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Xegethra

GTA Doom - WIP - GTA + Doom - Unstable

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Hello, this is a map of mine that I have been working on for too long, but it is in some state that I now need more than my friends to test it. Still a W.I.P.
 

My main goal with this WAD is to bring Liberty City from GTA 1 into a first person map. I'm aware of GTA games having the original maps as mods, and the original creator of the series has made his own 3D version, however, as it is those renditions are rather spartan with just the base map but my intention wasn't just to make a map. I thought having some gameplay would be fun too so I chose to make it in a Doom source port, as of now you can play deathmatch in the map. The idea is to remake the map (Can't really port it..well, I can't) and bring it into a more believable city landscape as I had always wanted it to be. It is also a chance to make the map to how Rockstar, formerly DMA might have made it had they managed to make it in third/first person. Plenty of games set in sizeable cities had done this, even before GTA, I don't really know why they didn't.

*Warning to anyone who plays this map, there a lot...a lot of flashing neons 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*

In order to play, you just load it up in GZDoom or Zandronum. You no longer need to load the skins WAD as there is no separate WAD for it this time, I have combined it with the main WAD, load it with Doom 2 all the same. The map is pretty large, and it may chug quite a bit. It is best played in the Zandronum port with Doomseeker for online, as it plays with the alternate player starts much better although it will load in other things, but may not play as intended.

You can get it from here.
On Mediafire
On Dropbox
Now that I have vanillerised a lot of what I should have done before hand, and simplified a lot of things, I have managed to reduce the size of the WAD by a few megs, while even adding more detail. The sky has fixed itself, if it breaks then I'm sorry..really. I don't what causes it to do this or what even fixes it).

As I have done all that touching up, I am now embarking on pedestrian implementation. I am no sprite artist, so looking into a friend to help me some of that. I have managed to get the mechanics in a workable state with test pedestrians however. They even get scared of you when you shoot!


Map layout comparison.

 


vKHkn.png



Here are some pictures.

 

Spoiler

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Here is a video of the map so far.

 


Work in progress video of the NPC's.

 

 

 

 

 

 

 

 



Old version of the map.

 

 



Changes from the original map, plus to do list

Spoiler

There are some changes made from the original, they include.
- Various rooftop access points, around the map I have attempted to lift the player off the ground for something a little more interesting. As of now most building rooftops that can be accessed can be done so by bright red ladders.
- A variety of business fronts, both from the GTA series and of my own making.
- Much more building height variation, although all of the buildings (Barr the Island City ones) still have their original floor plan layout. I have placed actual skyscrapers in the Island City area, which is supposed to mimic lower Manhattan.
- A tunnel linking Island City to the Guensey spoof for ease of access.
- More real life landmarks spoofed than in the original, including Cleopatra's Needle, Trump Tower, Times Square, Statue of Liberty, Some Hotels, Empire State Building, Chrysler Building.
- The Red Light district is more prominent, it occupies the same place as the original but I made it more like a district. The area is marked with a red pavement.
- Made a town-hall/courthouse.
- Omitted a really small island that was originally a secret island, I may remake this but I neglected too as I wanted the bulk of the city done first.
- Added in roads at the map limits "Leading Out" to a larger city area, to give an immersive feel that the city is part of a world and not just a closed circuit. These are blocked off and marked with police tape.
- Much more neon around the buildings, a bit surreal but hey, video games.
- The broken bridge in the original GTA is now a full bridge, but it has holes in it. I had trouble with 3d sloped floors again.
- Added in a China/Asia town full of Far Eastern businesses. A work in progress area at the moment.
- Added in a Little Italy with various Italian businesses.
- Some minor texture changes to the buildings and whatnot, as they were originally drawn with a top down view in mind, they often didn't have any top or bottom graphics on them.
- Blended the two colour schemes together for more colour variety. GTA 1 came with 24 and "Grey" colour schemes. I had to choose where to display the 24 and where to display the "Grey" colours depending on which I thought looked better there.
- Some parts of the map that didn't have any details on them, I have had to improvise. As in the original GTA you didn't see the map from those angles, no detail was put in.
- Redid the overhead traffic sign posts, they look like they might provide the citizens with some actual direction now.

- Added in a little bridge over some tracks at one train station, for immersion.
- Added in a couple of extra train stations, a lot of areas the tracks go through don't have stations where they otherwise could do. For immersion purposes. There are no changes to the track layout.

There may be other things but those ones differ the most.

Some stuff yet to do.
- Add in traffic lights.
- Possibly add in some interiors.
- Awnings for buildings if I can figure out slanted 3D floors.
- Add cars.
- Add pedestrians. *work in progress, spawners done, creating the peds.*
- Recreate the GTA 1 weapons. *Done*
- Make original GTA 1 character selection. *Done*
- Destructible items. *Done*
- Maybe add in gamemodes other than deathmatch. So far you can explore, or play deathmtach.
- A couple more buildings need businesses in, but it is mostly done over all.
- Working trains, like Duke Theft Auto had.
- Radio stations for the cars, can go without if needs be.
-Ability to spam farts and burps. *Done*


As of V4.0 I have found the Alpha 3.0.0 of Zandronum, I had missed it before. So I have decided to try and get my WAD working with that, shouldn't be too hard as Zandronum is an extension of GZDoom anyway. So, there will probably be no more releases until Zandronum gets its full release....well no substantial ones anyway. The Deathmatch mode works as it should while using Zandronum, but only in Doomseeker it seems, ZDL while it works, it keeps desyncing and doesn't use the random spawns, but Doomseeker does. As for GZDoom, I have not been able to get deathmatch working in that, not properly, but you can try the WAD in that if you want. I will only be using Zandronum Doom 2 UDMF from now on.

Here are some developmental images. (Newer screenshots on top)
http://old.postimg.org/gallery/t3vqy504/

http://old.postimg.org/gallery/1c7tmj7p0/
https://postimg.org/gallery/1k7anc16c/
https://postimg.org/gallery/v9ab5gdw/
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http://postimg.org/gallery/ekcoztf8/
http://postimg.org/gallery/3i9aw6afo/
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http://postimg.org/gallery/2j9pnmqgk/
http://postimg.org/gallery/391ifzfis/
http://postimg.org/gallery/jky9vwwk/
http://postimg.org/gallery/1v7sx5rkk/
http://postimg.org/gallery/3dioxzq50/
http://postimg.org/gallery/3444bp3x0/
http://postimg.org/gallery/maa0hgpw/
http://postimg.org/gallery/3hi6khptw/

Also, thanks to everyone on the Doomworld forums who have helped with various problems and challenges! Same goes to all of my friends who have helped playtest it.

As always, things are subject to change as it is a work in progress map.

Old Versions

http://www.mediafire.com/file/vv2miqneot685pw/GTADoom_V4.3.6_-_Xegethra_-_June_2017.rar 
https://www.mediafire.com/?vj3ms8du2scmh24
http://www.mediafire.com/file/cc0cfo4q86zkccx/GTADoom_V4.3_-_Xegethra_-_May_2017.rar

http://www.mediafire.com/file/4jbj6s60kan7l6r/GTADoom_V4.2_-_Xegethra_-_May_2017.rar
http://www.mediafire.com/file/up2yngn1wl4dlm8/GTADoom_V4.1_-_Xegethra_-_May_2017.rar

http://www.mediafire.com/file/b4c3odhng7jkybk/GTADoom_V4.0_Old_GZDoom.rar

http://www.mediafire.com/file/csc180yfljy74zs/GTADoom_-_V4.0_-_Xegethra_-_May_-_2017.rar

http://www.mediafire.com/file/e37uluacbu0wlzs/GTADoom_-_V3.6_-_Xegethra_2017.rar
http://www.mediafire.com/download/sk99wg59zr28om4/GTADoom_-_V3.1_-_Xegethra_-_June_2016.rar
http://www.mediafire.com/download/2wr9u6u3rtowh7s/GTA_Doom_-_By_Xegethra.rar
http://www.mediafire.com/download/omw59t7arv6akun/GTADoom_-_Travis_-_June_2016.rar

 

Edited by Xegethra : The renovation has made a few more buildings more vanilla like in their base textures. I have a handful of textures left to replace.

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The framerate on my end here was unbearable, but I looked around the map and liked what I saw. Looks really great, and it has a nice city athmosphere. :D

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Framerate on my end was also quite poor but the map looks great! I can't wait to see more progress on this.

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I dont see myself playing this, but very cool proof of concept. I love Grand Theft Auto

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DMGUYDZ64 said:

Sweet, Is this going to be something like that "Doom Center" mod ? Also you failed to embed screenshots lol .


Yes, I screwed that up haha. I'll fix it.

Is that Doom Center mod that one with all of those arcade games in it, and those flying cars?

Thankfully the hostel has a computer room, so I can revise the post a bit better.

NRC said:

Framerate on my end was also quite poor but the map looks great! I can't wait to see more progress on this.


Yeah, the map has quite a bit of detail crammed in there so I'm not entirely sure how it'll run for others. For me the framerate is quite choppy for the first few seconds, then it sets in.

40oz said:

I dont see myself playing this, but very cool proof of concept. I love Grand Theft Auto


Indeed, I thought I'd give it a go. Make it third person, but not only that make it feel more like a city than it used too.

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Xegethra said:

Yes, I screwed that up haha. I'll fix it.
Is that Doom Center mod that one with all of those arcade games in it, and those flying cars?

Yeah i suppose, It didn't offer many things though, ZDaemonCity however was much better with objectives, and Stuff to buy from stores .... etc

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Ahh, well I didn't intend on anything like that. Just a citywide deathmatch and possible turfwar/other mode. And because it is a GTA themed map, a freemode perhaps too.

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I feel like this would be cool to just walk around in, even without fighting monsters. Maybe with some objective like collect all hidden packages or whatever.

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Tormentor667 said:

This sounds interesting :)


Why thank you!

kuchitsu said:

I feel like this would be cool to just walk around in, even without fighting monsters. Maybe with some objective like collect all hidden packages or whatever.


I could indeed make a mode like this as well if people would like. If people want something to just explore then I can do that too.

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Turf wars sounds like a good idea to me, also are you going to add swearing?
I mean if turf wars will ever be implemented, then gang members should use swearing against thier enemy/rival gangs if you know what i mean.

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Fonze said:

All I want is a star "wanted" system ;p


I would like this too, hopefully as a setting so people can toggle it.

J.B.R said:

Turf wars sounds like a good idea to me, also are you going to add swearing?
I mean if turf wars will ever be implemented, then gang members should use swearing against thier enemy/rival gangs if you know what i mean.


I think I will, I know how to add sounds to monsters/things so it's just coming up with something for them to say. I want to avoid using sound clips as they might not fit in with each other, so I'll have to get someone or do the voices myself.

I'm thinking of including gangs from GTA 1, that would be The Mob/Sonetti's or Vercotti's, Uncle Fu's gang, El Burro's gang, The Rasta's and the Angels of Death. I might also add in the Zaibatsu and the Krishnas. My sprite art is wonky and terrible, but as I've made custom monsters before for other WADS I can get a working selection. I might have to draw and digitise some images as creating new sprites that are human is hard for me. I'm not much better at drawing but I'm a hell of a lot better at it than human pixel art. I'll only need to make one sprite per gang and colour in their outfits green so people can choose the colours.

From what I gather the mode would be a team deathmatch, but also a sort of turfwar if I provide backstory about the gangs fighting for the area...whoever wins the match win the area. That's one of the things that ties in with all of the police tape around the edges of the map, I wanted to provide roads that make it look like a connected city and the map is just the middle of it all..so I chose police tape because of all the violence and whatnot.

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This is really quite impresive.

If i recall correctly, Batman Doom had car sprites that could be of use. However, the cars navigation on the map might be a problem.... You might need to use some complex ACS scripts for this

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I'm debating with myself about the use of sprite cars or low poly cars, only because in the map you can get above the roads and looking down on sprite cars would be a bit jarring. I can get a low poly car set from the google warehouse if needs be. But sprite cars...it would be easier to attempt a recreation of the original vehicles. If you could make a set of sprites that can be looked on down from above then I would go that route without thinking about it.

The car navigation, yeah I'm a bit unsure about it. There must be a way to do it, to have them spawn, follow a route and then despawn again. Same with pedestrians, I think I'll have to try and copy Duke Theft Auto Methods or something.

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I had the chance to try it out yesterday... The map it's unplayable on my computer. the framerate it's unbearable on my computer (as low as 2 FPS).

I've ran on this issue before when i tried to make a huge city. The problem it's that your map it's a big open space and there are no visual obstructions, so the engine tries to draw it all the sectors in front of the player at once. If you delete some buildings (leaving them as empty spaces, not sectors) the framerate improves because when you face an obstruction like that, the engine doesn't draw the sectors behind it.

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Gustavo6046 said:

Awesome project!

It's cool to have a GTA Doom around. The GTASA Doom would realize the dream in my sig :)


Hah, maybe in the future I can make a Grove Street battle map.

DMPhobos said:

I had the chance to try it out yesterday... The map it's unplayable on my computer. the framerate it's unbearable on my computer (as low as 2 FPS).

I've ran on this issue before when i tried to make a huge city. The problem it's that your map it's a big open space and there are no visual obstructions, so the engine tries to draw it all the sectors in front of the player at once. If you delete some buildings (leaving them as empty spaces, not sectors) the framerate improves because when you face an obstruction like that, the engine doesn't draw the sectors behind it.


Yeah the map is just as is, I don't really know any shortcuts like that though. Is it stuttery all the time or just when loading in?

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Im afraid that the framerate stays that low all the time. But i have a potato computer so there's that. Still you might want to optimize the map to improve the framerate if you are planing to add cars and pedestrians, since a massive ammount of actors roaming the map might affect the performance

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Ahh that sucks. Yeah I will try to optimise it where I can but ultimately I think it will still need a bit of power to run.

But thanks for pointing it out, I'm not sure, but perhaps low poly buildings could work? Or do they take up more data than lots of sectors? They'll still be simple square blocks.

Oh well, I'll think about it as I fly back to brum.

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Slanted 3D Floors work just like regular 3D floors, except you use the dummy sector to apply the slant.

This looks really impressive! Good lord!

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Some of these shots remind me of Splatoon for some odd reason, it must be the vivid colors and busy visuals.

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everennui said:

Slanted 3D Floors work just like regular 3D floors, except you use the dummy sector to apply the slant.

This looks really impressive! Good lord!


I tried this but I guess I was doing it wrong.

Jaxxoon R said:

Some of these shots remind me of Splatoon for some odd reason, it must be the vivid colors and busy visuals.


I see....Well, GTA 1 was very colourful..

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Updated again, the deathmatch gameplay has been cleared up a bit and there are now two characters to play as. Travis and Troy.

Ammo pick ups now show in boxes with the respective images of the guns, ammo is also written on them. There are now health to pick up in various spots around the map. The whole map has been populated with guns and ammo, and player spawns now.

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Another update. I know its been ages but I'm only one guy.

Anyway the game is still largely the same, but I have done some stuff to it. All weapons from GTA 1 have been recreated, there is health and armour, destructible items, a shotgun, all 8 original GTA 1 characters are playable, more areas to explore.

The physical map is also still getting businesses added to it as times goes on, this will always be the case as well as other stuff.

I am hoping that the deathmatch works for you guys. One of my friends is a chore to connect to while the other isn't...but I can't test with him all the time so I need people here to give it a shot.

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