Xegethra Posted July 22, 2018 (edited) Hello, GTA Doom is back, which is a map that recreates the Liberty City map from the original GTA and puts it in a Doom WAD. Thought I would make a new fresh topic about it, although you can still check out the old one here. It's still a WIP, I don't know if it'll ever be finished. I kept holding off the updates until now or it'll never happen otherwise. The aim of the map is to bring some detail to one of my favourites in the original GTA game, I wondered what the map would look like street level and how I can make it a little more interesting. It is based on New York...so, I tried to make it look a little more New Yorky. The intention of the map is to be a deathmatch map, but you can run through it on your own or play it "co-op". It works in GZDoom, Zandronum and I even ran around it in this new QZDoom I had never heard of until now. It was made with Doom 2 UDMF and Doom 2 is it's IWAD. You can get it here. The vehicles PK3 contains the trains you can use. Mediafire Dropbox *Warning* Some functions may be a bit screwed up. I think it is something to do with the deathmatch mode, the trains are jankier than ever so if anyone runs into problems please let me know. You are supposed to be able to ride them, if you can't then please tell me. It all works offline...because of course it does -_- *Warning over* Due to how much map there is, it will chug in places, I am sorry. I do hope that one day sourceports can take such sized maps but for the most part it runs pretty smoothly save for some areas. When loading in it is best to ride it out, it'll settle after a few seconds. There is also some trouble with hosting a server through Sentinels Playground using either Doomseeker or Doom Explorer. However hosting your own server without Sentinel, works. *Warning to anyone who plays this map, there a lot...a lot of flashing colours and images throughout the map...if you have epilepsy then play at your own risk. Also as with the original GTA games, crude, adult and potentially offensive humour is present* Screenshots. If you want you can look at all the most recent ones here. Here is a video of it I made, I'm not the best trailer maker so bare with! For old videos see the spoiler. Here is a map comparison of my map and the original. Stuff that is mostly in the Read Me but I'll spoiler it here too. GTA Doom is a WAD that is designed to give people a more detailed third person representation of the Liberty City map from the original Grand Theft Auto. There are various mods that port the map into other GTA games however the map is just that, a bland lifeless and uninteratcive map with nothing to do. So I decided to rebuild the map from the ground up and tool it up for a deathmatch type of map. I chose to do it in GZDoom Builder for use with GZDoom and Zandronum because that is what I am comfortable designing in and for the most part those engines can handle a map of such scale. The idea is not to recreate GTA 1, but just remake a map from it for use in a Doom source port. The map is big, and so it did chug a little due to the amount loaded in. Added detail has compounded this a little bit but largely the map will play out. Software mode will be utterly unplayable, entirely while Hardware OPENGL will do a much better job. The map will stutter heavily for the first few secondsloading in but will balance out soon, just spin around on the spot and it'll come round. You can play with whatever deathmatch settings you like, but you'd be best leaving weapon respawns turned off, this is due to how the weapon system works. It mimicks the style of GTA 1 where you break open crates and collect the weapon. The weapons would not respawn even with the setting enabled so in the end I made it so the crates repair themselves after a while back to the spawn state and can be broken again to retrieve another weapon. In this map you can kill other players, explore, be chased by the police, the local gangs and other criminals, you can also explore some rooftops and ride the trains. There are some differences between my map and that of GTA 1, namely details. I have added in many businesses around the city, some are from other GTA games, some are from other games and media, others I made up myself. In GTA 1 there are actual business locations in the map, however they have no indication as such other than a line of text from a character that would say "Go meet the guy as Coffy's!" or somesuch and when you get there the building is just blank. I have attempted to also dress up these locals with the names given to them by the game. I have also tried making the buildings in dock areas more like factories/warehouses. Skyscrapers. The original Liberty City had no tall buildings...well, it did but they were short buildings just stretched out when displayed in game, in a GTA map editor they can only be about 5 or so blocks tall and aren't very tall at all. As such I have added in some actual skyscrapers in the downtown area to really try get that New York feeling. Other buildings have their original floor plans and some have their original varients in height while others I have made taller but keeping in with their layout. Landmarks. Because this map in meant to spoof Liberty City I had decided to really try and flesh this out. The original map didn't really have any landmarks so I have included a few spoof ones such as, Liberty State Building, Chystler Building, Tramp Tower, Star Junction, Empire Statue/Statue of Freedom, Central Park, Natural History Museum, Cleopatra's Needle, Belland Tunnel, HeeBeeGeeBee's. I have also given access to a variety of rooftops for people to explore. The Belland Tunnel mentioned earlier was made to give easier access between Island City and New Guernsey as this didn't exist in the original GTA. It would be a bit much for player to have to do massive loop to get somewhere where a tunnel could take them instead with a shorter time. Public transportation. You are able if you wish, to ride the trains around on the elevated tracks or take the inderground subways. They do link up. Various areas have been embellished too. There was in the original game a small collection of strip clubs which I think may have been trying be the right light district. So for fun I took this idea and ran with it. Prostitues will spawn here more frequently and the area has a red pavement colour to make it stand out. Many strip clubs are present as well as sex shops and porn theatres. Little Italy. I had decided to make a Little Italy...full of Italian based jokes. The Mafia will walk around here. China Town. I had decided to make a China Town...full of Chinese based jokes. There are other kinds of oriental businesses here too, so it's more like an Asia Town but it is predominantly Chinese. Expext language errors. Also the Triads occupy this area. The Brix is an area in the original GTA meant to riff on the Bronx....but it looks exactly the same as every other area. So I trashed it up a little, much more graffiti than anywhere else, more abandoned buildings and I hope one day more fitting NPC types to roam the streets. Restaurant Alley, there is a long boring motorway that I decided to fill up with lots of eateries. You are also able to ride the trains, you could do this in the original GTA too. You should be good to go with whatever multiplayer service you choose and whatever options you want except respawning weapons. Deathmatch is what I intend to be used however you can just as easily run around in co-op if you want. Don't play it on easy difficulty, all other difficulties are the same, I just use easy mode to take screenshots so in it I had removed all weapons ammo and other pick ups. Also using a crosshair might help a little bit too. Zandronum is probably your best bet to play it in. I made the map as Zandronum: Doom 2 UDMF - IWAD is Doom 2 Plans for the future. I do have other ideas that haven't quite made it in, such as. Interiors. Cars. More pedetrian types. Unique HUD for each character. Unique weapon selection sprites for each character. A "Proper" wanted system. If I could get vehicles to work then perhaps asingle player recreation of GTA 1 might be possible. But due to how the coding is, making any sort of mission set up I imagine would be very difficult, it took me forever to get the trains working as they do. There would also need to be vehicles, a feature which I know nothing about making. I would be easier although still tricky to make parked vehicles you can get in and drive, or at least the illusion. Having cars on the road would mean figuring out how they spawn, their path finding and how they react to what is going on....beyond my scope entirely. Not to mention the police would need ther cars too, and given how the police system works in my WAD, I don't know how police cars would fit into it, I might have to redo how the police work. But still, despite its shakey nature, I hope that it can provide at least some amount of fun. Thanks for your interest and have a good day! To play, drag the main WAD and vehicles pk3 over onto *preferably* Zandronum. There are also some pieces of music I have used, some creative commons tracks for some bar music. I got them from the Free Music Archive.Cheap TalkNight BirdsThe Zombie Dandies But still, despite its shakey nature, I hope that it can provide at least some amount of fun. Thanks for your interest and have a good day! Xegethra Edited April 8, 2020 by Xegethra : Fixed some bad spelling! 31 Share this post Link to post
Catpho Posted July 22, 2018 That's a lot of ambitious stuff in it. I'm worrying if i can even play it when its done. 0 Share this post Link to post
Xegethra Posted July 22, 2018 Yeah it's quite big, there is a lot there just in map alone. For now I have got what I wanted in. The other stuff would have to wait. It was a headache making the trains work. 0 Share this post Link to post
elend Posted July 22, 2018 Good lord, I have to try that, even if it only runs as a slideshow on my laptop. ;/ 0 Share this post Link to post
Xegethra Posted July 23, 2018 (edited) 21 hours ago, Uni said: GTA yet not a single car. What? :P Haha I know, maybe one day. I know somebody who may be able to model them too but since looking up ways to pull off a road vehicle I think it's a bit beyond what I would really like. I'd like traffic to drive around, but then I'd have to figure out the spawning and path-finding and how it is detected by the players and all that. I may be able to make static parked vehicles you can nab, I am looking into that. Maybe when Risto's Doomloader gets more headway in supporting custom maps I can see about adding new things through that, maybe make it run better if my understanding of it is right? Well either way, I'm still gonna look into the car thing. 20 hours ago, Gaia74 said: The map is delicius Why thank you, I really tried to make it a believable place, well in the confines of a video game of course and there is still a ways to go somewhat. Edited July 23, 2018 by Xegethra 0 Share this post Link to post
Eradrop Posted July 23, 2018 That's silly haha... will it work with Chocolate Doom? 1 Share this post Link to post
Xegethra Posted August 1, 2018 That would be nice but I don't think it can be convincingly done, then I'd have to make night time textures and lighting....A separate night time map might be more doable but not for now. 1 Share this post Link to post
ChrisVR Posted August 2, 2018 Very impressive! I wish you could have cut out fragments of the maps as multiplayer deathmatch. That would be really cool. 0 Share this post Link to post
_reallyTired Posted August 2, 2018 i really wish culling would be implimented in doom source ports, especially the fully 3d ones like GZDoom 0 Share this post Link to post
Mere_Duke Posted August 7, 2018 Oh the map is amazing! Truly GTA in 3D. (But I still feel the weapons are too Doom-ish.) I want to drive across it and pretty sure in previous versions of GTA Doom there were cars... 0 Share this post Link to post
Xegethra Posted August 7, 2018 36 minutes ago, Mere_Duke said: Oh the map is amazing! Truly GTA in 3D. (But I still feel the weapons are too Doom-ish.) I want to drive across it and pretty sure in previous versions of GTA Doom there were cars... There were cars, but static ones you couldn't drive. I took them out because they didn't do anything. I'm still trying to figure them out. On 8/2/2018 at 11:38 PM, _reallyTired said: i really wish culling would be implimented in doom source ports, especially the fully 3d ones like GZDoom On 8/2/2018 at 2:44 PM, ChrisVR said: Very impressive! I wish you could have cut out fragments of the maps as multiplayer deathmatch. That would be really cool. I just wish that the source ports could handle larger maps. If the capability is there, more people would make them, justifying the support for them more. I wanted to see how big I could get away with making it....I think I have reached that for sure. Culling would be nice, some way to hide the map. As for compartmentalising the sections of map, maybe at some point. There could be the bigger free roam map and the cut up areas as other levels. 0 Share this post Link to post
Mere_Duke Posted August 7, 2018 1 minute ago, Xegethra said: There were cars, but static ones you couldn't drive. I took them out because they didn't do anything. I'm still trying to figure them out. The mod called Grezzo have that drivable cars. Very basic ones, but still a vehicles. And the last installment of Brutal Doom have very cool vehicles too. Probably you can take code from there with a permission. 0 Share this post Link to post
Sergeant_Mark_IV Posted August 7, 2018 The problem with this map is that you have zero one-sided lines. The entire city is being drawn by the engine at the same time. The solution to this would be 1) Dividing the map into "hubs" (not necessarily using Hexen-styled hubs, but dividing the islands with teleport lines so they can be rendered as different "rooms"), and 2) adding some invisible giant "walls" inside the tallest buildings so they could block the engine's view of what is behind it. If you want, I can take a look at this later to see if I can do something to improve the performance, and add vehicles. This is a very interesting project. Also, about the vehicles, some years ago I made a vehicle mod that could work with this. 5 Share this post Link to post
Mere_Duke Posted August 7, 2018 (edited) 7 minutes ago, Sergeant_Mark_IV said: Also, about the vehicles, some years ago I made a vehicle mod that could work with this. Oh, it was you who made it. :D I remember that bike, did someone use it in their mods/maps? Can you tell me the filename because it's still on my HDD but I can't remember the exact place? 0 Share this post Link to post
Xegethra Posted August 7, 2018 24 minutes ago, Sergeant_Mark_IV said: The problem with this map is that you have zero one-sided lines. The entire city is being drawn by the engine at the same time. The solution to this would be 1) Dividing the map into "hubs" (not necessarily using Hexen-styled hubs, but dividing the islands with teleport lines so they can be rendered as different "rooms"), and 2) adding some invisible giant "walls" inside the tallest buildings so they could block the engine's view of what is behind it. If you want, I can take a look at this later to see if I can do something to improve the performance, and add vehicles. This is a very interesting project. Ah I see, sort of how interiors are usually done? But with chunks of land. But yeah if you wanna have a look at the map then go ahead, thanks for that. I'll credit you on anything you do. Also that bike looks cool. Looks like it has some pretty fun physics too. A friend of mine did say they would be interested in modelling some low poly cars but nothing as of yet. 0 Share this post Link to post
MicheleIsoli2005 Posted July 29, 2019 Very beautifull! just one question: how do I get into buildings? (as in the trailer) 0 Share this post Link to post
Xegethra Posted April 6, 2020 On 7/29/2019 at 12:17 PM, MicheleIsoli2005 said: Very beautifull! just one question: how do I get into buildings? (as in the trailer) I'm sorry, I didn't catch your question! A couple of buildings have openings on the roadside. They have stairs that will lead up to rooftops. But yeah, I have updated the WAD. There is a working subway now. 0 Share this post Link to post
Brodoomer Posted May 9, 2020 (edited) Amazing! This is one of the best maps I have ever seen, looks really promising. I'd love to see what more can be done. About the vehicles and the police getting in them (I noticed you talked about that in the readme), they were already done in Doom Center, maybe you can use the same coding for it. Look at 6:54, you can get in the cars and drive them too. 2 Share this post Link to post
Alexius Posted December 27, 2022 (edited) Hi, I'm trying to run GTADoom v5.3 but I'm getting an error. I tried using gzdoom 4.10.0. But I also tried outdated gzdoom 4.6.1. I tried DOOM2.WAD and DOOM.WAD. Which particular version of gzdoom exactly works with this mod? Perhaps I need some more files? Execution could not continue. Script error, "Vehicles.pk3:modeldef" line 3: MODELDEF: Unknown actor type 'TrainCarriage1' Here is a list of files in my GZDoom folder: 0 Share this post Link to post
AndroidFerret Posted May 17, 2023 Hey there . I've tried running the mod .but none of the vehicles load . It starts in any of the source ports o tried . There are invisible honking cars and an error message about "needing more than 2 nodes" . Any idea ? Also ..is this mod dead ? 0 Share this post Link to post