Mr.Rocket Posted March 25, 2021 (edited) The Dark Zone 2-6 player Deathmatch map [RELEASED] A single Deathmatch map for Doom2, for source engines which support Zdoom-based 3dfloor line actions or data types. This is a recreation of a Quake map for Doom2. Hi, I have recently created a small DM map entitled "The Dark Zone". The Dark Zone is a remake map based on the map in Quake, DM6 to be precise, and the name is the same. It was a fun little map to play in Quake and still is, so I decided to make the map for Doom2. It's not exactly a replica or anything, that would be impossible I think, but it's pretty darn close! Requirements: OpenGL - is needed in order to see the models in QStuff Doom2.wad - it requires that you have the Doom2.wad as the primary resource wad, duh. Zandronum - Works best with, for multiplayer purposes. Tested with k8vavoom, Gzdoom, and Zandronum. Downloads: The Dark Zone.zip Not required but suggested: QStuff_UltraV2.pk3 - the weapon and item placement in this map is based around using this mod. View readme file for more details! Let me know if you encounter any bugs! And above all, Have fun! Note, The Dark Zone is a continuation of my previous Quake level remake for Doom2 called: The Bad Place, which can be found Here. Edited April 30, 2021 by Mr.Rocket 13 Share this post Link to post
ketmar Posted March 26, 2021 congrats! looks awesome! i don't even know how you all doing that. writing code is much easier than mapping. i know, i tried both! ;-) 3 Share this post Link to post
Mr.Rocket Posted March 26, 2021 (edited) Thanks! The next and final map I do for this will be DM2 - Claustrophobopolis. ~ If you or anyone remembers the map? it will require some model moving platforms on top of (room over room over room, like the Dark Zone). So even if they're small DM maps, the still require a bit of time. Edited March 31, 2021 by Mr.Rocket 0 Share this post Link to post
Mr.Rocket Posted March 28, 2021 (edited) Wow, over 100 views an only 1 reply, wtf lol. 0 Share this post Link to post
ketmar Posted March 28, 2021 it often happens even for SP maps. and i believe that MP maps are much harder to play alone, so even less replies here. ;-) maybe MP subforum should get a special topic where people can drop links to their new MP maps, so "MP people" can subscribe to it, and don't miss anything interesting. ahem... maybe we should have such topic for SP maps too... 3 Share this post Link to post
Mr.Rocket Posted March 28, 2021 Ture, it would be nice to have a singleplayer and multiplayer subforum for new map releases. Though it would require some digging to find out what maps have multiplayer support and which don't. And as it currently is in Wads & Mods, new map releases tend to quickly get pushed to the 2nd or 3rd page if there's already some active posts going on in already released content. Maybe if there was at least a Deathmatch Only subforum in Wads & Mods? Thanks for the feedback guys! ;) 1 Share this post Link to post
ketmar Posted March 28, 2021 35 minutes ago, Mr.Rocket said: Maybe if there was at least a Deathmatch Only subforum in Wads & Mods? try PM Linguica about that, why not? in the worst case nothing will change. point him to this thread, and maybe... ;-) 1 Share this post Link to post
Mr.Rocket Posted April 22, 2021 (edited) Well, it's been a month and no reply on said request so I suppose that means no, or currently mia. Either way, I'm curious as to why this map hasn't got much recognition, unlike The Bad place. ~ the previous Quake remake I did for Doom2. Was it just a bad time to release the map? or was there just too many things going on? Never the less, I expected this map to at least have some charm to it, it is after all a Quake remake map for Doom2. Maybe it's just that everyone downloaded it, but didn't have anything to say? I donno.. The topic does have around 250 views.. but is everyone just speechless? :D I'd kind of like a little feedback on the map though, lol. Thanks! 0 Share this post Link to post
ketmar Posted April 22, 2021 bad timing, i guess. or people don't have buddys to play the map with, and then got distracted. just bump it several more times, maybe somebody will at least say "stop bumping!" kind of feedback too, i guess... ;-) 0 Share this post Link to post
Mr.Rocket Posted April 25, 2021 (edited) um BUMP no one wants me to do these kind of levels? Edited April 26, 2021 by Mr.Rocket 0 Share this post Link to post
Mr.Rocket Posted April 26, 2021 Bump! stumped my toe.. ouch! ah sorry about that. 1 Share this post Link to post
Mr.Rocket Posted April 27, 2021 (edited) I sent the QCDE project a link to the level on the Zdoom forums, although a couple years ago the map would have seen the rage. I don't think that's the case now. That said, things tend to unfold unexpectedly sometimes, so that maybe the case here. Either way, thanks man! ;) That and I expect it maybe the fact that the map its self is just sort of dull looking on the side of everything being (brown).. well I tried to make it as close the the original as possible for Doom, so maybe if I BLING it up with some brightmaps or something the poor thing would stand out.. Which is totally doable. The Dark Zone is part of a map set actually, The Bad Place is the first map in the map set and The Dark Zone is second, there's a 3rd map at about 20%. which would be the final map in the set. I'd rather the community host the maps if possible, though. Thanks! Edited April 27, 2021 by Mr.Rocket 0 Share this post Link to post
Mr.Rocket Posted April 30, 2021 (edited) Added and updated screenshots! Shots are taken in k8vavoom. ;) I haven't added anything new to the map yet, eg brightmaps etc. But is released and can be downloaded in the OP. Let me know what you think. 1 Share this post Link to post
ketmar Posted May 1, 2021 8 hours ago, Mr.Rocket said: Shots are taken in k8vavoom. ;) so i have to promote it too now, i guess. smart plan! ;-) 2 Share this post Link to post
Mr.Rocket Posted September 2, 2021 (edited) Here's a bit of news: @Facínora , a fairly new member to Doomworld has uploaded a gameplay video about this remake. Wasn't expecting that but Thank You Facínora! ;) 2 Share this post Link to post
Mr.Rocket Posted December 28, 2021 (edited) Few months later: So, I was thinking about starting on another Quake1 remake map for Doom2 titled, DM2 - Claustrophobopolis. Not atm but soon after I complete the map I'm working on for Gothic21. Ok, I lied.. I actually started on Claustrophobopolis a while back, it's just been on the back burner for a while now. If anyone recalls, it will require a lot of work on the side of moving objects, and in this case, I was thinking about using models. Since the player will have to use them to move around in small areas of the map, I got to thinking, is this the best idea? How reliable are models to use as a means of transportation? I should probably ask this in the editing topic, but yeah. Edited December 28, 2021 by Mr.Rocket 0 Share this post Link to post
ketmar Posted December 29, 2021 10 hours ago, Mr.Rocket said: How reliable are models to use as a means of transportation? they aren't. stacking code in the engine is a mess, and it never worked properly. it may work with some good orchestration (and prolly with some ACS support to be sure), but it still won't be reliable. 1 Share this post Link to post
OpenRift Posted December 29, 2021 Damn, you straight up just made DM6. Nice. 1 Share this post Link to post
Mr.Rocket Posted December 30, 2021 (edited) 18 hours ago, ketmar said: they aren't. stacking code in the engine is a mess, and it never worked properly. it may work with some good orchestration (and prolly with some ACS support to be sure), but it still won't be reliable. Yeah, currently I have some stuff working in it so far, I mean I can stand on a model and ride it across the map, but other regions atm aren't doing as expected.. yes ACS. Though, if there's a will.. I'll figure it out. :P I feel that the code will need to be clean and forgotten; problem is how well will it work with other thing/entities. 9 hours ago, OpenRift said: Damn, you straight up just made DM6. Nice. Actually no I released DM6^ back in March, and DM4 a couple years ago. ;) DM2 is well.. under construction. Edited December 30, 2021 by Mr.Rocket 1 Share this post Link to post
OpenRift Posted December 30, 2021 2 minutes ago, Mr.Rocket said: Actually no I released DM6^ back in March, and DM4 a couple years ago. ;) DM2 is well.. under construction. I wasn't implying you made it recently, I think I phrased that wrong. 1 Share this post Link to post
Mr.Rocket Posted December 30, 2021 (edited) Oh ok, yeah I took it as it sounded I guess.. no worries. ;) So yeah, DM2 is slowly in the works.. just a little skeptical about some of the mechanical gimmicks it requires atm. Edited December 30, 2021 by Mr.Rocket 0 Share this post Link to post
ketmar Posted December 31, 2021 the only way to make it work reliable is to use 3d polyobjects. ahem… reliable in single-player mode. not much fun for a DM map, i guess… 1 Share this post Link to post
Pirx Posted December 31, 2021 wonderful. dm6 was my favorite dm map in quake. dm4 wasn't that hot because i tend to end up in the lava. 1 Share this post Link to post
Mr.Rocket Posted January 5, 2022 (edited) So here's current progress on DM2 - Claustrophobopolis: I'll make a new topic when it gets close to release. ;) 3 Share this post Link to post
Mr.Rocket Posted January 8, 2022 (edited) On 1/5/2022 at 5:02 AM, DoctorNuriel said: Amazing work!! Thanks! ;) It's getting there! I think I might have something soon. Quote the only way to make it work reliable is to use 3d polyobjects. ahem… reliable in single-player mode. not much fun for a DM map, i guess… eYeah I have a feeling about that. I have yet to tap in all aspects of the situation. it's currently using md3's, I started with .obj but zandronum didn't know what that was so I switched to md3. The ports all see it, and it functions as it should, but some ports don't see it "just right"; either they don't draw the full model as expected or it ends up at different heights. I've mostly been testing under gzdoom but it seems to be expected that, at current version of the map, k8 and zandro will need to be released as separate versions. just for example, zandro has no idea what spotlights are.. and I'd like to at least target these 3 ports.. should have something soon, I'll pm ya something to test if need be. ;) Edited January 8, 2022 by Mr.Rocket 1 Share this post Link to post
CBM Posted January 11, 2022 Well done! Both The Dark Zone and The Bad Place are very nicely made Quake levels! I understand these are meant for deathmatch, but... If you eventually reach 9 quake levels, then you could make a single player campaign with these maps as well. There is a GZD Quake TC that also includes enemies. 1 Share this post Link to post