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Staredit Network -> UMS Production -> Doom 3 [Production Thread]
Report, edit, etc...Posted by Screwed on 2005-02-18 at 00:42:21
I've downloaded the demo, looks pretty good... the atmposphere is tense and I know Baal intend and will achieve to make this map great.

Well, I was really interested into the flashlight system and how it will incorporate into the game, but I guess it doesn't really matter now. I like it in the game which you see a shadow fly past on the wall when you turn on your flashlight ohmy.gif
Report, edit, etc...Posted by Lisk on 2005-02-18 at 12:40:54
the atmosphere gets more tense when there are lost souls :S

I usualy navigated by sound and/or monster light flashes
Report, edit, etc...Posted by (DB)Baal on 2005-02-18 at 12:46:26
Well I have been thinking about the flashlight thing, It would be great feature, if I figure out a proper way to implement it so its adds a nice feeling to the game I will. What I would probably do is put a burrowed unit under each player. This would be the normal field of few for each player. Then when you turn on a flashlight you see more of the area around you. The only problem is again the implecations. If anyone has any ideas just PM me I'll give you credit in the map when it is finished.
Report, edit, etc...Posted by Lisk on 2005-02-18 at 12:56:31
I doubt there's a way to implement a flashlight.

Try using a unit running around the player called 'flashlight beam'
Report, edit, etc...Posted by chuiu on 2005-02-18 at 13:35:26
QUOTE((DB)Baal @ Feb 18 2005, 11:46 AM)
Well I have been thinking about the flashlight thing, It would be great feature, if I figure out a proper way to implement it so its adds a nice feeling to the game I will. What I would probably do is put a burrowed unit under each player. This would be the normal field of few for each player. Then when you turn on a flashlight you see more of the area around you. The only problem is again the implecations. If anyone has any ideas just PM me I'll give you credit in the map when it is finished.
[right][snapback]148014[/snapback][/right]

If you want to do this, you need some sort of zoning system. And I think at least 3 locations will work.
Report, edit, etc...Posted by TheOddAngel on 2005-02-18 at 15:31:34
Would blind work?
You could always Blind your unit for the flashlight and it wouldn't give you much time to react because you can only see the unit as it comes right beside you?

You can use an Observer or something as the "light" and move it around... You can blind the observer so it would be good... You also put a location around it or something to stop it from going to high walls...

Chu, Zoning System?
Report, edit, etc...Posted by chuiu on 2005-02-18 at 16:20:42
To create the effect of having vision ahead of the players movement you have to detect the direction he's moving in and create/remove a unit ahead of the player to give him vision of the hallway ahead. You need a zoning system to do this, I don't think just a grid of units will allow you to do this.
Report, edit, etc...Posted by TheOddAngel on 2005-02-18 at 16:23:50
ya i was kinda thinking of something like that but wouldn't you need a grid system... but... If you used a grid system it would use even more triggers for finding out which way he is moving... Also moving diagonaly could be a problem...

One major problem would be that when you walk to a wall... because you are moving in that direction the unit or "light" Will be created ON the wall... That would require even more triggers to stop...

Thats alot of triggers... Im sure there is a way though...
Report, edit, etc...Posted by Yoshi da Sniper on 2005-02-19 at 13:20:04
http://www.staredit.net/index.php?download=2210
Report, edit, etc...Posted by (DB)Baal on 2005-02-19 at 20:01:47
Thanks for showing me that Yoshi happy.gif that wav rules!
Report, edit, etc...Posted by Yoshi da Sniper on 2005-02-20 at 01:34:50
Theres more where that came from. I extracted ALL of the doom 3 sounds smile.gif
Report, edit, etc...Posted by (DB)Baal on 2005-02-20 at 01:38:47
Are you putting them all onto the site Yoshi? They would be a REALLY REALLY big help in my quest to make this Map a Reality happy.gif
Report, edit, etc...Posted by TheOddAngel on 2005-02-20 at 08:26:59
mmm I can think of it now... A horror map with all the doom3 sounds... That would just be amazing!!!

Comeon Yoshi put the sounds up!!!
Report, edit, etc...Posted by (DB)Baal on 2005-02-20 at 14:20:07
Updated Completion % and added some new screenies from a level not availible in the demo happy.gif
Report, edit, etc...Posted by TheOddAngel on 2005-02-20 at 16:16:34
So can I be a beta/Alpha tester?
Please!!!
Report, edit, etc...Posted by KillerDrill900 on 2005-02-20 at 16:17:44
oh oh oh this could be fun wink.gif ill be the one who finds all mistakes .......
Report, edit, etc...Posted by cE.Paladin on 2005-02-20 at 20:02:16
List of Levels for Doom 3:
Mars City
Mars City Underground
Mars City Re-visit
Administration
Alpha Labs Section 1
Alpha Labs Section 2
Alpha Labs Section 3
Alpha Labs Section 4
EnPro Plant
Communications Transfer
Communications
Monorail Skybridge
Recycling - Sector 2
Monorail
Delta Labs - Level 1
Delta Labs - Level 2 (South)
Delta Labs - Level 2 (North)
Delta Labs - Level 3
Delta Labs - Level 4
Hell
Delta Complex
Central Processing
Central Server Banks
Site 3
Caverns - Area 1
Caverns - Area 2
Primary Excavation
Report, edit, etc...Posted by (DB)Baal on 2005-02-21 at 01:56:30
In one day I have managed to almost double how much I had finished prior. This is a big step. With all the Time I have be expecting beta testing to start as early as this weekend. Remember PM me to try and find a spot!
Report, edit, etc...Posted by Lisk on 2005-02-21 at 16:08:49
isn't taking the stuff from doom3 illegal like? I have all the doom3 sounds too >:)
soon ROE too tongue.gif
Report, edit, etc...Posted by (DB)Baal on 2005-02-21 at 21:12:51
No it is not as long as you don't say you made the sound/game/code whatever it is you are crediting.
Report, edit, etc...Posted by Moogle on 2005-02-22 at 01:41:35
I just tested the map with baal, looks bloody awesome. Can be hard at some spots and ezy at others but overall very good and somewhat like doom. So can't wait till full release happy.gif
Report, edit, etc...Posted by TheOddAngel on 2005-02-22 at 17:26:24
sad.gif I wish I could see it

Anyway How close are you to 50%?
I can't remember and am to lazy to turn the page to
see how many players can play?
Anyway Keep up the hard work... I am really looking forward to this smile.gif
Report, edit, etc...Posted by (DB)Baal on 2005-02-22 at 17:37:14
I am trying to actually to get to about 80% completion before starting beta testing cause right now I am at about 65% percent. I am half way through the levels so it wont be too much longer.
Report, edit, etc...Posted by (DB)Baal on 2005-02-23 at 17:09:50
I have finally hit a road block in the prodution of this map. The nook and crany thing. I have worked on fixing the problem for about half an hour now and yet no success to fixing it. Looks like this might be the only problem I will come across in the map. Hopefully I will fix this soon.
Report, edit, etc...Posted by TheOddAngel on 2005-02-23 at 17:14:54
What problem are you talking about?
nook and cranny?
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