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Looking For Free Doom [RC1]
Posted: Sat Jun 05, 2010 5:49 pm
by DaEngineer
EDIT: The map has been updated. The most current version can be downloaded
here
Background information
The idea I had when I was drawing the layout was a sewer setting. But not in the way of tight corridors without light, but monumental architecture, with giant halls and deep abysses. While I've been working in this map the idea changed. A sky has slipped in, because I liked the light (it was a bright sunrise sky at first). Since I had a sky, the map couldn't be underground anymore. "Sewers" wouldn't fit any longer, so I decided to head in the direction of machinery/processing/treatment plant. But everything in the gothic texture style, since it's possible to create interesting dark machines with it, that look like old factory buildings. The base style had been too futuristic. Liquids are the central theme: slime and dust are already omnipresent. Pipe systems, channels with fluids, basins, pools, barrels, water that streams down the walls - the entire map is meant to look like it was in constant motion.
But everything will remain colorful: the slime glows turquise, walls in orange and floors in dull green or brown are distinctive. In between colorful spots - not too much, but noticeable.
Gameplay
LFFD can be played in FFA and TDM. I suggest 4-6 players, with 4 players being the minimum. Playing with more than 6 players can get a bit too hectic.
You'll find the Plasmagun, the Lightninggun, the Rocketlauncher and a Railgun. A Mega Health, Quad Damage and Haste are included also. You'll ask "Both strong items?". Jup. Works well in my eyes, but don't hesitate to tell me why it doesn't in yours.
Moving from A to B works smoothly, with strafe- and circlejumping you'll be able to get everywhere while only resting for a sec to change the direction sometimes.
Technical aspects
The map is vis-optimized as good as I could do it with my current knowledge. The highest polycount I could find was around 17k (with weapon and HUD, no bots). 4667 Brushes at the moment.
Why Beta?
LFFD plays very well already, but what's missing are details, details, details. I've got enough ideas to add them, but I want to hear you thoughts about this map first, especially concerning the gameplay. The way structure is done (I won't add new doors or passages) but the visual presentation is partly untouched. Also, I've only used 2 or 3 target_locations yet to indicate other players where you are (in TDM). That's because not all locations are done and so their description will change.
Video & Screenshots
I din't want to show you just some still images, so I made a short video with q3mme. This way you'll be able to see some moving parts (e.g. the "slime elavator from 0:11-0:13 und 1:20-1:22).
(Link is dead)

Re: Looking For Free Doom BETA1
Posted: Sun Jun 06, 2010 5:22 am
by wattro
sick! i really like that you have details where needed mixed with simple things. it really makes the detailed pieces stand out. the video was also a really cool touch.
good job!
Re: Looking For Free Doom BETA1
Posted: Sun Jun 06, 2010 10:47 pm
by InsaneKid
yes, very good map! <:
Re: Looking For Free Doom BETA1
Posted: Mon Jun 07, 2010 1:54 pm
by Chretien
Overall, very cool map BUT
I want to see better textures and more spectacular lightning!

Re: Looking For Free Doom BETA1
Posted: Sat Jun 19, 2010 11:27 pm
by DaEngineer
BETA2 has been published
Since Beta 1 I've worked dozens of hours on LFFD and, to be honest, I'm quite satisfied with the final outcome. Here's a list with the biggest changes:
* revised item placement. It was so bad before, I had to change almost everything.
* now there are detail texture stages for nearly every texture used in this map. They simulate more detailed textures with more structures but don't need any extra power.
* the area where the Haste can be found looks completely different. The room has been enlarged, the floor is no longer plain; instead, you'll find yourself walking on grates, with giant cog wheels below your feet
* the center pillar in the Atrium has been replaced by a generator with moving parts
* the area behind the lower door in the atrium had a boring wall with some removed flagstones. Now, there's an assembly line.
* the corridor with the teleporter to the MegaHealth had plain walls before. Now, there are huge metal constructions and wires across the player's head
* there's a new door connecting two areas that were far away from each other before
* the missing target_locations were added to get a complete network of location names
* now you'll play against Grunt, Hunter, Razor, Wrack, Gorre and Anarki. The bots I was using before didn't fit for the weapons you can find in LFFD well
* the distance to opaque of the levelwide fog has been reduced to 20k units (30k before). Also, the fog is now blue. This small change altered the look of LFFD entirely.
Since a picture is worth a thousand words and nobody wants to read 32 pages of changes, take a look at the screenshots below and play the map! On the left side are snapshots from BETA1, on the right how these places developed and look now.

Re: Looking For Free Doom BETA2
Posted: Wed Dec 22, 2010 4:25 pm
by DaEngineer
I've spent so much time on Shibam and other maps (unsuccessful ones) lately that LFFD became even dustier than it was already. As Shibam seems to be done to 98,67%, it's time to work on LFFD again.
There is still a lot to do, and this map is by far not completed. While working on Shibam, I thought of changing LFFD's style to Shibam's style - and won the epic fail award. So I kept the standard q3 gothic style and tried to improve some things. Here's the changelog:
- changed the item layout again. The previous one was really horrible. I tried out the new layout for some time now and it seems to be by far more challenging. There is less ammo and no Grenade Launcher anymore.
- the big hall with the generator has far more details than before. In the platform around the generator were two closed grates. They are still there, but open now, to allow jumping down to the quad. I've removed two of the pillars around the quad, so you can get it easier after jumping down from above.
- fixed some misplaced hint brushes
- made some changes to the levelwide fog and the slime shaders
- enhanced the graphics of LFFD a lot by compiling without -fast and with -dirty. The entire map is much brighter now and has an improved lightmap quality
- fixed some things that have to do with the easter egg
- removed the advertising for my page, as it no longer exists. The two screens with the address on it are empty now, I'll see how I can fill them
Here are some pictures:
The big hall's new look:
Before/after comparison of lighting conditions:
The biggest to-do's. These two areas still need more details (picture 2: especially the area upstairs). In comparison to the rest of LFFD, they seem to be virtually untouched
I could use feedback on botplay and some ideas how to fill these places.
(dead link removed)
Re: Looking For Free Doom BETA2
Posted: Thu Dec 23, 2010 4:42 am
by fKd
downloading... will reply with thoughts.
Re: Looking For Free Doom BETA2
Posted: Thu Dec 23, 2010 5:25 am
by fKd
ok here goes, this is all just personal pref but maybe something i say will help ya...

image 1: ok, with this shot 2 things.
1:you need to introduce a new basic texture like the one on all ya details, but of a different colour. it will add more textural contrast and make the work look more visually appealing. i put it in picmip 8 and thought most of the brush work looked great, but you have not used enough texture layering.
2:that grate texture is really bad imo. the masking on it is really messy. for your main grate texture (its everywhere) i would go with something of higher quality if i was you

image 2: this shot highlights both things from image 1 again. in the fine detail introduce another colour/material to contrast the great brush work. and ack! that grate again in front of that sweet mover!

not to big a fan of the sfx from that mover or that scrolling texture on the rails

image 3: ok this great giant door needs some texture work. the floor and roof should have some signs of wear. also it moves a bit fast dont ya think?
my thoughts.. its a nice level you got here. imo the overall texture work is letting the nice brush work down a bit. also the big contrasts between super high detail and low detail seems a bit odd, gives it a bit of an unfinished look... but thats prolly more my stupid brain. but aside from that it looks like you are on to a really nice level man.
grats to you! and im looking froward to grabbing the final when ya done.

Re: Looking For Free Doom BETA2
Posted: Thu Dec 23, 2010 7:32 am
by Hipshot
Thread name's awesome.
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 4:40 pm
by DaEngineer
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 6:18 pm
by dghost77
Will try it soon. I'll let you know what I think.
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 7:12 pm
by deqer
I clicked one screenshot and got a bunch of popups of advertisements, etc. I tried closing the popups, and it popped up more popups. I tried the other close button, and it only moved the popup 20 pixels over rather closing it. So, I gave up. Meh.
Edit:
Oh, and if "Looking For Free Doom" is the title of the map then I can suggest that you change the title of your map. Confusing and strange title, and thus can't say I'm too interested in it.
Edit 2:
When I read "Doom", I thought it was going to be some cool re-make of a Doom map, but then I read "Looking For Free" and I was wondering "someone looking for free doom game?" --- I don't know, it was just confusing for "me"
May I be so bold as to suggest another name, like:
- "D-Base"
- "Fortress of Kane"
- "Abandoned Domain"
I dunno. : )
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 7:15 pm
by DaEngineer
deqer wrote:I clicked one screenshot and got a bunch of popups of advertisements, etc. I tried closing the popups, and it popped up more popups. I tried the other close button, and it only moved the popup 20 pixels over rather closing it. So, I gave up. Meh.
That's indeed really annoying. The last time I disabled my popup blocker to see how many advertisments this page has I didn't see any, but now... you're right. I should consider using another page to upload pictures.
EDIT: Try clicking the pictures again, you shouldn't see any advertising.
Edit:
Oh, and if "Looking For Free Doom" is the title of the map then I can suggest that you change the title of your map. Confusing and strange title, and thus can't say I'm too interested in it.
I'll think about it.
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 7:30 pm
by obsidian
Firefox + Adblock Plus = WIN!
Also, I like the title. It's a mildly amusing allusion to the typical forum noobie looking to warez game X by asking "Looking for free game x, how can I download????".
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 7:35 pm
by DaEngineer
obsidian wrote:Firefox + Adblock Plus = WIN!
Also, I like the title. It's a mildly amusing allusion to the typical forum noobie looking to warez game X by asking "Looking for free game x, how can I download????".
Good point. And I just noticed, I can't give this map another name, because the easter egg would then be even more out of place than it is right now.
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 7:58 pm
by EmeraldTiger
I think the map title is good. It`s supposed to be a play on the words "Looking for Freedom", as you are stuck in a hell-ish world which you desperately desire to get out of.
Looks great btw, will check out later.
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 8:07 pm
by deqer
obsidian wrote:Firefox + Adblock Plus = WIN!
Also, I like the title. It's a mildly amusing allusion to the typical forum noobie looking to warez game X by asking "Looking for free game x, how can I download????".
My point still stands though. Ads still suck, and the name is not really a good name for a map of this detail from what I can see in those epic-looking thumbnails.
Please read my post again for Edit 2, where I suggest some names. You're welcome.
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 8:15 pm
by DaEngineer
Bad hair day?

Yes, sure, the title is confusing, but I got used to it. The map file itself is called lffd.bsp, so it's not much of a hassle typing the name if you want to start the map via console. And to be honest, i find the typical q3lolwut16abc19 map titles more confusing.
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 8:37 pm
by dghost77
Just tried the map with no bots at all.
What a really beautiful map. Nice work on shaders but I find that a lot of the best work is always below the floor. Just for the haste room, all the gears below is really nice. Also I really like the hazardous pit, the blue toxic slime add to the atmosphere of the map. The moving panel on line is also a good work.
The mini jumpad in the main courtyard going to the railgun is weird. The use of the original ID teleporter is a turn off for me in this map, they look ugly compare to their surroundings.
The oddest thing about the map, I think, is the gothic part. You move from one industriel area with a certain glow, textures and move to another one industrial area with a different atmosphere and so far it's a good transition. Except when you move in an area that where there are gothic decorations/textures. They mostly seems out of place. I know that you wanted to go from the beginning to a mix if industrial and gothic but I don't see the graphical value in it so far. I don't mean it's useless, I just think that in this map, going with a full industrial look is a winner for me. It's my personal opinion, it may not be yours.
Example : I'm really not sure about the pentagram here :

Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 9:01 pm
by DaEngineer
dghost77 wrote:The mini jumpad in the main courtyard going to the railgun is weird.
In what respect? The look of it or the ability to get up the balcony from there?
dghost77 wrote:The use of the original ID teleporter is a turn off for me in this map, they look ugly compare to their surroundings.
That's a point I can do something about. I'll redesign 'em.
The oddest thing about the map, I think, is the gothic part.
I'll try to spot these places and remove the gothic elements. I'm not a big fan of them either, they just have been around in this map for so long that I got used to them (and then didn't notice them too much anymore).
Thanks for your feedback so far.
EDIT: I made a quick teleporter design sketch. I almost forgot how much fun drawing can be.
[lvlshot]http://victorkarp.files.wordpress.com/2011/09/teleporter-lffd.jpg?w=900[/lvlshot]
Re: Looking For Free Doom [RC1]
Posted: Thu Sep 29, 2011 9:57 pm
by dghost77
For the jumpad, it is weird only in the look, because it's small, the purpose of being there is useful of course. I think I do understand that you made it small because if the space available for it.
Re: Looking For Free Doom [RC1]
Posted: Sun Oct 02, 2011 1:16 pm
by DaEngineer
I made some changes to LFFD and wanted to upload the new version, but now strange lighting bugs have shown up. They only appear when I compile with the -dirty switch. I used dirty before, but everything worked as expected.
The strange thing about it is, there are not only areas of pure blackness, some surfaces (in this case the door and the platform below the RG) are completely fullbright. I have no idea what causes this, any ideas?
Re: Looking For Free Doom [RC1]
Posted: Sun Oct 02, 2011 1:53 pm
by dghost77
Damn dirty switch!

I had some minor problem with it, but nothing like you.
Re: Looking For Free Doom [RC1]
Posted: Mon Oct 03, 2011 2:59 pm
by DaEngineer
The lighting problem is gone, I have no idea what it was caused by or why it disappeared again. Anyhow, some changes have been made and the new version has been updated.
- the door next to the LG has no longer a pentagram on it
- the red glowing gothic wall decorations in the small hall have been replaced by glowing red slime
- the pentagram texture below the Haste and the RA has been replaced by small cracks
- the small blue cross lamp above the Quad has been replaced by a round base lamp
- replaced all trim textures with skull decorations by regular trims
- redesigned the small jump pad to the RG
- new design for both teleporters
- new teleporter exits
- used misc_teleporter_dest instead of target_position for teleporter exits to avoid the small jump at arrival
- removed multiple lights in the small hall with the (new) red wall lights
- next to the three tanks at the big door was a gap between the rusted mountings and the wall
- made a small change to the cables' shader so they're brighter than before
- deleted unused shaders
- deleted one nonfunctional spotlight
- made changes to the easter egg
- updated and corrected texts for the target_locations throughout the map (for TDM)
Image 1 & 2: new teleporter design
Image 3: changed small jump pad to the RG
Image 4 & 5: new teleporter exit
Image 6: changed lamps on walls
Download the updated version of LFFD
here

Re: Looking For Free Doom [RC1]
Posted: Wed Oct 12, 2011 5:08 pm
by dghost77
Love the new teleporter, really much more beautiful compare to the original ones for your map. I also really like the sound effect of the glowing slim being mixed up in the small pool below the rocket jump, it really add to the atmosphere. The sound effect of the moving platform, I am not so sure, it sounds a lot like some bottles clinking each other, getting more on my nerve I think. The jumpad going to the railgun is also much better than before, I still find it a little weird when I see it's size, but definitively much better. Some gothic elements left that I still find out of place, like the red windows glowing on the wall and the gothic door, have you thought about designing your own custom door? I get fascinated also with the 2 empty rooms with windows beside the RL (not the one in the quad room). I tend to look at it and wish I could go there, but don't change that! I would love to try that map in a real TDM match with other players. I've got it loaded on my server if that's alright with you.