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 Post subject: Escape From Deimos / Sigma Quadrant 2 (wip)
PostPosted: Wed Jul 19, 2006 2:38 am 
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picked up a pistol
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Sigma Quadrant 2, the fourth map in the Escape From Deimos expansion is currently in the works. Part of this map will take place in an underground facility/hangar.

Sigma Quadrant 2 may be my last individually released map for doom3. I have also changed the map count in the expansion to 6 maps due to the project lasting too long.

The map list is as follows (also the other previously released maps, Refueling Station and Sigma Quadrant 1 will be updated when the expansion is completed).

Map01: Sewers
Map02: Refueling Station
Map03: Sigma Quadrant
Map04: Sigma Quadrant 2
Map05: Theta Portal Labs (aka T-Labs)
Map06: The Shores of Hell


A short summary of the Escape From Deimos story:

You are a marine who has witnessed the attack on Deimos and after learning about the Theta Lab scientists being part of the attack, you make your way to source of the invasion. Deimos, known to have many bio-weapon research experiments, is now crawling with them.

Replayability is this expansion's goal, most of the maps will allow the player to explore and also be given monster kills and secrets found status upon completing each map. Some monster placements will also be randomly generated as well.


The expansion also features a scriptable carry inventory system that allows players to pick up unused medkits and other items for later use.

There will be an alternate version of the Soul Cube weapon as well called the Soul Trapper. Once the player launches the Soul Trapper on a enemy, he/she can capture that demon's soul and be able to carry it as a carry inventory item. Upon use, the player can summon a friendly version of that demon that can aid the player and fight off demons. The summoned demon however will only have a short time before it disolves. The player can only capture certain souls, mainly weaker enemies like the Imp, Commandos, but can also capture certain enemies like the Hellknight as well.

I really don't know when I will have Sigma Quadrant 2 completed but I do hope to get it done by December.

Here below are some screenshots of Sigma Quadrant 2. The map is still in the development stage so there may be changes, probably the lighting.

Image
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 Post subject:
PostPosted: Wed Jul 19, 2006 11:44 am 
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Looking good.

You seem to have that recycling theme really sussed out, everything looks well pollished and consistent. I especially like the orage marscity hangar textures you've used, they seem to fit in quite well with the others.

How long do you expect until the map is finished? And would I be right in guessing you'll be redoing t-labs, it would seem apropriate with this new name.

Looking forward to seeing more.

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PostPosted: Thu Jul 20, 2006 3:18 am 
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Really cool stuff :D Looks better than the Recycling levels in Vanilla Doom 3.
Clean and solid brushwork! Good texturing! Looking forward to play this map!

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 Post subject: Re: Escape From Deimos / Sigma Quadrant 2 (wip)
PostPosted: Fri Jul 21, 2006 12:14 am 
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Kaiser wrote:
Replayability is this expansion's goal, most of the maps will allow the player to explore and also be given monster kills and secrets found status upon completing each map.


Two thumbs up for this! 8)
I´m really looking forward to the whole episode, since I already enjoyed your previously released levels very much.


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PostPosted: Fri Jul 21, 2006 4:34 am 
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Looks great man!

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 Post subject:
PostPosted: Sat Jul 22, 2006 11:05 am 
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Now thats what i call mapping! How long have you mapped this?

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 Post subject:
PostPosted: Sun Jul 23, 2006 5:33 pm 
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Zamideus wrote:
How long have you mapped this?


I started to work on it right after I released Sigma Quadrant 1 back in Aug 2005. At the end of 2005 I got really fed up with mapping and stopped to do other things. Back in May 06 I got interested in mapping again so I went on to finish this map. Most of the stuff I made back in 05 got tossed out the window and replaced most of the areas. I oringinally wanted to have a cpu-tech theme but somehow fell right back into the Recycling theme again.

elusive wrote:
Really cool stuff :D Looks better than the Recycling levels in Vanilla Doom 3.
Clean and solid brushwork! Good texturing! Looking forward to play this map!


Thanks :D
I am also blown away by the screenshots of your map as well

bkt wrote:
How long do you expect until the map is finished? And would I be right in guessing you'll be redoing t-labs, it would seem apropriate with this new name.


I hope to get it done by December.. or maybe sometime in January, however I got kinda distracted in Prey mapping so the map may delay. But I am really in no rush to get this map released.
Yeah, T-Labs will be redone and will also be the last map in the series.

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 Post subject:
PostPosted: Mon Jul 24, 2006 12:14 am 
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The first 10 posts have been the best...

Joined: Fri Mar 17, 2006 12:49 am
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I have no idea how you map this good, but none the less i will deffinantly download this work of art.

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 Post subject:
PostPosted: Sun Aug 06, 2006 1:05 am 
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Spunky117 wrote:
I have no idea how you map this good, but none the less i will deffinantly download this work of art.

Thanks for the feedback but I wouldn't say this map is perfect :P but hopfully the creature summoning will spice things up a bit. This map is more straightforward than the previous maps, so there are lesser keycard searching.

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