Search found 10 matches

by fractalxx
Wed Mar 16, 2016 8:50 pm
Forum: ID Tech
Topic: E1M2: Deva Plant (v1.0) [Doom remake]
Replies: 2
Views: 3369

E1M2: Deva Plant (v1.0) [Doom remake]

Welcome. Description: I've been working on a remake of E1M2 (Nuclear Plant) from Doom and I finally reached the point when it is playable, and done. E1M2 was my favourite from Doom, so I thought I need this in Q3. Layout is based on it but I changed it a little bit so it fits better for a game like ...
by fractalxx
Fri Feb 05, 2016 11:39 am
Forum: ID Tech
Topic: First map ever - Technical Damnation
Replies: 4
Views: 3728

Re: First map ever - Technical Damnation

Eraser wrote:Texturing isn't entirely bad to be honest. It's a very vanilla Q3 look but that's not a bad thing.
Thanks!
To be honest, I didn't really want to get away from vanilla yet since I'd like to feel comfortable with at least the vanilla textures. Then onto something new.
by fractalxx
Thu Feb 04, 2016 11:00 am
Forum: ID Tech
Topic: Quake III in Doom.
Replies: 19
Views: 12004

Re: Quake III in Doom.

This holds a great disadvantage to Quake's engine: 3D floors (platforms) can be only done with creating a dummy sector (Doom's 2D levels consist of sectors) outside the map, applying a 3D floor "property" (called line-special there) and the sector is transfered to the place you'd like in ...
by fractalxx
Wed Feb 03, 2016 10:46 pm
Forum: ID Tech
Topic: Quake III in Doom.
Replies: 19
Views: 12004

Re: Quake III in Doom.

Hmm, gzDoom is a "new" engine and not a hack of the old one and as far as I know, it supports tons of stuff Doom did not AND tons of things Quake 3 dont? Just like Darkplaces is "new" and not Quake1? From what I know, Darkplaces is a fully new engine, right? gzDoom is still Doom...
by fractalxx
Wed Feb 03, 2016 6:43 pm
Forum: ID Tech
Topic: Quake III in Doom.
Replies: 19
Views: 12004

Re: Quake III in Doom.

Besides, Q3 was built from the ground up to allow modding. Despite the number of mods, Doom clearly wasn't, so I guess that introducing new gameplay mechanics into Doom's codebase is a lot harder than doing the same for Q3. That's not true. Doom's way of storing data was intended for modding. Carma...
by fractalxx
Wed Feb 03, 2016 11:12 am
Forum: ID Tech
Topic: Quake III in Doom.
Replies: 19
Views: 12004

Re: Quake III in Doom.

How I want Q3 to have a proper SP (I know eraser, I know). GZDoom supports Q3 BSP features and such am I right? I'm not really sure on that, I've never seen the BSP code for GZDoom since there are lots of BSP node builders for it. But from the maps in the video I can tell you might be right. What I...
by fractalxx
Wed Feb 03, 2016 12:36 am
Forum: ID Tech
Topic: Quake III in Doom.
Replies: 19
Views: 12004

Quake III in Doom.

I think this is what Quake 3 would have looked like if it had a real SP campaign.
I'm not quite sure that this is the right section to post this but I didn't find any better. It's somewhat connected to level design.
This is Doom nowadays.

[youtube]YiWalS3KQl0[/youtube]
by fractalxx
Wed Feb 03, 2016 12:34 am
Forum: ID Tech
Topic: First map ever - Technical Damnation
Replies: 4
Views: 3728

Re: First map ever - Technical Damnation

Hello. In my opinion: - the texture usage is too simple (monotone) - too much ammo (and too much on one place) - bots spend a lot of time to collect all the armor shards under the water (make them easy target for free frags) - don't forget to make a txt file (example: http://lvlworld.com/txt/sample...
by fractalxx
Tue Feb 02, 2016 3:40 pm
Forum: ID Tech
Topic: Doom Mapping questions
Replies: 3
Views: 3731

Re: Doom Mapping questions

I'm not sure where else I could post it where it'd get any relevant visibility, but I've been thinking of making a 32-level doom wad and I've never mapped for doom before, but always wanted to. I'm very familiar with q3 mapping, so I get a lot of the core concepts involved, but I have some doom-spe...
by fractalxx
Tue Feb 02, 2016 12:25 pm
Forum: ID Tech
Topic: First map ever - Technical Damnation
Replies: 4
Views: 3728

First map ever - Technical Damnation

Welcome. I've started to get into Radiant these days and I really like it. I've been mapping for Doom for years now, but the freedom true 3D gives after it is really rewarding I think. Please note that it's my first map so it's really unprofessional and I'd like to get some feedback, what I should c...