Staredit Network

Staredit Network -> Ideas -> Doom III
Report, edit, etc...Posted by Zeratul_101 on 2006-03-17 at 02:28:07
for those of you that have played the game, you know its pretty good(or at least i think so). However, most starcraft doom three games have been pretty sad.

Of course, mine would be much better than all of the existing ones. It would be a proper shooter game, not those ones where you just huddle onto high ground and block the choke. I would have tight hallways, nooks and crannies, scary music(if i could find some), static portraits, blinded units, footstep sounds etc. everything needed to create a spooky environment.

I would implement as many weapons as i could(the difficult ones would be the rocket launcher and bfg) and have a virtual hp system. I have already thought up an enemy system that stops this from being a hack and slash game and allows for surprise attacks - jsut like in the game.

My problems would be the sheer size of the doom 3's levels and projectiles(from you and the monsters). My solution for pre invasion and post invasion base would be to simply create two versions of the same terrain(one nice and clean and the other quite bloody)

just for clarification, i know how to do everything i talked about(except what i said i had problems with) and i willing to accept ideas, providing i make this map and you've been a big help, i'd be more than willing to put your name in.

so, would you play it?
Report, edit, etc...Posted by MyStIcAl-MySt on 2006-03-18 at 19:40:12
Hmm I myself dont really make maps but I'm sure I could learn pretty fast. I do test people's maps out however, whenever I see them on SC. If you did make a Doom III, I'd try it out to see what could be improved or not.
Report, edit, etc...Posted by Kyuubi. on 2006-03-20 at 19:50:51
i'd play it...i knew someone that tried to create a doom3 map...but i never heard of him for a while now...he made a production thread of it but took all of the attachments out unfortunately...but i think he did release a demo of it...people that tested with him might have it...i found his production thread though, maybe you can check on it for ideas or something.

http://www.staredit.net/index.php?showtopic=9575
Report, edit, etc...Posted by Zeratul_101 on 2006-03-22 at 12:19:40
QUOTE(SlyShadow @ Mar 20 2006, 06:50 PM)
i'd play it...i knew someone that tried to create a doom3 map...but i never heard of him for a while now...he made a production thread of it but took all of the attachments out unfortunately...but i think he did release a demo of it...people that tested with him might have it...i found his production thread though, maybe you can check on it for ideas or something.

http://www.staredit.net/index.php?showtopic=9575
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ya, i looked at his features list, and i can say mine is far superior and they actually work.

for instance, i have a shooting/aiming system where your weapon is owned by a computer player and your observer is your reticle, i've made it so you can still shoot a specific unit in the middle of a horde of enemies

also, i've made a system where enemies are dts and then convert to enemies when you get into their attacking range. this doesn't use locations for each unit enemies transform themselves exactly where the dt was, and random surprise attacks are possible

my triggers and ideas aren't ground breaking and revolutionary but i'm hesitant to giving them out because i've never seen them done before and i want to keep them unique till i release them in one of my maps

ADDITION:
i wanna know what people think about this being a single player game

i know people heavily prefer multiple players but thats untrue to the game and makes all the triggers so much harder
Report, edit, etc...Posted by Mp)Dungeon-Master on 2006-03-30 at 18:03:52
I'm a doom game lover and, Marco(bounder), believe it should be better to make it a single player map caus multi players r hard, and doom is a single player game! I hope u'l post it soon caus i can't w8 to play it!
Report, edit, etc...Posted by Moogle on 2006-03-30 at 18:12:11
QUOTE(Zeratul_101 @ Mar 23 2006, 04:19 AM)
ya, i looked at his features list, and i can say mine is far superior and they actually work.

for instance, i have a shooting/aiming system where your weapon is owned by a computer player and your observer is your reticle, i've made it so you can still shoot a specific unit in the middle of a horde of enemies

also, i've made a system where enemies are dts and then convert to enemies  when you get into their attacking range. this doesn't use locations for each unit enemies transform themselves exactly where the dt was, and random surprise attacks are possible

my triggers and ideas aren't ground breaking and revolutionary but i'm hesitant to giving them out because i've never seen them done before and i want to keep them unique till i release them in one of my maps

ADDITION:
i wanna know what people think about this being a single player game

i know people heavily prefer multiple players but thats untrue to the game and makes all the triggers so much harder
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Far superior? isnt that getting cocky, + i put many hours into testing that map with baal, was pretty fun and was many more features that werent on the list.

I'll have wait and see if map is, good luck with it.

\\Moogle
Report, edit, etc...Posted by Kyuubi. on 2006-03-30 at 18:18:08
well this is just in my own opinion, but i think multiplayer games would be more fun than single player(thats just me though). playing it alone can somtimes be fun though...

i know triggers would be harder for in multiplayer games, but if it works it should become a good map. if the players are the same,it'll pretty much copy and paste the triggers with minor adjustments.

sounds like you got the trigger system and outline thoguht up so lets see what you can do then.

probably it can come out a good game when its done so good luck on it.
Report, edit, etc...Posted by chrono_seifer on 2006-03-30 at 23:00:07
DOom 3 intresting itsjust i dont know if u can really get the feel of doom3
it might just be liek another haunted mansion scary sounds and stuff Gl with it
thouhg im sure id want to play it or test it if you need someone. im chrono_seifer@uswest

btw a hp system i kinda like the one in that resident evil the forgotten file.
or its titled something around there, its a recently submitted map so check it out.
Report, edit, etc...Posted by Zeratul_101 on 2006-03-31 at 01:18:09
irt marco

don't expect this that soon, probably end of summer at best. the reason this is in ideas and not production is because i dont really have the time to make it right now. all i can really do is to brainstorm and test out some of my features.


irt moogle

my bad, i didn't really mean for it to sound quite that nasty. i was just comparing his features list to mine, and in my opinion, mine are better.

everyone seemed to enjoy baals map so i'm wondering if you still have a copy that i can dl(so i can see what the craze was about)

irt slyshadow

i think in any case i would make it single player, however i would consider making it two player for a special edition vrs. having three players would just mess the triggers up too much


irt chronoseifer

are you talking about the virtual hp system? cause its already an absolute must in my map

that would probly be the hardest part of the map - the scare factor - i know that i wouldn't be able to create much of a scare with the graphics. i was pondering using surprise and sound effects to create the atmosphere instead
Report, edit, etc...Posted by Mp)Dungeon-Master on 2006-04-03 at 17:06:42
Yea... starcraft guys seems like plastic toys in the screen... you'l need master sounds (16 bit files) and alot of surprise attacks! Anyway, i wish you luck wink.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-04-04 at 01:26:47
I need a little tidbit of information from doom 3 players. just how does armor work? cause i really have no clue
Report, edit, etc...Posted by Demon_Devil on 2006-04-12 at 23:13:03
I would play it (If it is real nice) Most of the other ones are boring.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-21 at 19:25:24
QUOTE
Characters
General
-Workers
-Scientist
-Marines
Specific
-You
-You(Running)
-Betruger
-Swann
-Campbell
-Scientist(Missing)
-Scientist(Lost Skull)
-Sergeant Kelly
Vehicles/Other
-Sentry Bot
-Jeep

Weapons
Fists
Flashlight
Chainsaw
Pistol
Shotgun
Machinegun
Chaingun
Grenades
Rocket Launcher
Plasma Rifle
BFG9000
Soul Cube
Weapons
Enemies
Zombie
-Normal
-Fat
-Flaming
-Chainsaw
Z-Sector
-Pistol
-Pistol(Shield)
-Shotgun
-Machinegun
-Chaingun
-Tentacle
Imp
Pinky Demon
Maggot
Trite
Tick
Lost Soul
Hell Knight
Cherub
Wraith
Mancubus
Archvile
Revenant
Cacodemon
Bosses
-Vagary
-Guardian
  -Seeker
-Saboath
-Cyberdemon

Items
Combat Armor(50)
Armor Shard(5)
Large Health Kit(25)
Small Health Kit(15)
Adrenaline
PDA
Video CD
Oxygen Tank
Back Pack
Berserk
Small Bullets(12)
Large Bullets(32)
Small Clip(30)
Large Clip(45)
Small Cell(25)
Large Cell(50)
Grenades(5)
ChainGun Ammo Belt(60)
Small Rocket Pack(5)
Large Rocket Pack(10)
Energy Cell(4)


thats what i have for items, people etc. tell me if i missed anything
Report, edit, etc...Posted by Grand_Dracolich on 2006-06-21 at 21:17:51
Hmm, I was making a Doom map also... It's kinda a mix between doom 1 and 3 (more 1 than 3). It won't have quite so many features, but it'll have character development (more an RPG than anything else).
Report, edit, etc...Posted by Zeratul_101 on 2006-06-22 at 19:48:05
well, for my map, i'm trying to replicate the exact gameplay(as much as possible in an Starcraft), excluding as few aspects as possible. pretty much the only thing that i've thought of but can't put in is Video Discs, unless I make them as cinematics, which just wouldn't make sense.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-06-22 at 20:39:02
Of course I would play it! I like massive RPGs.
You seem pretty dedicated, so don't give up!

ADDITION:
Of course I would play it! I like massive RPGs.
You seem pretty dedicated, so don't give up!
Report, edit, etc...Posted by Zeratul_101 on 2006-06-22 at 21:22:36
well, technically, it wouldn't be an RPG as there is no leveling up. its actually a first person shooter.

i'm gonna start a production thread about it as soon as i finish my Virtual HP system and unit designation.
Report, edit, etc...Posted by Grand_Dracolich on 2006-06-23 at 15:28:23
My Doom rpg is gonna be more like how I think the game should've been (and more realistic). It's more or less Doom 1 with trite swarms and things ( smile.gif ). Four players (all of them nessicary) pick four heroes (Doom, the original hero, Crash and Phobos from Quake 3 and Shadow, my username in Quake 3).

But at this point is not off the ground in the least (it's about 2 inches under actually), and the only ideas I have are ones for sequels...
Report, edit, etc...Posted by Zeratul_101 on 2006-06-24 at 10:38:06
ya, i've always wanted to play a more RPG-like and less linear-FPS version of doom, so the universe could be expanded a little more. although, not quite to the degree of having new characters. remind me to play your game when its done.

my reason for making this is to mainly test my creativeness in mapmaking by trying to emulate the exact stats and details featured in the actual game.

almost done with my conceptual trigger systems, since EUDs have been rediscovered i've been redesigning most of systems. i'll be posting open-source versions of all my conceptual maps related to D3 in my production thread.
Report, edit, etc...Posted by Grand_Dracolich on 2006-06-24 at 13:05:05
Well, one of the things I wanted to change was how the heros squad was wiped out in a few hours, and he (alone) literally went to hell and back. It was slightly unrealistic that, while one guy went through all that, a well-equipped and well-organized team got their clock cleaned.

I got the new character ideas while playing Quake 3 against the Imp and Arachnotron models I downloaded. Crash, Doom and Phobos are three playable models from Quake 3.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-24 at 13:34:28
ya, i've found that moronic too. when i was originally planning on making the map(about 3 months ago), i wanted to allow the players to control beta squad and let the players actions determine if the DOOMguy reaches beta squad or not. but thats quite untrue to the game, so i scrapped the idea.
Report, edit, etc...Posted by Grand_Dracolich on 2006-06-26 at 09:06:25
You have to remain true to the story if you want to make a carbon copy (relatively speaking for a starcraft map) of the game. My map is going to be more of a "how I wanted the game to be" type. And the last map'll be a mix of Final Doom's Plutonia Experiment, and Doom III - Ressurection of Evil (I like the Artifact aspect of it).

And by the way, I have a pretty fair idea on how to do the Guardian boss.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-27 at 01:44:28
YES, slope detection is done! expect realisticly(to a degree) bouncing grenades. when my conceptual modular VHP system is finished and i've decided on unit distribution, i'll be done with experimental systems phase of my map and be ready to start a production thread.

i've decided to split the entire game of Doom3 into roughly 5-8 sections, each batch of levels that share a theme of some sort(alpha labs are one map, same with delta, etc...). This is to make sure i don't hit the map limits(strings, unit, etc.) way too early in my map or make the map too large. But because of this, i'll be able to include much more detail into the map. and of course, this map is single player, just like the game.

also, instead of the save system people are so crazy about(calculating each item they have) i'm gonna let you choose the difficulty at the beginning of the map. based on the setting, you'll receive an average of several trial runs through the level. when i say the average, i mean the amount of health, weapons you have, ammo and armor. i'll need D3 players to help me with this too. Nightmare mode will have have a password however. probly something like how much ammo they had at the beginning of last level or something like that.

this map will probly not be noobie friendly in the least, because it is a solo game, i'd expect you to leanr how to play the game beforehand. i'll include a brief text document explaining how to play the game. there will be no such help in the game. this is mainly because i'm a perfectionist and i don't want to spoil the asthetics of the map with only starcraft-related technicalities. i will however, keep the Doom 3 help messages

ADDITION:
do people care if there are no explosive effects for gunfire? cause my old system did have effects, but it used third-party units to achieve this, this could have potentially lead to abuse(such as using walling with these units). maybe i'll steal an effect out of Tuxedo Templar's books and use the DT gunfire effect.

ADDITION:
QUOTE(Grand_Dracolich @ Jun 26 2006, 07:06 AM)
And by the way, I have a pretty fair idea on how to do the Guardian boss.
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mind sharing? i was planning on making all of the Guardian's movements trigger-based

ADDITION:
aarrgghhh!!!! i'm stuck with decisions about my trigger systems. should i use more complicated, noticable, and game-play functional systems or more asthetically pleasing, more bug-free, and more of a user-unfriendly system. decisions, decisions...

i'll give an example, my enemy targeting system. i have two systems, my third-party weapons system or my virtual damage system. both of these systems use observers as their reticles. the player is a civilian the entire game, the unit never changes physically or changes owners.

basics of third-party weapons system
-an enemy invincible, burrowed zerg is always centered under the reticle
-an ally comp controls one unit which represents the actual weapon. it does all the attacking. this unit stays right next to the player civilian.
-whenever a unit in under the reticle, the burrowed zerg is made vincible and the weapon unit attacks it. the zerg will never die and is constantly healed.
-any hp under 100 for the zerg will register as a hit and damage will be dealt to the unit under the observer(not zerg unit) virtually
-the player will never control the weapon unit

cons:
-potential for cheating(walling)
-can create traffic jams
-requires a unit that could have been used to improve the asthetics of enemy units
-requires many more triggers than the virtual damage system

basics of virtual damage
-whenever a unit is under the observer, the weapon is 'unholstered' and begins firing(virtually)
-each shot is represented by the death animation of a dark templar
-all damage is virtual

cons:
-not particularly visually exciting
-provides untrue gameplay(because the player may not always want to fire, i'd need a toggle to attack and not attack)
note: this isn't an issue with third party weapons because of unit movement, virtual damage responds much quicker to commands
-looks like a noobish trigger system
Report, edit, etc...Posted by Moogle on 2006-06-27 at 07:41:03
So when will this map start production or is it already in production?
Report, edit, etc...Posted by Zeratul_101 on 2006-07-01 at 02:31:46
nothing is 'produced' at the moment, i'm testing most of my conceptual trigger systems out first, cause i don't want to promise something i can't deliver.

ADDITION:
starcraft is such a female dog sometimes, i've discoverd a mathematical error with my gridding system wallbash.gif , if you want to help, go to http://www.staredit.net/index.php?showtopic=31683

ADDITION:
refined my difficulty setting system alittle. since i don't want to save the exact stats, i'm gonna add some variety by having randomization set at the beginning of the map. so, you will be randomly assigned 1 out of probly 5-10 different scenarios(different waepons, health, armor, ammo etc.).
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