real dark and drippy and smelly and you know there is nothing good residing in a place like that. Or maybe a smelter or something like the one the demons use in the 2nd Lord Of the Rings under ground, something that powers the heaters to keep that castle warm. Alot of castles would have a fireplace in each room to provide heating, but who knows if any of them had central heating. might be a neat idea, and provide some interesting (underground) level architecture.

anyway, fantastic job on this. looks great so far, can't wait to see it when it nears the final stages.


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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 11:06 am 
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Looks very nice! BNA's right though, the stretching on those support pillars stood out to me straight away. Maybe instead of the arched trims being flush with the wall, you could extrude them out slightly for a bit of extra depth.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 12:18 pm 
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This looks awesome!

On the DDS question I would say include them. Or perhaps make an optional PK4 file with just the DDS textures in?

I'm sure I read somewhere (sorry, can't remember where) that the in-game compression not only adds to load time but also creates "inferior" compressed images compared to using an external converter.

Sim

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 3:39 pm 
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fantastic work! :mrgreen:


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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 5:23 pm 
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Very nice, I can't wait. I love those doors, good work.


Last edited by CrimsonHead on Tue Jan 22, 2008 5:24 pm, edited 1 time in total.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 5:24 pm 
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Amazing, i want this sp map !!! 8)

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 5:43 pm 
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Beautiful!
I'll get it when the map is released.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 6:56 pm 
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That looks really nice. I love that style of map too. The monsters fit in nicely, but the weapons and items don't. I'm surprised no ones made a whole set of medieval type weapons yet. It would be great for maps like this.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 7:53 pm 
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Wow..
Your pretty amazing at what you do. Currently I'm working on the basement of the Abandoned Hospital and it's looking pretty good. http://www.scottbaker.eu/Rainfall/index.html

Are those custom models I see? If so I best start getting back into 3Ds Max. It will be nice to make custom content :)

I see what you mean by overusing the same color light. But sometimes I don't know were to add an additional light or sometimes I don't know which color to use. I'm practicing a lot, and it's because of you evilartist that I'm really getting into Doom Mapping.

Thank you ever so much,
Scott.

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 8:07 pm 
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That looks fantastic evilartist. Great work, especially on the gatehouse. I'm working on a similarly themed map with custom content atm, but it will be multiplayer.

I love the custom models you have so far. wal is correct though, medieval weapons would take this map to the next level, considering everything else, including the hell creatures for D3 fit the style so well.

phantazm11

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 8:27 pm 
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oh boy! I am so looking forward to this, looking EXCELLENT evilartist :)
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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 9:57 pm 
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i also have to agree with BNA about the second image. However the rest of it looks fantastic. The first shot in particular is really really good. Very nice to see more maps with interesting architecture in (reminds me of Bodiam Castle). Just a shame you're making it for a game i no longer own :(


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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 10:13 pm 
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It almost looks like Quake 1 and Heretic/Hexen, but no Ogres or Disciples here. Since there'll be decent light, will monsters be placed in many numbers and gameplay set to action mood (instead of survival mood as in originals)? Also will it evolve linearly or allow choices, finally?

Will it be for Resurrection of Evil?


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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 10:30 pm 
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Evilartist: Shaping up really nicely. When working on my previous projects I had problems with patches not aligning perfectly or being too stretched. To fix that, select the patch and hit Shift+S (if I remember correctly) then play with Horizontal and Vertical stretch values. Regular Surface Inspector (S) sadly cannot fix the problem, so you have to do it through Patch Surface Inspector (Shift+S).

Another thing that would drastically improve your castle is to use a slight beveled corners made out of patches 8 or 16 units. Use subdivision in Surface Inspector to limit how smooth it is (or to save polys). You can see what I'm talking about especially on pillars in screenshot 5.

Something that I lack myself sometimes is similar color scheme throughout the level. You have rooms that are simply lit with orange/yellow light (screenshot 2), having more of bluish color shining through the holes of rooftops or grates wold create a better atmosphere. Perhaps even add a slight layer of fog that could be a different color from yellow and blue. It will add more color and smooth the sharp edges on the corners. But the color is nitpicking since it's usually tweaked till the map is finished.

Keep up the good work,

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 10:50 pm 
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Not the hijack this thread too much, but Abandoned Hospital is also looking great!
Release date Sythen??? :-)

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Tue Jan 22, 2008 11:18 pm 
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Sorry,
It's going to take a good while. I'm running up to the second room!
I'm guessing it will be in the next few months? :)

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 Post subject: Re: D3 SP - Gatehouse
PostPosted: Wed Jan 23, 2008 12:49 am 
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RPG? :wink: I've played many games with this type of setting and they've always been fun.
Looks great! now add some good new ambient sounds and then it should be really interesting.
I like it.


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