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DooM_RO

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Everything posted by DooM_RO

  1. DooM_RO

    How many level designers worked on Doom 3 and Quake 4?

    It also probably took longer because they were innovating and making new workflows. Even if you are making a map for a wholly different game what you played before has a huge impact on the creation process and Id likely didn't have a point of reference for that level of detail.
  2. DooM_RO

    How many level designers worked on Doom 3 and Quake 4?

    I know what you mean but there actually are quite a few Dark Mod levels that have that level of quality. For example, most levels by Bikerdude and Melan. There is also Down by the Riverside and other fantastic maps.
  3. DooM_RO

    How many level designers worked on Doom 3 and Quake 4?

    I know this is the case but then how are people able to churn out maps for the Dark Mod on a semi-regular basis?
  4. DooM_RO

    Doom 3: Final Scream (Community Project)

    Well, you have a point, a really good one in fact. I've been thinking about it too. Do you think there is a painless way to make my map Boom compatible? Can you take a look at it? I really want it to be part of the project. I mean, aside from those little but still important things that I mentioned, it was really made with vanilla/boom in mind from the start. I don't usually like venturing beyond Boom. The only reason I use GZDoom nowadays is because of those small features.
  5. Hello everyone! So a while ago @hidfan @Mr.Rocket released the wonderful "Doom 3 for Doom 2" textures pack, which also includes a 256 version adapted for the Doom pallete. I was incredibly impressed with their work and since I have a soft spot for Doom 3 and its artistic achievements, I immediately started working on a humble map that gradually became a lot larger. The Doom 3 textures work really well in classic Doom and I think there is a lot of untapped potential. I also think that working with these textures made me appreciate Doom 3 in a new way. So I thought to myself: It would be a shame to let these textures be forgotten when there is so much potential so why not make a community project? The name of the project is Doom 3: Final Scream and the goal of the project is NOT to make Doom 2 as much as possible like Doom 3 but rather combine the style and gameplay of both to create something both fresh and familiar. Basically, take the best parts of both games and make a WAD out of them. Emphasis will also be put on Environmental Storytelling. The WAD is not meant to be ultra-realistic (although emphasis should be put on realism/believability) nor abstract (you can use abstract areas where you think they make sense/improve the gameplay). Use both styles where you think it makes sense. Here is an example of Environmental Storytelling. Do you have a weapon placed somewhere on the map? Perhaps a secret? Why not tell a story about how it got there? Put a dead marine there and then also make a puddle of blood out of sectors and a blood texture. Maybe also put a few dead monsters to show that he put up a fight! The WAD will have THREE episodes: The first one is set in UAC facilities, the second one is set in Archeological Sites/Forgotten Martian Temples while the last one is set in Hell. Each episode can have small segments that are inspired by the other ones. So an E1 map can have a section that is Martian or Hellish. Similarly, E2 maps can have small parts that are like E1 or 3 and so on. Here are the rules and guidelines: * You will use the 256 color version of the "Doom 3 for textures for Doom 2", which can be found here: https://www.doomworld.com/forum/topic/92309-doom-3-textures-for-doom/?page=1 * The WAD is intended for GZDoom. * You may NOT use custom texture sets but you MAY use Doom 1 and 2 textures. They actually work really well with the Doom 3 textures (but not always). A lot of WADs use textures from Heretic/Hexen (for example) but the WAD still feels like Doom. Apply the same principle. * The overall goal of the project is to MELD the best aspects of both games. * You CAN make use of sector furniture and electrical appliances but don't go overboard! * Running is disabled on ALL maps in order to create a survival horror aspect. I found that this can actually create some pretty interesting gameplay with the Doom 2 monsters. * It is recommended that you use the amazing PSX Doom/Doom 64 soundtrack by Aubrey Hodges, ESPECIALLY the new bonus tracks. They can be found here: https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack-20th-anniversary-extended-edition * This project will use the PSX Doom sounds. I have already made a map using these textures back in January called Primary Excavation Site that you can use as a rough guideline. It is likely going to be a mid-episode map. I will probably also change the name of the map in case someone wants to create a level that is truly fitting of the name. You can get the WAD here: https://www.doomworld.com/files/file/19062-doom-3-primary-exavation-site/ Also, Guneiu Trapella made a FANTASTIC playthrough of my map. It almost feels cinematic at times without being scripted. And here are some screenshots too: Map slots: Episode 1: E1M1: E1M2: E1M3: E1M4: E1M5: E1M6: E1M7: E1M8: E1M9: Episode 2: E2M1: E2M2: E2M3: E2M4: E2M5: E2M6: E2M7: E2M8: E2M9: Episode 3: E3M1: E3M2: E3M3: E3M4: E3M5: E3M6: E3M7: E3M8: E3M9:
  6. DooM_RO

    Doom 3: Final Scream (Community Project)

    Well it's going to use the 256 color version.
  7. DooM_RO

    Doom 3: Final Scream (Community Project)

    I still think it's more convenient to use GZDoom and design it as if it were for Boom. If more people want to do what you described it the navigation of the texture selection would become very bloated. What do you think?
  8. DooM_RO

    Doom 3: Final Scream (Community Project)

    Sorry for being dense but I don't really understand the solution. There are also a lot of small little custom alignments that give the floor a specific look.
  9. DooM_RO

    Doom 3: Final Scream (Community Project)

    Maybe. Problem is that I've only used Slade a little bit. I am used to using just GZDoombuilder because I am more of a vanilla mapper. I would also be missing a few linedef actions that would break the map.
  10. DooM_RO

    Doom 3: Final Scream (Community Project)

    @DeXiaZ I have to admit, balancing the map was very hard because I wanted to keep the slow pace and survival horror of Doom 3 but with a monster count and monster variety closer to Doom 2, as that was one of the main criticisms of Doom 3 : too few monsters and too little variety in how they were used. You can never be sure if the player has too much or too little ammo, if they find a secret or not, how many secrets they have found, etc. I wanted to make the player feel under pressure but it was quite hard. I also tried to make the player run away from monsters occasionally, survive by provoking infighting and make the player desperate for secrets and new weapons. And I do agree that it is a bit clunky. If this thing takes off then I will probably make a couple of changes to the beginning. I do think it gets a lot better towards the middle of the map. So this is what I wanted to achieve. If you have any suggestions how I can improve it then I am all ears.
  11. DooM_RO

    Doom 3: Final Scream (Community Project)

    Those were just rough examples. I mentioned BTSX because I wanted to show that you can do a lot with less and that is kind of the goal of this project I am not saying we should start emulating it. @DeXiaZ mentioned Threshold of Pain and while I was not consciously thinking about it when making the map, it is certainly a good inspiration (especially because the level design often feels like Doom 3 in TOP). When I made it, I designed it like a vanilla map but with Doom 3 textures in mind.
  12. DooM_RO

    Doom 3: Final Scream (Community Project)

    Yes, I agree but there is already a map in the WAD so those features might make the transition jarring, going from a mostly vanilla map to a map that has tons of little details and 3D models and floors over floors etc. Plus, think of it as a challenge. The only reason I used GZDoom was because I want to be able to use flats as textures and vice versa, align flats and has some specific linedef actions. If it hadn't been for those it would have been a Boom map from the start. So bottom line, I want it to be (mostly) vanilla.
  13. DooM_RO

    Doom 3: Final Scream (Community Project)

    Not really, while I really like TOP, it wasn't really on my list of inspiration. E1M7 and E2M7 are what maps usually inspire me. But yes, TOP is a really good inspiration for what I am going for and I actually encourage people to make their maps in that style but with Doom 3 textures. As for the demons crowds, you're actually the first person who had a problem with them so it might be subjective. You can make whatever gameplay you want/think is balanced. I offered my map as an example for how the detailing and architecture should look like and to show that you don't need any fancy stuff to make it feel like Doom 3.
  14. DooM_RO

    Doom 3: Final Scream (Community Project)

    @DeXiaZ I think it would become a lot clearer if you took a look at the map.
  15. DooM_RO

    Doom 3: Final Scream (Community Project)

    You can align flats in GZDoom, use textures as flats (and vice versa) and there are some useful linedef actions too. If it weren't for that I would have made it for Boom. As a rule, I don't really like moving beyond vanilla but being able to align flats is very useful when working with these textures. Also, I found that you can create some interesting gameplay if you disable running.
  16. DooM_RO

    Doom 3: Final Scream (Community Project)

    I mean from a visual POV. BTSX is a good example of the style. This will have more realistic/believable layouts but BTSX is an example of what I want. I don't see what is wrong with the approach I chose. I think it worked in my map. There are plenty of Doom 3 WADs that are full of micro details and 3D models.
  17. DooM_RO

    Doom 3: Final Scream (Community Project)

    There are plenty of Doom 3 WADs that use those techniques. I want to make something a bit more vanilla.
  18. DooM_RO

    Doom 3: Final Scream (Community Project)

    There is no deadline.
  19. DooM_RO

    Doom 3: Final Scream (Community Project)

    Also, please don't think that I am making this all about me. It's just that I think project cohesion and consistency are very important. It would be very jarring to jump from a map that uses no 3D models, PBR and custom textures to one that has tons of intricate little details, special lighting, items and monsters. So ideally, the maps would have roughly the same style of detailing and design.
  20. DooM_RO

    Doom 3: Final Scream (Community Project)

    Overall, I found that many Doom 3-themed WADs tend to get quite bloated because they try too hard to replicate Doom 3. I wish to keep it simple, classic and clean.
  21. DooM_RO

    Doom 3: Final Scream (Community Project)

    Thank you for your interest @StormCatcher.77 1. There are no deadlines. I see no reason for them. 2. Man, I don't know. It's a bit tricky. I find that when you have so many mappers that that each can use their own resources the project can lose cohesion fast and deviate from what it's supposed to be. I'll think about it. The martian and hell textures, while plentiful, are not quite as diverse as the UAC ones. We'll see. If more people want more textures then I will consider it but even if it is decided that we can use custom textures, they won't be introduced randomly. It will probably be a community decision. But for the moment let's see what we can do with the default textures. 3. No 3D models. As mentioned before the WAD is not really supposed to be 100% Doom 3. It is supposed to be Doom 2 and Doom 3. Have you ever played a Doom WAD with Heretic/Hexen textures but it still feels like classic Doom? Map 27 from Scythe 2 feels a lot like that. I intend to do something similar. 4. No PBR textures at all. It uses the 256 color version. 5. I'm not sure about that. I never made any super complicated stuff. I come from a Boom background but in general, the maps are supposed to be detailed but not super detailed. The detail is supposed to come more from how you use the textures and how your create the level geometry, not from super small and intricate details. I repeat, the intent is not to make it as much as possible like Doom 3 but rather adapt its style to classic Doom. You can use the map I provided as a rough guideline for the style.
  22. DooM_RO

    Thoughts on the /idgames archive?

    This. This is exactly what we need. I don't like the current system. It's very cumbersome and outdated.
  23. DooM_RO

    What are your favourite 'Hidden Gems' Games?

    DEFINITELY the Men of War series. I simply don't know how this isn't more popular. This should be up there with the big ones! It's like Battlefield but in RTS mode. It is chock full of content and has a great modding community too. I also really like its no-nonsense and realistic feel it has.
  24. I want one. I thought they could have used the MP maps for just that. That way all that art would not have gone to waste.
  25. DooM_RO

    Demonastery - work in progress

    @Nootrac4571 As for music, I think something with chanting and organs would work better but that's just me. Something like this:
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