Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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 Post subject: SP - Rust Bucket
PostPosted: Thu Aug 25, 2005 7:56 am 
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fired 300 rounds
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Location: Los Angeles, CA
Actually, I don't have a name for this map yet but I have the rules of this board drilled into my brain so hard that I wouldn't dare post with a subject like "A new map".

Anyway, I'm not sure the direction of this project but my initial thoughts go something like this:

You're a prisoner in an undisclosed time in the future on Earth (I plan to have a night sky in place of the Mars D3 sky). You escape and make your way through the base to the exit. Pretty simple.

My last map was going for classic Doom 3 style horror. Here, I'm going for more of a Quake 4 style action packed experience with a little bit of stealth thrown in. Minimal weapons, probably a reskinning of the ZSec zombies to some sort of regular human marine.

I have one main area done where you'll probably visit a few times through different views (everyone that sees it wants to go through the glass-enclosed catwalk and right now it's just built for show). A few things I can see that need to be addressed are the lack of particle effects, a new sky and possibly some more decals... dirt and so forth. Also, the towers that connect to the catwalk could probably use some more connecting buildings behind them since they look a little odd sticking up by themselves.

Ideas, comments and suggestions are all welcome. Feel free to slam it around because it's far from final and could be reworked pretty easily.

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 Post subject:
PostPosted: Thu Aug 25, 2005 8:12 am 
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did just hit his 750th monster
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Location: Stockholm, Sweden
Looks good!

You seem to be able to create believable architecture which I think is fairly rare.

Looking forward to this one.


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PostPosted: Thu Aug 25, 2005 11:40 am 
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Last man standing
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Location: Gold Coast, Australia
Looking good sofar, basic looking but nice and effective brushwork! Though, I think the lighting could do with some work though. Some of the light sources, especially those over the doorways clash with color/vibe of the area.

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PostPosted: Thu Aug 25, 2005 2:25 pm 
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picked up 100 armour

Joined: Fri Aug 19, 2005 7:17 am
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Location: Missouri
nice work.
The biggest problem from an artistic stand point is that hulking boulder. It sticks out like a soar thumb. Tone that down or at least break it up so its not distracting the viewer from the rest of hte piece. Making it less bright would help. Viewer eye goes to light.. and right now its one of the brighter points in the scene.

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 Post subject:
PostPosted: Sun Aug 28, 2005 7:46 am 
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picked up 100 armour

Joined: Fri Nov 05, 2004 5:08 am
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Location: Perth, Western Australia.
Wow! I like the direction this appears to be taking. Sort of an ultra modern industrialist look. Could almost be some type of industrial city with those cool orange walkways being an upper level transport or walkway system. Bulidings that have been purpose built and not simply genereic for the sake of having a building there. You're almost developing a culture, with their own ways of building and setting things out. Very good environmental building. I wonder though, you could perhaps add a design feature to some of the buildings that really shows that you're a long way from home. That will help with a driving urge to explore. Your building with the round "glass" window is good. Strange, yet intriguing.


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 Post subject:
PostPosted: Mon Aug 29, 2005 1:21 am 
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picked up the chaingun
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looking great, keep up the good work


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 Post subject: Re: SP - Rust Bucket
PostPosted: Thu Sep 01, 2005 10:55 am 
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picked up 200 ammo
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Joined: Wed Jun 22, 2005 10:57 am
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Location: ireland
this looks very cool! and.... orange.
very open looking, which seems like it might be good fun for the machine gun and pistol.
would be nice to battle some humans. even say, if you used the black-uniformed marine model as the enemy. and make one headshot kill!!!

also, if its going to be a prison, check out some prison architecture. prisons always have a certain mentality in their construction, which has a nifty side effect of lots of little hidy holes and pillars.
hl2 has a great prison.
cant wait to play this!! good luck.


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 Post subject:
PostPosted: Sun Nov 27, 2005 12:57 am 
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fired 300 rounds
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Location: Los Angeles, CA
WELP.

Quake 4 came along and swept up my interest in designing so Doom 3 is in the back-seat for now. I knew that would happen.

The map was converted to a 2 to 4 player Quake 4 DM level to be included and released with a map pack a friend and I are working on.

Colorful, I know. Sorry for those looking for more single player action but a well-designed DM level takes a LOT less time than a well-designed SP level.

Keep an eye out for Zogg Pak!! ZOOOOGGGG

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 Post subject:
PostPosted: Sun Nov 27, 2005 2:48 pm 
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fired 300 rounds

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Location: Italia(Italy)
from map SP of Doom3 to Quake 4? Why? :(


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 Post subject:
PostPosted: Sun Nov 27, 2005 3:14 pm 
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Last man standing
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Location: The Netherlands
I should remove the wire-cables connected to the jumppad on the 3rd pic. It will block players too much or you should make it non-solid, but it will look weird then if players running through it.

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 Post subject:
PostPosted: Sun Nov 27, 2005 4:26 pm 
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picked up the chaingun
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Joined: Mon Jul 18, 2005 11:16 pm
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Location: AppleCrypt Mods
damn i was looking forward to this as sp-doom3 map. Is this now dead?

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 Post subject:
PostPosted: Sun Nov 27, 2005 7:40 pm 
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Addict.
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damit :x

dude you just dont do that


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 Post subject:
PostPosted: Sun Nov 27, 2005 8:10 pm 
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fired 300 rounds
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Haha, wow... sorry everyone.

Of course the wires have no collision.

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 Post subject:
PostPosted: Sun Nov 27, 2005 8:14 pm 
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Captured the Flag

Joined: Thu Jan 06, 2005 8:56 pm
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Location: 127.0.0.1
Does turning shadows off detract from the atmosphere a whole lot? This looks like it'd be fun with a little light scaling up.

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 Post subject:
PostPosted: Sun Nov 27, 2005 8:16 pm 
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picked up the chaingun
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sooooooo? as far as d3 goes it's dead?

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