Doom3world

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 Post subject: D3 SP: "Woe"
PostPosted: Sat Jan 22, 2011 12:27 pm 
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picked up a pistol

Joined: Sat Jan 06, 2007 12:15 am
Posts: 73
I'm working on a Doom 3 map. Considering the Doom 3 mapping complexity, advancing through it is taking me ages, but I figure I can post a thread for it, considering the last Maps WIP post was in September.

It's a project codenamed "woe" for the low number of characters I have to type in the console to test the map :) It's a slight conversion actually, because here I've modified some DEFs and SCRIPTs to make the player, weapons and monsters better suited for a more hectic gameplay. For example, the marine now walks at speed similar to Quake (1) guy's, the shotgun has better accuracy, Cacodemons have 400 health and do ~20 damage like their Doom 1 counterparts... I've also imported Revility's monsters from his Demon Expansion Pack. They look cool and really should be in Doom 3 (pain elementals, barons of hell, why not).

I've also imported textures from the "Photorealistic texture pack" by BerneyBoy, and also from the FilterForge site, though it might be problematic: the former pack only comes with simple JPEGs for textures so I had to make the bumpmaps myself... and some of the diffusemaps have shadows on them, which looks bad. The latter source (filterforge) I'm not even sure if I'm allowed to rip textures from there. I'm just assuming that the examples posted on that site are only particular situations of much greater varieties that can be generated by the end-users, so I guess I'm not in too much trouble. But in the end, I'd rather learn to make textures myself, which shouldn't be too hard in Doom 3, considering that the renderer does all the shading and perspective (via a bumpmap) work for me.

So here are screenshots.
Image
It's half tech-base, half ancient dig. As for textures, it's those spear-shaped rusted iron decals that you can see on the wall ahead, that were done by me (albeit with inspiration from another source).
Image
Dead souls!!


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 Post subject: Re: D3 SP: "Woe"
PostPosted: Sat Jan 22, 2011 1:45 pm 
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fired 300 rounds
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Dark map is dark :S

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 Post subject: Re: D3 SP: "Woe"
PostPosted: Sat Jan 22, 2011 5:49 pm 
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found a secret
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Good work. Do you have a particular theme or setting for your map? A small story behind a map usually boosts the workflow. Keep it up!

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 Post subject: Re: D3 SP: "Woe"
PostPosted: Sun Jan 23, 2011 2:19 pm 
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picked up a pistol

Joined: Sat Jan 06, 2007 12:15 am
Posts: 73
Douglas Quaid wrote:
Do you have a particular theme or setting for your map?

Yes, it's "buried castle and caverns" but probably there'll also be Doom 3 style claustrophobic UAC bases in it. Some parts may end up looking abstract because I like experimenting with curved surfaces and vertical layout.


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 Post subject: Re: D3 SP: "Woe"
PostPosted: Sun Jan 23, 2011 3:52 pm 
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did just hit his 750th monster
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printz wrote:
The latter source (filterforge) I'm not even sure if I'm allowed to rip textures from there. I'm just assuming that the examples posted on that site are only particular situations of much greater varieties that can be generated by the end-users, so I guess I'm not in too much trouble.


I can see the Filterforge texture in the first screen, fits in quite well. I am also not sure about Filterforge's habit with the textures they show as examples on their site. But each texture there is a contribution of a user who created it with the help of the Filterforge tool. So credits in the readme should name Filterforge in general and then the individual author of each texture.

Screens look good, except that the second one looks way too dark.


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 Post subject: Re: D3 SP: "Woe"
PostPosted: Sun Jan 23, 2011 6:34 pm 
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picked up a pistol

Joined: Sat Jan 06, 2007 12:15 am
Posts: 73
Yeah, for starters I placed the names of the authors in the material and TGA file names :) There are even some textures made by evilartist there, is he the same evilartist who made Gatehouse?


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