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Staredit Network -> Ideas -> Doom III
Report, edit, etc...Posted by Grand_Dracolich on 2006-07-01 at 09:32:33
I can't wait to play this one. A few friends and I play Shadow Experiment a lot, so I can expect that we'll be playing this one even more smile.gif.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-01 at 09:51:34
QUOTE(Grand_Dracolich @ Jul 1 2006, 07:32 AM)
I can't wait to play this one. A few friends and I play Shadow Experiment a lot, so I can expect that we'll be playing this one even more smile.gif.
[right][snapback]516146[/snapback][/right]


well, one of you will be playing, the other will be watching. i've decided to use the virtual damage system, this frees up one of the player slots for DL and observing. Since the game is divided into 8 different maps, you can take turns so you won't be bored to tears(too much) when you're the observer.

each set of levels will have their own title. if people have better titles, please recommend. * means i really think it needs to be improved
*****SPOILERS - kinda*********





QUOTE
Hell on Mars
Mars City
Mars City Underground
Mars City
UAC Administration

Welcome To Alpha Labs
Alpha Labs Sector 1
Alpha Labs Sector 2
Alpha Labs Sector 3
Alpha Labs Sector 4

Choosing Sides *
EnPro Plant
Communications Transfer
Communications

Choo! Choo!
Recycling Sector 1 / Monorail Skybridge
Recycling Sector 2
Monorail

Enter Delta Labs
Delta Labs Sector 1
Delta Labs Sector 2A
Delta Labs Sector 2B
Delta Labs Sector 3
Delta Labs Sector 4

Six Feet Under
Hell

Old Friends *
Delta Labs Sector 5
Central Processing
Central Server Banks

Full Circle *
Site 3
Caverns Area 1
Caverns Area 2
Primary Excavation Site
Report, edit, etc...Posted by Staredit.Net Essence on 2006-07-01 at 20:25:13
Another horror map!

This reminds me of 'The Dimension' made by some guy who's from Europe, or Asia..I don't know..but, I hope this is just as big as 'The Dimension'.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-04 at 20:15:49
do you have that map? never heard of it before, but now i'm kinda curious. reminds me of the twilight zone lol.

ADDITION:
fark, there goes an instantenous gridding system, luckily i have an earlier version of the system i can fall back on, although it relies on unit movement instead of trigger-based functions. which leads to delayed data calculations.

anyone know if what the fastest air unit is(i'm pretty sure its interceptor)? and can you cloak it?

curious, does anyone actually care about bouncing grenades?
Report, edit, etc...Posted by Demaris on 2006-07-05 at 03:13:17

You should replicate the ORIGINAL Doom, not Doom 3. The original is far superior wink.gif
Report, edit, etc...Posted by Grand_Dracolich on 2006-07-05 at 07:53:54
IMO, I prefer the original Doom, but 3 is almost a completely different game, and only the story should be compared to the original. Unless you download ZDoom or Skulltag, Doom 1 and 2 isn't even completely 3D.

Anyway, while we're on the subject of Doom, I'm trying to come up with something for Revenants, Mancubi and Arachnotrons. I justified their robotic junk in the first map (they're attacking military research labs, they're bound to find fireball blasters and robotics platforms), but in Doom 2, they're coming strait from Hell.

What am I going to have on the monsters besides a robotics platform, shoulder mounted rocket launchers and fireball cannons. And sorry for hijacking your topic for a sec Zeratul, but I didn't wanna start a new topic for a question so trivial.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-05 at 12:15:38
really? original doom? sure it was an awesome game, but its nothing compared to Doom 3, except that its a classic. Doom 3 has the better graphics, better atmosphere, and a backstory. ya, but like grand_dracolich said, its a totally different game.

using doom 3's story, its highly probable that the demons stole technology from the ancient civilization and used it to make their army more cybernetic.

for the original dooms, they probly got the technology in the initial attack on deimos(i think, w/e moon got attack first). if you recall, deimos was sent into hell. from there, the demons could produce as much as they wanted and still possess the technology when they directly assaulted earth.
Report, edit, etc...Posted by Grand_Dracolich on 2006-07-05 at 23:04:55
Ok, thanks. smile.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-07-06 at 11:18:31
well, thats my interpretation of the story. i recall there being far more indepth discussions about things like these.

CONCEPTUAL UPDATE:
-firing is automatic, i don't really care anymore, any other methods are a pain and would produce even more of an untrue representation

ADDITION:
ps the virtual damage system now allows for 4-player deathmatch. i still have to think about some of my trigger systems and see whether they'd allow for a 8-players or not, but i'm pretty sure they do.

i'll only make it if people want to play it though and it would be an entirely seperate map

as a weapons effect, i'm thinking about shaking the screen when you get attacked by a chainsaw.
Report, edit, etc...Posted by Grand_Dracolich on 2006-07-08 at 17:18:33
By the way, can you e-mail me a few of the monster sounds from Doom 3? I need them for my Doom maps, and I can't get Doom 3, or the demo. You can find them (most likely) in pak0.pk4, you can open it in WinRaR or Winzip.

I need the sound each monster (except Cherub *shivers*) makes when it sees you.

I'm Ghastly_dragon310@yahoo.com
Report, edit, etc...Posted by Zeratul_101 on 2006-07-10 at 23:13:33
okay, i'll get on it. i'm not too great when it comes to messing around with games files but if you can get me the specific files, i'll do the dirty work.

you know, i actually wanted someone else to do this for me but w/e.

ps 300 minerals to anyone who will do this.
Report, edit, etc...Posted by Grand_Dracolich on 2006-07-11 at 11:13:22
After messing around with Quake 3's .pk3 files, it would be in sounds or something. I need the sounds they all make when they see you.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-11 at 14:41:13
what files are the cinematics speeches and radio transmissions in? the same one?

ADDITION:
currently, i'm using a observer targeting system right now, its a slight hassle to use it since you have constantly switch between your unit and the observer in order using hotkeys to move while attacking. would people prefer a darkswarm firing system instead?
Report, edit, etc...Posted by Grand_Dracolich on 2006-07-12 at 09:04:40
QUOTE(Zeratul_101 @ Jul 11 2006, 05:40 PM)
what files are the cinematics speeches and radio transmissions in? the same one?[right][snapback]521989[/snapback][/right]


I have no idea where they are, I have never even got a glimpse or what the inside of .pk4 files look like, I'm just going by Doom 3's cousin Quake 3's .pk3 files, which don't have cinimatics.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-24 at 01:22:58
sorry that i haven't gotten the sounds for you yet, the owner of the laptop took his laptop back(its on his laptop cause i can't play Doom 3 on my comp), draco. he's gonna bring it to me in a few days. i promise to get it to you by then.

anyhow, a little progress update. player movement is done:

basic directions - manual
strafe - manual
jump - kill observer
crouch - kill burrowed unit
running - trigger system*

*an air unit(faster than the marine), owned by the player, is centered on the players marine(PU). when the marine moves, the AU is moved on top of the PU - resulting in normal walking. however, when the player moves the AU, then the PU is centered beneath the AU, resulting in a 'running' speed.

i haven't seen an idea like that implemented before and its a simple solution to a persistent problem - how to allow for player movement without having to lose selection of his marine.


also, some technicalites(some, not all) with the weapons system have been worked out.

for instance:

note: i'm not sure if i've mentioned this, but my weapons system* relies on having an observer as a reticle.

*just for the record, i did NOT copy Tux's prototype weapons system, i've had mine planned out WAY before Tux released his system, infact, i've had the idea from before i made this thread

because the reticle was an independant unit, it'd be hard to aim properly. so, i came up with the idea for an auto-lock. where your observer would be replaced by a comp one and would follow one unit until you disabled the autolock. of course, it wouldn't be automatic, you'd actualy have to have a unit under the reticle and you'd have to fire the trigger.

one remaining issue with this is that the player will always hit the enemy. so, i think having a seperate 'firing-range' map to determine the player's accuracy would be a fairly effective way of fixing this.


ADDITION:
i really wish this forum gave out minerals sad.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-07-31 at 02:22:18
i haven't even started major production and this map is already very frustrating. especially the terrain. so much that i may even do doom4/doom3 expansion "Hell on Earth" first.
Report, edit, etc...Posted by Mightybass101 on 2006-08-07 at 12:16:42
this could be a sweat game to add tons of detail to, like sound effects (screams)
the terrain would be sweat! please move ahead with this idea
Report, edit, etc...Posted by Zeratul_101 on 2006-08-13 at 03:36:15
you don't know how much work i've put into the ideas and testing phase of this project. every major system(about 5 of them) has gone through at least 3 different major versions. each one of them has steadily become more and more virtual, which brings up the issue of efficiency too. now that EUDs aren't working, they've been minorly delayed. tons of work and i don't even have an alpha version lol.

note: my production thread is almost done. i'll probly post it within the next week.
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