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Guest dylangivens

Doom 3 Arena (Doom TC for Quake 3) Announment

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Guest dylangivens

Doom 3 Arena TC Announcement of as June 2nd, 2000

At the dawn of the new millenium, Doom is about to embark on a new and maybe a final chapter. Announced June 1st, 200, Doom 3 is going to be created for the PC. But as we will have to wait a long while till the game is released to the masses, I, dylan have decided to bring back the original DooM levels to the Quake 3 engine in a new TC.

Quake 3, one of the most advanced graphic engines found in a game, has had a great impact on the FPS community. I rushed out and bought Quake 3 the day it was released but when I came home, I was greatly disappointed with the poor single player mode. Since there was a large demand for TC's, Mods and other add-ons for the Quake series, I decided to but this project into motion.

I found a really cool site one day, http://surf.to/hawkmoon , which had some really cool DooM 2 maps for the Quake 2 engine. After reading his site for a while, I found some conversion tools to help convert the Doom 2 game into Quake 2 and then into Quake 3.

Time after time, we have seen Doom TC's enter the scene and then they would quit early in the game. But, now the time has come for the ultimate Doom game.

Doom 3 Arena, an add-on game for Quake 3 Arena, will feature everything found in the DooM games plus many new features.

Game Features
-Game Paks released in 32 level sets (Doom 1, 2 and Final)
-All original weapons and enemies remodeled and skinned to bring them to a new meaning of life
-The original DooM soundtracks in MP3 format (enhanced and converted through Timidity 2.9.4)
-Improved AI (some will be smarted than others i.e. Shotgun Guy will be much less intelligent then the Archville
-Enhanced 3D environment (new lighting, fire, true 3D environment which means real BRIDGES, swimmable water, and stuff the Doom engine couldn't support)
-2 Player Models (Doom Girl and Guy from Quake3)
-All 9 Weapons (Fist, Pistol, Shotgun, Super Shotgun, Chain Gun, Rocket Launcher, Plasma Gun, BFG9000 and the Chainsaw)
-Original DooM 2 HUD (enhanced for quality purposes)
-Higher Quality DooM 2 sound samples (weapon sounds, etc.)

Unlike other TC's, this project will start with what we believe was the better of the Doom games, Doom 2. We have already started converting the levels into the .MAP files and will be touching them up with BSP editor. But once we are done with Doom 2, we will move onto Doom 1.

The above features are the DEFINTE features that will be found in the game. Here is a list of things that MAY be but in

-Modified original Levels for Death match, CTF and Team play (most likely will be put in, but this is not top priority)
-New weapons (Double Chain gun, Flame Thrower, Land Mines etc.)
-Character-Weapon Responses (if you use a flame thrower on a enemy, or if he is caught in the fire from the rocket launcher, he will catch on fire!)

This promises to be one of the best add-on games and will promise to keep the original Doom feel. As of now, we are negotiating with Wrynn of Quake3mods.net to host us. But the team is still very small. We are looking for people help with the creation of the game. We need people familiar with Mapping, Coding, Skinning and Modeling. If you are interested, please contact me at dylangivens@mailcity.com Once we are at quake3mods.net, we will be updated very often with screens and info of how the project is going. We are really looking forward to contributing to the Doom and Quake community. I hope you guys will enjoy this as much as we will.

Signed: dylan - Team Leader, NoVA- Mapper and Ken Chalk- Graphic Artist (website and backgrounds)

P.S.

We are done extensive research into making sure that this project is completely legal and in no way are we associated with Id. Software nor are we creating this for a profitable use. The "Doom 3 Arena" game add-on for Quake 3 is made under the "Limited Use Software License Agreement" section 2, "Permitted New Creations", found on page 35 of the Quake 3 Arena Manual. This game may not be used to make a profit and is used solely to promote the great aspect of the Doom series, and the graphical advancement in Quake 3.

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Guest Argh!

Heya Dylan. Just letting ya know I responded to your other post. Didn't wanna retype it all so here's a link ;) http://www.doomworld.com/forums/general/messages/10115.shtml

Your project sounds pretty cool. I wish you good luck on it, and I'm looking forward to seeing some of those classic Doom maps in Q3.

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Guest Death Mage

I'm wary... remember what happened to Generations...

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Guest dylangivens

I'm not at all worried due to the fact that generations was shut down because they used too many Id. Software Licences in one game. My game is completly leagal!! And we all ready have Map01 of Doom 2 done :)
-dylan

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Guest Sethsez

Hey, no fair. Now I'm gonna have to buy Quake III also! :P

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Sounds awesome - guys catching on fire will be really cool. Don't know why you think DOOM 2 is better than DOOM 1 - other than more monsters and SS - the levels in DOOM 2 are too inferior to DOOM to balance out the added monsters and weapon. Instead of doing a DOOM 2 conversion - you should be creative when doing the DOOM 1 conversion - add doom 2 monsters as the game progresses - by level 5 of episode 1 - add a cacodemon in the secret where the teleport is - so when you enter the secret, he starts to hover forward, then goes into the teleport. Add another one on level 6 in the sludge where the blue key is. For episode two you could slowly incorporate some more baddies from DOOM 2 where they would fit well. I also would suggest keeping the conversion as close as possible to the original - even though this means not implementing some of the great game features of Q3A - but how would you add bridges without altering the levels too much? - I guess, say, in E2M4 you could make the sludge go underneath those two structures in the nuke area in the beginning of the level. Subtle changes that utilize the game engine - maybe a sloped corner of the high reaching scielings - subtle stuff - nothing that would be an added part to the level. Just my two cents.

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Guest Sethsez

Also, if possible, use Quake III's engine to its fullest. For example, on O of destruction, use curved surfaces for the O, insted of a direct translation of the original map. In fact, whenever it looks like id was trying to make the surface look curved, make it curved.

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Guest DougF-RiotSoft

The ONLY way to not get foxed by id software is to not copy their textures, levels, monsters, or any intellectual property they may have on DOOM.. which is just about everything... this is why Generations got foxed... even though they made the models themselves they were still basing it off of id's property...now if you make different kinds of monsters set in a likeness of DOOM with dif kinds of levels based on the DOOM series this would be different...and therefore would not be a copy of DOOM but more like an addon...

And another note.. using the "DOOM" name in the name of your TC is already asking for trouble by id software (its a copyrighted trademark)


Now I know some or a lot of you may want to flame me but I'm only trying to help the guy out... I'm all for someone to make an addon set in a DOOM-like world.. I just don't want to see a bunch of time and talent wasted on something that would eventually get foxed..

All the luck to you and I hope everything works out..

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Guest dylangivens

Gotta love NoVA!!! :)
http://www.usfaz.com/insanitych/entry.jpg

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