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CBM

After Dawn - my megawad project is still going on

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Hi

 

I decided it is time I learn about making DOOM maps in this here new millennium, since last I did maps was back in the 90s

 

What better way than to do a mega wad to try out all the new cool stuff that GZDoom can do?

 

my concept for the maps - I plan on having as much as possible be 3D models

 

map01: home - player start at home while war against the strogg rages outside, must finde tank or mech and use it to safely reach a boat in the harbor

map02: water - player is sailing and must reach a submarine that requires the players help as a payloard specialist, the player is a designer of gadgets

map03: sub - player sails with sub, sub sinks, player must escape sub in deapsea suit

map04: deepsea - player must walk on the button of the sea until reaching an island

map05: island - player must find helicopter on island to escape

map06: air - player must reach mountaintop before fuel runs out

map07: mountain - player must find hidden entrance to shelter

map08: shelter - player must find portal

map09: portal - player is now on a small island and get captured

map10: prison - player is in a prison on a floating island and must escape in to a tunnel

map11: tunnel - player is in a tunnel and must escape and find a stargate

map12: stargate - player is transported to a remote desolate space station and must find either an x-wing or tie fighter to pilot in order to escape

map13: space - player must reach a planet called dagenbarr to talk to master vero moda

map14: vero moda - player crashes and then talk to vero moda and is send on a mission to rescue the Queen that is held captive on a large starbase

map15: cargo- player sneak abord cargo vessel to reach starbase alpha

map16: starbase - player rescues queen amydalai lama and returns to dagenbarr for new instructions

map17: surreal - on dagenbarr a new crises has turned to whole planet in to a surreal web of floating boxes, it must be stopped

map18: past - the key to the strange new crises lies in the past, after a trial, vero moda sends the player to the past  

map19: ancient - player arrives at dagenbarr when the lizardmen ruled the galaxy and must enter a pyramid to destroy the power crystal

map20: destruction - the crystals destruction sends the player in to both alternate dimensions and alternate times - he must now gather clues in an ancient maze

map21: clues - the maze gives clues to items that must be collected and assembled - the first is found in a strange sky realm where a fall is fatal

map22: second - the second clue is within the guts of a giant monster - the player enters the monster and must travel inside the monster to finde the next item

map23: burp - the player does sometihng that makes the monster burp - the player is now in a bubble dimension - must jump on bubbles to make them move or bob

map24: escape - the player escapes the bubbly dimension by assembling the device and by using it on a special bubble the player escapes

map25: woods - the player is now in a forest - the forest tells him that he must find transportation so he can get back to vero moda - the player takes the galactic bus

map26: bus - the bus crashes on dagenbarr but the railway is nearby - the player uses the railway to get past energy barriers

map27: home - the player is now home at vero moda and celebrates the victory - but little did they know that the princess was just a robot and not the real deal

map28: search - the player must now "drive around" downtown sea attle an underwater city on dagenbarr to hire a crew large enough to pilot the sea star cruise star ship

map29: cruise - the player enjoys a relaxing intergalactic vacation with his new homies untill they are boarded by a strogg spaceship

map30: boarding - the player escapes to the strogg ship and finds the queen in a cell, they escape together in an escape pod

map31: landing - they land on a desert planet and must find shelter so they can get some sleep

map32: nightmare - the player wakes up and finds out that it has all been a terrible nightmare, the player goes to the bathroom to wash up

 

2021 NEWS UPDATE:

 

current plans include:

 

adding 3d driveable vehicles... (standard predator already working, based on sgt marks vietdoom with his permission)

adding 3d monsters and objects... (foundation is enjays genetech with his permission)

adding more 3d monsters from the monster packs I have released and from some I have yet to release

 

modifications to the old map list will be made, the following already ready maps will be included...

 

aztek as it appears in RAMP, but modded and with 3d objects and 3d monsters that fit the aztek temple theme...

monster camp as it appears in RAMP, but modded and a 3D tank battle between friendly and enemy tanks plus there will be tanks that can be piloted by the player

prison camp in hell as it was supposed to appear in RAMP, but with 3d objects and 3d monsters that fit the hellish theme...

navy as it appears in RAMP, but modded and with 3d objects and 3d monsters that fit the navy theme...

hell castle as it appears in RAMP, but modded and with 3d objects and 3d monsters that fit the hellish theme...

quake world as it appears in RAMP, but modded and with 3d objects and 3d monsters that fit the hellish theme...

air ship as it appears in RAMP, but modded and with 3d objects, 3d flyable vehicles and 3d monsters that fit the sky theme...

 

also I need to create a story that will merge aztek, hell and 40k together to justify the various monsters encountered as well as more maps that will fit 40k... most maps will aim to be fairly small just like aztek and only maps that has space for it will feature vehicles...

 

links to threads relevant to this...

 

 

 

 

Edited by CBM

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The concepts grow more interesting towards the end. As an organizing framework, this doesn't seem so bad, but imo make sure to find strong, specific ideas for each level when designing it, instead of making conceptual one-trick ponies that satisfy the plan and do little more. 

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10 hours ago, Austinado said:

@CBM attaboy !

I just hope I can get the maps to work in a modern doom editor... when trying to edit prison and quakeworld in doom builder, then it crash when I try to save anything

 

11 hours ago, nicolas monti said:

Feels like a tremendous amount of work.. posting a screenshot or some map may help to judge.

well I do not yet have any screenshots.. only a bunch of my old 90s wads that I will either use as inspiration or use in much improved versions.

It is a lot of work and it will likely take a very long time, but I plan on posting beta and alpha versions of the maps as they get done, in order to get feedback and get them all to be as good as possible

 

11 hours ago, rdwpa said:

The concepts grow more interesting towards the end. As an organizing framework, this doesn't seem so bad, but imo make sure to find strong, specific ideas for each level when designing it, instead of making conceptual one-trick ponies that satisfy the plan and do little more. 

Thanks :) well I might alter the concepts in the first part of the megawad then, nothing is yet set in stone (or bits) :)

Often maps seem to develop a mind of their own anyway.

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I plan on using the 3d cube monsters I made as well as a floating 3d eye monster I've made on the maps as well as other stuff...

 

the cubes have proven to be a quite interesting enemy.. thing and they are inspired by various old games such as boulderdash

 

stuff I am thinking about throwing in as well.. just have to dot them down so I do not forget them...

 

--------------------------------

 

floating rocks with slopes between them, mystic skybox and lava below, if the player falls he will teleport back to the start

 

lift corridor (4 lifts that acts as doors and will crush the player if he is not fast enough in activating next lift)

 

rooms with moving staircases like in harry potter

 

factory with moving conveyor belts that transports trapped humans in to a machine that makes neat refeshing bottles for the vampires (from buffy the vampire slayer)

 

colon cave with squishy floor, blood and bloody footprints plus larva enemies? actually the insides of a giant slain demon prince?

 

library in a temple

 

monster creation machine that must be stopped before the level is filled with monsters? (ideer originates from bloom - how hybrids are made)

 

3d floors version of quake world with eqyptian theme, reworked map parts, energy barriers, translucent "holographic/illusion" secret walls, better textures, scripts, slopes, smashable windows and dynamic lighting, if I figure out how to do all that

 

classic d&d style dungeon crawl section

 

npcs with quests

 

npcs that must be rescued

 

npcs with hints (ideer originates from genetech)

 

morgue with dead people and some of them suddently rises as zombies (prank from nightwatch)? while others have monsters burst out of their bellies (alien)? and some explode in a blood mist to be replaced by a demon (40k)?

 

underground city with graveyard cave with dead people plus statues and some of the skeletons suddently bursts out of their graves? and some gargoyles come to life? 

 

weaping angel monster from dr who?

 

lava lake with floating rocks that must be jumped on to cross, the rocks wobble when jumped on?

 

big castle like in castle master?

 

big map with islands like in hunter, fallout etc?

 

ideers for big maps: change from "idyllic" (csgo type map) to post apoc  (doom + fallout), change from idyllic (all is well) to dark side (stranger things from netflix)

 

map with a strong multiple path storyline like in Black Mirror: Bandersnatch from netflix?

 

only one weapon can be used at any time and when another is picked up the previous is dropped?

OR player may choose to have up to 2 one handed (like dual pistols, pistol and sword, pistol and magic.. /since magic req a free hand/ etc)  weapons or a single two handed weapon (like a rifle, tohanded sword, tohanded gunsword etc) ?

 

tunnel with flames at regular intervals

 

tunnel with arrows or knives at regularm intervals

 

floors with puzzles where you need to step on the right floor pieces in order to escape alive?

 

boss battle, unkillable or endless greater demon or army that must be stopped, slain or banished by finding and using a book (evil dead)?

 

use a book or closet to go to the next level (neverending story, narnia)?

 

destroying the cursed mask at the museum destroys the neverending zombie horde that invades the city (buffy the vampire slayer, dawn of the dead etc)?

 

radioactive zombies (znation, fallout etc)?

 

using black magic to resurrect a legendary hero in order to stop another black magic ritual that aims to summon an evil god? (buffy the vampire slayer etc)

 

race against a potagonist to collect parts of and assemble or destroy a legendary monster?

 

friendly npcs but one of them suddently turns against you?

 

living treasure chest monster (from d&d) ?

 

walk through walls spell (from heroquest)?

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I have also downloaded a ton of free 3d models that I plan on using, such as weapons (recently I got the AK47 model I downloaded to work in the game without having to make specific animations for it), decorations and monsters (for example various floating monsters like fallout eyebots, the sentry from the oblivion scifi netflix movie, etc)

 

I might want to design a robotic actor as well, where I can make variations of it like the many many versions of protectrons in fallout 4

 

also, a "bot controlled" enemy player that competes against the player in order to finish the level and/or kill the player could also be interesting.. but that would not be easy though

 

found a site with map overviews of all the doom maps... might be good for layout ideers http://classicdoom.com/doommaps.htm#d1

 

ideers for scenes/stuff in some of the levels:

 

a monster wedding, two monsters are being wed by a third monster and all their friends are attending, the monster priest has a grude on the groom and might help

(from https://www.eadeverell.com/100-story-ideas/)

a monster child birth, a caco demon is giving birth to a baby caco (from https://www.eadeverell.com/100-story-ideas/)

monsters chanting in an unholy temple in order to open a portal to the underworld

ruins emerge from the water (from https://www.eadeverell.com/100-story-ideas/)

a monster that is secretly an npc that was supposed to be rescued, the monster was transformed from a human in to a monster by an ancient curse that must be lifted

A human graveyard that’s besieged by the souls of the monsters whoes bodies were buried outside its walls. (from https://www.eadeverell.com/100-story-ideas/)

a laboratory that contains both science and occult stuff (buffy the vampire slayer and https://www.eadeverell.com/100-story-ideas/)

An innkeeper who hired a magus, a troll, and an elf to guard their secret recipe, but finds they’ve put their trust in the wrong people.

(from https://www.eadeverell.com/100-story-ideas/)

A character who gets trapped in their memory palace and has to find a way out in order to save someone else. (from https://www.eadeverell.com/100-story-ideas/)

A room where the player must win a giant chess game to continue? (difficult) (harry potter and https://www.eadeverell.com/100-story-ideas/)

A cult of worshippers that worship an atom bomb and plans to set it off (planet of the apes and fallout)

an abandoned baby that must be rescued?

a posessed baby demon?

heavy metal monsters with sonic guitar weapons?

A character who awakens an ancient mythical beast while searching for a book at a remote monastery. (https://www.eadeverell.com/100-story-ideas/)

tattooed NPCS where the tattoes contains clues/codes/etc ??? (https://www.eadeverell.com/100-story-ideas/)

demons that sacrifice themselves?

A monster living in a nursing home who wakes up one day to find themselves inundated with fan mail ?? (https://www.eadeverell.com/100-story-ideas/)

A potagonist whose fear of missing out drives them to establish a surveillance network ?? (https://www.eadeverell.com/100-story-ideas/)

 

I have seen several levels with surveilance screens and mirrors, and it makes for some cool details :D

 

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I've started work on the megawad.. Just did the first 3D model... a very simple maul (hammer)

 

using only mspaint, maverick, doombuilder and gimp

 

I made the texture from predefined textures in gimp

 

----

 

I am considering a map...

 

one giant skybox, one start platform, one end platform, lots of actors.. all of them 3D cubes... some as monsters, some as hazards, some as bridges, some as "monsters" that float towards the player and can be killed but does not actually hurt the player.. naay, they will act as stepping stones that willingly seek the player

 

some as random duplicating cubes that act as stepping stones, some as missiles?

 

basically... mini minecraft.. but pretty (minecraft seems to be intentionally ugly :/ )

 

 

could be start of the bubbly bubble level... since there could be more areas... maybe one with bubbles as well... we will see what happens

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managed to convert quakeworld to a format that doombuilder will open, but it is now a hexen map... I have begun the re texturing process  and I have already made the first changes to the level as well... screenshots will come soon

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screenshots of retex process that has begun for the quake world map...

and a screenshot of my first 3d weapon

 

Screenshot_Hexen_20191120_205350.png

maulscreenshot.png

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suddently a graveyard and a slab of green marble popped up from the lava... all the 3D stuff will come after the level is completed

 

..need ideers for the purpose of these new areas beyond pure decoration

 

also just made 3d models for blue, green and dual mana... goal is to make a complete 3D set for hexen.. dual looks different than sprite since I was unhappy with the hexen sprite

 

doing simple models like this takes only a few seconds in maverick

 

Screenshot_Hexen_20191121_164624.png

Screenshot_Hexen_20191121_170943.png

bluemana-screenshot.png

greenmana-screenshot.png

dualmana-screenshot.png

Edited by CBM

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I am bumping this thread to tell everyone that this is still on but GZFreeDOOM has my priority as well as my new CP ofc...

 

I will likely also add starwars stuff to the mix, since I love starwars as well...

 

The reason for all this coexisting is stargates or similar, that allows the player to travel between realms (maps)

 

pictures of some of the 3d quake 3 md3 dolls that are awaiting that I write up some decorate code and stuff for them:

 

afterdawn-md3q.png afterdawn-md3p.png afterdawn-md3o.png afterdawn-md3n.png afterdawn-md3m.png afterdawn-md3l.png afterdawn-md3k.png afterdawn-md3j.png afterdawn-md3i.png afterdawn-md3h.png afterdawn-md3g.png afterdawn-md3f.png afterdawn-md3e.png afterdawn-md3d.png afterdawn-md3c.png afterdawn-md3b.png afterdawn-md3a.png

 

afterdawn-md3y.png afterdawn-md3x.png afterdawn-md3w.png afterdawn-md3v.png afterdawn-md3u.png afterdawn-md3t.png afterdawn-md3s.png afterdawn-md3r.png

 

afterdawn-md3-new4.png afterdawn-md3-new3.png afterdawn-md3-new2.png afterdawn-md3-new.png

 

afterdawn-md3-new5.png

 

zdoom threads that are relevant to this:

 

(main afterdawn thread when this project called the zdoom forums home)

https://forum.zdoom.org/viewtopic.php?f=19&t=68959&p=1169193#p1169193

 

(resource thread with stuff being prepped for after dawn)

https://forum.zdoom.org/viewtopic.php?f=37&t=70033&p=1190266#p1190266

 

(3d driveable tanks thread)

https://forum.zdoom.org/viewtopic.php?f=4&t=70542&p=1172446#p1172446

 

(my dark angels 3d monster pack)

https://forum.zdoom.org/viewtopic.php?f=19&t=70532&p=1173306#p1173306

 

 

Edited by CBM

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idea for some of the maps...

I am thinking that in addition to the monsters, friends, neutral and civilian factions then I will have a police faction that will change depending on the player, so if civilians are killed by the player in a map with civilians and police then the police will change from being friendly and helping against the monsters to become hostile towards the player

 

maybe even make the game remember it on all maps

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more map concepts from org thread

 

another world - rocky and castle jump and gun level
hunter - sandbox mission level with islands
castle master - castle sandbox level
shadow of the beast - medievel themed outdoor and indoor plus subterrain levels
fire warrior - sandbox outdoor and in houses kill enemy soldiers
turrican - mostly subterrain level
hugo - mineshaft level
boulderdash - 3d cube level with cubes that can be dug out etc
pp hammer - inside castle gold and potion hunting themed level with rock that can be 'mined' etc
gods - egypt indoor themed level
hero quest - inside rpg tile based level that begins on a staircase
space crusade/hulk - inside scifi rpg tile based level that begins in an airlock
alien - alien breed based techbase that starts from outside beside the spacecraft, weapon upgrades/buys?
curse of ra - puzzle level where stones need to be pushed to match
indiana jones/tomb raider - indy styled tomb jump and gun level
ufo enemy unknown - investigate city level
monkey island - pirate wannabe rpg puzzle level
curse of enchantia - weird puzzle escape level
chaos engine - outside run and gun sandbox level
gobliiins - out and inside puzzle level
hook - another pirate themed puzzle level
pirates - the level takes place on a giant 3D pirate ship in fast moving 3d water
simon - simon the sorceror themed level
lemmings - dig a tunnel to the exit
zool - 3d platform themed level
aladdin - aladdin themed level
fears - fears themed level
gloom - gloom themed level
alone - alone in the dark themed level
lba - little big adventure themed level
carpet - magic carpet themed level
king - kings quest themed level
redneck - redneck rampage themed level
daggerfall - daggerfall themed level
descent - descent themed level
mdk - mdk themed level
moonstone - moonstone themed level (4 keys, moonstone etc)
maniac mansion - maniac mansion puzzle level

 

------------------

 

current plan for the 32 levels

 

aztek

monster camp

prison camp in hell

navy

hell castle

quake world

air ship

 

remaining 25

 

moonstone themed level

alien - alien breed based techbase

 

stargate - ?

inside - inside a monster ?

escape - the player escapes the ? dimension by assembling the device and by using it on ? the player escapes

woods - the player is now in a forest - the forest tells him that he must find transportation so he can get back to ? - the player takes the galactic ?

crash - the ? crashes on ? but the ? is nearby - the player uses the ? to get past ?

deception - the player is now home at ? and celebrates the victory - but little did ? know that the princess was just a robot and not the real deal

search - the player must now "drive around" downtown ? an ? on ? to hire a crew large enough to pilot the ?

cruise - the player enjoys a relaxing intergalactic vacation with his new homies untill they are boarded by a strogg spaceship

boarding - the player escapes to the strogg ship and finds the queen in a cell, they escape together in an escape pod

landing - they land on a desert planet and must find shelter so they can get some sleep

 

 

more models from the vault

 

afterdawn-md3-new14.png afterdawn-md3-new13.png afterdawn-md3-new12.png afterdawn-md3-new11.png afterdawn-md3-new10.png afterdawn-md3-new9.png afterdawn-md3-unknown.png afterdawn-md3-new8.png afterdawn-md3-new7.png afterdawn-md3-new6.png hivetyrant-3d.png

Edited by CBM

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gameplay videos from the zoo

 

 

 

working on getting the warpspider working as well.. ALL MONSTERS shown in the above videos are fully working at this point

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This is my list of starwars models in my collection that are both good enough for GZDoom and also has a readme and therefore can be used in mods:

 

starwars10.png
starwars9.png
starwars8.png
starwars7.png
starwars6.png
starwars5.png
starwars4.png
starwars3.png
starwars2.png
starwars1.png

 

They still need to be the right scale and I think I might make small texture changes, however, I will include the original readme's if I use them...

 

However, I guess a rogue trader COULD encounter starwars charecters in a crossover and I already have quake models and other models

 

EDIT

 

I also found the readme for the janeway model:

 

gzdoomjaneway.png

 

 

here is a link to the original thread on zdoom, the one that started this project to begin with

 

https://forum.zdoom.org/viewtopic.php?f=19&t=68959&sid=0aef760cdd3566ed1c855b9b99b8519c

 

pictures:

 

XPXUYI8.jpg
sY6SXPZ.jpg
5fvcqXl.jpg
9RGtZyD.jpg
xevYstN.jpg
HOVsUwq.jpg
UgdhYKJ.jpg
d94w3b0.jpg
iqKalRu.jpg
JWFPIkK.png
7U4sDnv.jpg
mainmenu.png
difficulty.png
title.png
update-collage.png

 

the game will be a multiverse crossover thing with strife inspired gameplay

 

I may eventually base my predator tank on a bugfixed version of omnivehicles that is itself based on sgt marks vietdoom tanks

Edited by CBM

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7 minutes ago, SilverMiner said:

Mmm, that pistol reminds me of that one from Red Faction

It’s actually the one from SIN… why do I know that?

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2 hours ago, Silent Wolf said:

It’s actually the one from SIN… why do I know that?

either because you played sin or because you played genetech or because enjay told you?

the base of after dawn is genetech (with enjays permission and it will strive to be sufficiently different from genetech) :-)

 

I am just adding extra stuff and eventually a bunch of maps, some story and some rpg and hopefully I will end up with a 40kish rpg like shooter :-D ... with 3d models

 

I have a gigantic library of quake 3 3d player models... many of them with the original readme, so that I can use them in the project, some with modifications...

 

the cool thing with quake 3 models is that I can mix and match heads, bodies and weapons as I please

 

and I can create an infinite amount of human heads by modding existing head textures if need be

 

I could even use some random faces from https://www.thispersondoesnotexist.com/

if I really wanted I guess

 

----

 

just finished fixing the last bugs with the eldar wraithguard models (texture, animation and decorate bugs)

 

and created 4 new combinations for warpspiders (they will get the teleport ability)

 

I can always use a modded version of this code.... yes yes... I need to learn zscript instead

//from zdoom wiki

actor TeleportImp : DoomImp 601
{
  States
  {
  Spawn:
    TROO AB 10 A_Look // afaik it should still inherit the spawn state from the imp so this part is not really needed!
    Loop
  See:
    TROO AABBCCDD 3 A_Chase
    TROO A 0 A_Jump(200, "See")
    TROO A 0 A_Teleport("Missile", "ImpSpot")
    Loop
  Melee:
  Missile:
    TROO EF 8 A_FaceTarget // afaik it should still inherit the melee and missile states from the imp so this part is not really needed!
    TROO G 6 A_TroopAttack
    Goto See
  }
}

actor ImpSpot : SpecialSpot 600
{
  +INVISIBLE
}

planned warpspiders:

 

warpspider with fusiongun (hitscanner)

warpspider with sawblade (projectile)

warpspider with claw (melee)

warpspider with lightning gun (projectile)

 

 

edit: just tested the sawblade projectile ingame and it looks very nice.. perhaps the sawblade, lightning gun and claw are not very eldar-like per say, but I like that a warpspider uses one as a ninja star & I wanted the eldar warpspiders to have different weapons than the eldar wraithguards

 

so many nice quake 3 weapons in my collection, its sometimes hard to choose... 4 in the collection are actual eldar weapons and 1 is very eldar like... I have a version of maverick that can merge 3d objects to the various spots for weapon, flash etc as needed instead of just centering the merged models

 

-----

 

current wraithguard weaponry

 

eldar missile launcher > faster more damaging missile, because eldar versions of weapons are sometimes meaner

eldar brightlance > railgun blast

eldar starcannon > BFG ball

eldar shuriken > hyperblaster bullet, essentially a slooow hyperblaster

 

hmm... maybe I need a melee wraithguard variation as well?

 

eldar craftworlds of the 4 color schemes:

Biel-Tan, Ulthwe, Saim-Hann & Alaitoc

 

the 2 main space marine chapters in this game:

Ultra Marines (allies) and Dark Angels (dirty traitor enemies)... all other chapters and mercenaries are hostile

 

Can't get the infighting to stop though... except with the friendly flag on allied units

 

//example

// undead

actor traitor2 : doomimp 30002 //replaces demon 8//replaces doomimp 5
{
	//$Category Models/Darkangels
	//$Title Traitor Undead Marine
  Species "Traitors"
  +DONTHARMCLASS
  +DONTHARMSPECIES
  Health 150
  SeeSound "umsg/sight"
  PainSound "umsg/pain"
  DeathSound "umsg/death"
  ActiveSound "umsg/active"
  DropItem "GTMagBulletDropped"	
 Obituary "%o was burned, ripped and teared to death by an undead traitor marine."
   States
  {
  Spawn:
    MOD1 AAAE 10 a_look 
	loop
    See:
    MOD1 AABBCCDD 2  A_Chase
    Loop
  Melee:
  Missile:
	MOD1 E 4 A_FaceTarget	
	MOD1 F 1 BRIGHT A_TroopAttack
	MOD1 G 4 A_FaceTarget	
	Goto See
  Pain:
    MOD1 H 2 
    MOD1 H 2  A_Pain
    Goto See
  XDeath:
  Death:
    MOD1 IJ 2
    MOD1 KLM 2	
    MOD1 NOP 3 A_Scream
    MOD1 QRS 2
    MOD1 TUV 1 A_NoBlocking
    MOD1 WXY 1
    MOD1 Z -1
    Stop
  Raise:
    MOD1 ZYXWVUTSR 5
    MOD1 QPONMLKJI 5
    Goto See	
  }
}

actor traitordreadnought : ultramarinedreadnought 30013 //replaces SpiderMastermind 7
{
	//$Category Models/Darkangels
	//$Title Traitor Hellfire Dreadnought
  Species "Traitors"
  +DONTHARMCLASS
  +DONTHARMSPECIES    
  -friendly
  Obituary "%o was gunned down, ripped and teared to death by a dreadnought."
}

actor traitorterminator : ultramarineterminator 30016  //replaces Arachnotron //replaces hellknight
{
	//$Category Models/Darkangels
	//$Title Traitor Tactical Terminator
			   Species "Traitors"
-friendly  
  +DONTHARMCLASS
  +DONTHARMSPECIES
  Obituary "%o was gunned down, ripped and teared to death by a traitor marine terminator."
}

//and still... these 3 will attack each other

edit... found the readme for benjamin sisko, so I now have 3 startrek models

Edited by CBM

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plan for tanks...

 

I have 3d models for eldar wave serpent, pre and post heresy space marine predator, pre and post heresy space marine rhino, pre and post heresy space marine whirlwind, imperial guard leman russ, imperial guard chimera, imperial guard basilisk, ork warbuggy and ork bonebreaka tank

 

current zoo

 

 

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I figured out how to make q3 weapons out of obj files... I now have

 

lascannon, heavy bolter, autocannon, tau pulse rifle

 

And I can make

 

Lasgun, some dark eldar guns, ?

 

And I have prepared

 

devastator with lascannon, devastator with autocannon, devastator with heavy bolter

 

planning on making the heavy bolter rapid fire small missiles as per the lore

while the lascannon will fire laser beam projectiles (single fire giga hyperblaster shots)

 

autocannon is undecided atm

 

lasgun will likely be a single fire hyperblaster

 

and the eldar shuriken will become a projectile weapon that fires.. shurikens aka shuriken projectiles

 

maybe I can soon make some guardsmen with all this as well

 

---

 

the heavy dudes so far:

 

heavydudes.png

 

maybe there will come some dudes with special weapons as well

Edited by CBM

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ok, so I couldnt use the actual ork model that I have... however... I did manage to tweak the green goblin player models head in to something that is close enough to an ork head (apparently, downloading an ork head is also difficult)...

 

changes to the goblin head:

- 1.1 times bigger

- texture modifications (around the eyes and the scalp and ork iconography instead of imperial on armor textures)

- made ears much smaller like an ork

- added 2 pointy teeth like an ork

 

I have several ork weapons that are ready for me to convert to quake 3 format and then be available to the quake 3 models

 

this is the result so far...

 

the orc marine (with an armor that has been pieced together from multiple dead marines armors and then orkified a bit):

 

ork-loota-nob.png

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the orks are coming

 

ork-nob-img2.png
ork-nob-img1.png

 

the deffgun is a modified deffgun from one that I found at sketchfab

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disaster struck this evening and I lost the last years worth of work on after dawn, I will try to rebuild as best I can from the backup... slade was responsible

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so I have been working to restore stuff and the following is restored:

 

- baton and sniper rifle imported from postal 2

- robot rider

 

the following has been made to work and is now integrated:

 

- omni tanks (I will attempt to expand those with space marine tanks)

 

space marine low poly predator base model:

 

predator-tank-lowpoly.png

 

TODO - this list may be incomplete:

 

restore this:


integrated otex, cbm, misc textures
3d trees
3d doom models
3d candelabra from sketchfab
find a weapon for slot 0 - preferably a boltgun
menu ui fixes
 

add:

 

drider

arachnobaron demon (keeper demon on top of arachnotron base)

dragon rider

t800 terminator / necron

centaur

space marine librarian

space marine buildings

chaos buildings

tau buildings

eldar buildings

cyberpunk statues as decorations
misc decorations and 40k decorations

 

other:

 

check what genetech monsters and others drop compared to their death animations - also modify their colors and insignia (space nazis?)

 

 

 

 

Edited by CBM

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more work towards getting an omnitank based predator in to after dawn:

 

predator-tank-lowpoly-mod.png

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