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GhostGuy

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About GhostGuy

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  1. If anyone find any interest of this, I have uploaded one map for Quake 4 which can be played as a single player (sp_q4house.pk4) or as a cooperative multi-player (oc_q4house_ng.pk4). Just be aware, the cooperative version can only be played under the patch 1.3 where as the single player version can be played under any recent version of Quake 4. If someone figured out how to play the cooperative version on the Steam Version, let me know. Enjoy. Q4 The House: https://www.moddb.com/addons/q4-the-house Q4 Open Coop Techdemo 2: https://www.moddb.com/mods/q4-opencoop/downloads/q4-opencoop-techdemo-2 Quake 4 Windows 1.3 Patch: https://www.moddb.com/games/quake-4/downloads/patch-full-windows-1-3 Video:
  2. GhostGuy

    The House and the Fort

    This is a revised version 1.1 which has been uploaded for the last few days. Unfortunately, there wasn't much improvement in the performance. I have replaced the rock valley with 'basic' terrains of sand and dirt. The custom textures seem to improved a little bit with 'roughness' which I have intended to be. I have added as much light as I can without sacrificing too much on the performance. This was reason for the performance drops. The custom music has been taken out and replaced with the soundscape from the original Doom 3. I did this to reduce the file size for download. My apology. This is good is going get for now since I can't seem to tackle the performance correctly. Enjoy. The download for this version can be obtained from here: https://www.moddb.com/games/doom-iii/addons/the-house-and-the-fort-revised-version-111 https://www.youtube.com/watch?v=TfiPhm3kOv4
  3. GhostGuy

    The House and the Fort

    It seems I have found a tutorial on YouTube about "terrain" creations. This is very helpful.
  4. GhostGuy

    The House and the Fort

    Tetzlaff, I appreciated for taking the time to review this map set. You pretty much nailed it of what I was looking for in this critique. Thank you. What you say in the 'good' was a nice touch in every aspect. Primary, I would focus on the 'bad' to improve of what you have addressed: -I totally agreed with the geometry of the rock valley. I have not yet tackle the adaption in creating 'terrains' yet. Apparently, I'm trying to find tutorials regarding this. Have any idea where I can best find information regarding this? -I'm tackling the custom textures at this moment. I have realized I was using an old script based on Quake 3 format. I'm looking at the Doom 3 .mtr files to address the issue. -The custom music in "The House" might stay for the time being. Although, it's an oldie of mine from the 90s. I thought this would give a player a sense of his/her 'heartbeat' racing faster as he/she go through the map. It was meant to be franatic. However, again, it maybe a little bit too much. I'll see if I can substitute with another 'new' tune--time to dig out my old keyboards again. -Performance? Definitely, need to be polished somehow on "The House". I see what I can do with that. I'm hoping that when I do create the 'terrains' it would resolve this issue. -Lighting was always a big issue with me. I'll see if I can improve that area for sure. -Item placements would be taken into consideration as well. I'll sprinkle (spread out) them more. If I get this frame issue resolved, I might even put more enemies as well. As for the Fort, I might twinkle that a little bit but not as much as I would do for The House. We will have to see. Once again, thanks for your input. By the way, here's the video of "The House and the Fort" (including "The Doctor's House") running under the Mars City Security Cooperative Mod if interesting: https://www.youtube.com/watch?v=RrVHZv98VJI
  5. GhostGuy

    The House and the Fort

    Sure! Any feedback would be appreciated. Thank you. How's the frame rates on "The House"? I'm trying to make it work smoothly under the Mars City Security Coop Modification or even the LMS Coop Modification which is my next task.... My pleasure! Thank you.
  6. GhostGuy

    The House and the Fort

    If anyone interesting, I had uploaded a video regarding what I was working on. The download link for this map set can be obtained at Moddb: https://www.moddb.com/games/doom-iii/addons/the-house-and-the-fort https://www.youtube.com/watch?v=tO-vJLEEQHI
  7. GhostGuy

    Three SnapMaps Preview Video

    If anyone interesting, I created a video regarding three snapmaps created under the name Dark Cat '90. These snapmaps are very simple for a short gameplay if anyone is interesting to go for a round with these. Enjoy.
  8. GhostGuy

    UMCS MapPack

    If anyone interesting, I have managed to partially convert some single player campaign maps for the Mars City Security Mod. There are three sets (pk4) in one zip file and are considered to be unofficial. If you want to take a round with these sets you can obtain them from my personal web page: http://www.babins.org/Guy/UMCSMP Alternative link: https://www.moddb.com/addons/umcs-mappack Please read the .txt file for additional instructions, contents, and credits. Three Sets: Unofficial Classic Doom 3 1.3.1, Trite Breeding Facility Plus, and Skyscraper This is a sample video: I'm not planning to convert anymore since there isn't any special request to do more or "just a lack of interest" in a sense.
  9. I thought I start a new topic regarding two unofficial packs for Mars City Security Mod (Cooperative) if anyone interesting. As stated on my original video post, I have the unofficial Classic Doom 3 1.3.1 running under this mod. Right now, I have Version 2 of this unofficial pack on my personal webpage if anyone wants to take shot on this one. This version has the keys working where you need them to access the doors. This has been discussed on my original post. As it now, I have a second pack on my webpage which is an unofficial cooperative map version of Trite Breeding Facility Plus if you want try that one as well. Both pk4 (zipped files) can be retrieved from this site: http://www.babins.org/Guy/UMCS.htm Doom 3: Return to Episode 1 (unofficial Classic Doom 3 1.3.1) [version 2] Trite Breeding Facility Plus (unofficial cooperative map version)
  10. Version 2 is up now. This time there are keys to pick up and have to use them in order to access doors. Now the gameplay is much closer to the official pack. Enjoy!
  11. This video is a showcase of what I referred to as DOOM 3: Return to Episode 1 which is actually an unofficial Classic Doom 3 1.3.1 running under Mars City Security Mod. I had personally edited the entities and adjust a few things from the actual .map files in order to make them work under the Mars City Security Mod for Cooperative. The video does show two players playing; however, I was playing both players at the time--the reason why one player appears to be standing still as I was presently going back and forth playing for each player. Also, I had replaced the Classic Doom 3 music with TNT Lorcan Remix (TNT music remixed by Lorcan) for my personal taste. Therefore, all the maps have been replaced with the music by Lorcan which is why I decided to titled this differently. I do have a download link for this pk4 if you like to try it yourself. However, please read the accompany .txt file for your precaution since it's unofficial. There were a few things that didn't work--like there are no keys to pick up and such. The download link for this pk4 can be obtained from my personal webpage: http://www.babins.org/Guy/UMCS.htm REQUIREMENT MOD: MARS CITY SECURITY https://www.moddb.com/mods/mars-city-security FYI--Official Links: CLASSIC DOOM 3 1.3.1 https://www.moddb.com/mods/classic-doom-3/ LAST MAN STANDING COOP (INCLUDES CLASSIC DOOM 3) https://www.moddb.com/mods/last-man-standing-coop TNT LORCAN REMIX (TNT MUSIC REMIXED BY LORCAN) https://dengine.net/addons
  12. Showcasing edited game play of "Skyscraper" (Single Player Version) under Mars City Security Cooperative Mod for Doom 3. I believe the background music came from this source: TNT Lorcan Remix which can be downloaded here: https://dengine.net/addons Links: Mars City Security Cooperative Mod https://www.moddb.com/mods/mars-city-security Skyscraper (Single Player Version) https://www.moddb.com/games/doom-iii/addons/skyscraper-for-doom-3-single-player-version Skyscraper (patch) https://www.moddb.com/games/doom-iii/downloads/d3skyscrapermcsfix
  13. Dreamscape was tested for single-player which works very well. However, couple of things to be aware if you decided to go for the multi-player route. First, teammates must be in the same room for one to activate the argent pod. In other words, as a team, stay together. Apparently, it would intends to 'break' the flow if one player is out of the module if another player is activating the argent pod---another bug for SnapMap I guess. Another issue is when a player does activate the pod or a wave is started, other players would not see the countdown of the enemies killed (it appears to be on the first wave all the time). The kills do count but other players would not see the change other than the first player activating the wave. Remember, as a team, stay together when activating anything since survival is crucial. Code: CH9VX5U8
  14. I have uploaded a new video regarding this wad with the sounds from the game itself if anyone find an interest viewing it. Enjoy.
  15. If anyone interesting, I have published a quick game play snapmap titled "Sleepless Territory" which is under the name Dark Cat. Dark Cat is my other name for my Windows 10 computer. I usually go by "GhostGuy" for my other published maps if anyone was curious. I just have two accounts for game testing purposes. The code for this snapmap is BVW37RSG if you want to take a spin on this. Here's an edited gameplay of the map:
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