Well, after some thinking, I've decided to start a sequel to Marc Pullen's QDOOM while integrating pieces of CHASM: The Rift into the storyline. Originally I was thinking of just updating all of the QDOOM content in high-res (which I am currently doing, going to release that pack soon), but now I've decided that making a sequel to it would be better.
The project will be exclusive to 3DGE 1.36+, and will be built with two-player in mind (splitscreen). Objective-driven levels, spanning across 3 different dimensions, with HUB-based gameplay.
Exclusive to QDOOM 2: Fight alongside the Chasm protagonist to destroy the inter-dimensional Rift that Quake and his new allies, the TimeStrikers, are using to spread ultimate destruction. 3DGE doesn't have networking (yet!) so it'll be a local multiplayer game (grab a friend!).
High-Res Quake/Chasm replacements (real models and textures/effects) - in progress
..(Basically, no indexed-color stuff)
Matured OpenGL means much nicer dynamic lighting than the original QDOOM. Dropping all QUADRATIC stuff.
DDF/RTS/COAL combinations to enhance gameplay and world detail
Built for two-player Cooperative:
* Player 1 will have access to Quake's original arsenal of weapons
* Player 2 will have access to Chasm's original arsenal of weapons
* Each player will behave like their respective protagonists
* Puzzle solving that will require their unique skillsets
Level Design will incorporate many styles, such as:
* Ruined City Scapes
* Dark Quake/Shrak-themed Dungeon levels
* Chasm-inspired Techbase levels
* Merge of styles for an otherworldly, HP Lovecraft-type feel later in the game (lots of purple/green/brown)
* Will include enhanced versions of QDOOM's levelset
The basic premise of the QDOOM.2 TC involves both marines teaming up to put an end to Quake's Dimensional Rifts. Each player comes with their own skillsets so it's imperative two people work together to beat the game (it will be on the hard side). It will utilize a lot of features Hypertension had (decals, dynamic lighting code, etc), which are already written and ready to go. The style will be a bit darker to merge both Quake and Chasm's texture sets and level designs. The level design itself will showcase 3D floors, portals, and all the other stuff we can use. Objective-based gameplay like CHASM will be integrated, also like Hypertension, to give the level design more interaction. Unlike Chasm, the original QDOOM, and probably more like Quake though - the level design won't be so flat. Minor voice acting from the two low-poly dorks from the first Chasm will be present for objectives, but that'll be the extent of that. I am putting a specific focus on two-player, based on each character's weapons/abilities. The beginning of the First Episode will start from the end of the first QDOOM and move from there (slightly retconned to include the Chasm guy).
I think some people know here that I'm no level designer (hmm), but I can script the hell out of them, and I'm very good at detailing once they are built. I can do ALL of the programming myself, and in some cases, it's already there (can pull from Hypertension). Even though I never released Hypertension, I did release a lot of progress videos - I hope that's track record enough. Courtesy of Fiend and myself, but we had a good chemistry at the time. I've posted a shot of what the high-res content could look like previously.
Basically, a level designer is needed to bring it to life. I will also be porting this to Dream3DGE so the DC community can have a fun two-player mod to check out. Personally, I'll build a SVN Repo for all of the game assets so changes can be explicity tracked. It worked very well for Hypertension's development.
What I'm looking for:
Some have expressed their interest, but what I'm looking for specifically are level designers. I'm thinking this Total Conversion could run 3 episodes long at 4-6 levels each, so it'll be longer than the first QDOOM but also more varied. People who have an interest in making Quake-like maps, and people who can adapt their styles to mimick Chasm's visual design. I can do slots for mappers but I do work closely with them, and a general cohesive design will need to be implemented as a standard. While Quake/Chasm didn't have hardcore continuity, HUB-based level design will need to have it. Like I said, I can do the level scripts, level effects (custom linetypes, DDF ehancements, etc), and pretty much any coding needed. I'll start off by cleaning up QDOOM and adding in all of the dynamic lighting code from Hypertension (the Utility crap, as I like to call it). I've already started converting all of the textures/models to their respective original counterparts. The only thing that'd be needed are Chasm textures and models. I'm not sure if a model viewer or ripper has been written but I'm also fairly certain it can't be too hard to reverse-engineer. If that fails, then I'll model (or find people to model) Chasm material. They aren't terribly high-res either, so it shouldn't be difficult.
Of course, the mapping format will be EDGE, and I know not a lot of people here have mapped for the engine, but it's quite easy to learn and powerful once you get the hang of it.
You are free to contact me here or by email, whichever you prefer. I'll be setting up the Repo in a week or so.
Criticism is open for the idea as well, if you guys don't think it would seriously mesh well, then it must go. I, however, have hopes - but I also have strange taste..
♡ 3DGE source port ♡
Last edited by Chu on Jun 12 2013 at 04:00