Search found 10 matches
- 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 ...
- 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
Thanks!Eraser wrote:Texturing isn't entirely bad to be honest. It's a very vanilla Q3 look but that's not a bad thing.
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.
- 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 ...
- 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...
- 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...
- 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...
- 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]
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]
- 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...
- 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...
- 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...