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Staredit Network -> UMS Production -> Doom 3: Hell on Mars
Report, edit, etc...Posted by Zeratul_101 on 2006-08-13 at 16:28:42
QUOTE
[center]
Doom 3: Hell on Mars

A Zeratul_101 Production[/center]
Author's Note:  "Doom 3" refers to the game produced by id Software, whereas "Doom 3: Hell on Mars" and "Doom 3: HOM" refer to the map currently in production.

[left]Storyline[/left]
[center]The Union Aerospace Corporation is the largest
corporate entity in existence

Originally focused on weapons and defense
contracts, new ventures have expanded into:

Biological Research

Space Exploration

and other scientific endeavors.

With unlimited funds and the ability to engage in
research outside of moral and legal obligations.

The UAC controls the most advanced technology
ever conceived...
[/center]

      The ruins of an ancient martian civilization have unlocked the secrets of teleportation.  And the UAC will stop at nothing to harness this
world-altering technology.  As part of a marine detachment sent to protect the facility, your duty seemed simple enough ... until the invasion.  Now, in an epic clash against pure evil you must fight to understand who is with you, who is against you, and what must be done to stop this nightmare from reaching Earth.


[left]Description[/left]
Expected Release Date:  N/A

      Doom 3: Hell on Mars is an exercise in emulation - converting Starcraft into Doom 3.  Doom 3 can now be experienced from the comfort of Battle.Net.  This map will attempt to replicate as many of the asthetical and gameplay aspects of Doom 3 as possible through use of extended terrain, selective unit counter-parts and complex trigger systems.  To preserve the duplication, Doom 3: HOM will forgo multi-player capabilities and maintain Doom 3's single-player format.

      Due to the extensiveness of Doom 3, Doom 3: HOM will be created in a map series format as opposed to a single map.  Final release versions of Doom 3: HOM will be released in a Zip file.  Included in this Zip file will be at least eight maps comprising Doom 3: HOM, contact information, and a text guide explaining the gameplay of Doom 3: HOM.


[left]Features{Under Construction}[/left]
Virtual Combat System(VCS)
               
Barrier Detection
               
Object Reflection/Deflection
               
Personal Data Assistant
               
Mass Variable Item Storage
               
Reticle-Based Targeting
               
Pseudo-Random Scenario Generation
               
Combat AI

Primary Trigger Systems
      Listed below are the largest trigger systems of Doom 3: HOM.  They are responsible for replicating complex aspects of Doom 3 - such as combat and physics.  The majority of the systems perform their processes virtually, for both functionality and efficiency.

Virtual Combat Mainframe (VCM)
   A massive trigger system at the focal point of the VCS, it serves both as a
   calculator and a database system.  In its most basic form, the VCM performs
   simple subtractive-counter functions.  However, the system can also calculate
   many other factors, which include armor, splash damage, and specific/general
   damage-bonuses.  On the other hand, the database system tracks multiple
   forms of data, such as armor, hit-points, weapons carried and various other
   information.  This data is modified as deemed neccessary by the system's
   calculations.
  
Combat AI (CAI)
   {Under Construction}

Third-Party Targetting (TPT)
   The TPT system is a selection system with functionality for both combat and non-
   combat purposes.  It utilizes a secondary 'reticle' unit to achieve this.  To
   increase combat functionality, features such as accuracy and auto-tracking are
   included.  'Functionality Tracking' is also implemented, which limits the 'reticle' to
   locales where it can operate.
     
Grid-Based Location Calculator (GBLC)
   This system, with the aid of Micro-Scan, can track the X,Y-Coordinates of
   multiple targets.  Using this data, aspects such as location, distance, and slope
   between two objects can be calculated.  Furthermore, these calculations can be
   used to implement weapon range, object deflection, barrier detection and
   various other functions.

Multi-Stage Elevation Calculator (MSEC)
   The MSEC tracks the Z-coordinate of all the mobile, dynamic objects throughout
   the map.  The system is responsible for trajectory calculations, taking appropiate
   actions for object collisions, and displaying 'radar' to the user.

X-Cubed Media Display (XCMD)
   A replica of Doom 3's PDA, this system is a dynamic database that contains and
   displays various forms of media - audio, text, video.  The system compensates
   for expected, yet missing, media, that, when found, is sequenced into proper
   order.

Scenario Generator (SG)
   The SG inputs user statistics, at the beginning of every level, from a pre-
   compiled database of commonly-achieved statistics to differentiate playing
   sessions.  Alternatively, the system is also able to randomize said user statistics
   within determined limits for random scenarios.
 
Random-Access Item Database (RAID)
   This system is used to differentiate between generic item stockpiles with
   maximum effectiveness.  The RAID system maintains data on all of its entries
   and can modify them all in-game, simultaneously.
  

Details/Progress
Doom 3 ---> Doom 3: HOM Conversion Rate - 75%
[progress]75[/progress]
One Player
Extended Installation Terrain/Extended Ash World Terrain
256x256 Map Size

Ideas - Stage(Finalizing) - 95%
[progress]95[/progress]
Terrain - Stage(N/A) - 0%
[progress]0[/progress]
Triggers - Stage(Testing) - 10%

[progress]10[/progress]
Screenshots
This section will contain screenshots of Doom 3: HOM and the various maps in 'Related Maps'

Related Maps
Author's Note:  To download attachments from this section, do not left-click on the link.  Instead, right-click and select "Save Target As...", then select a download directory, assign a file name, and, finally, append ".scx" to the file name.  If handling issues and/or errors occur with any map, simply post a message in this thread.

[attachmentid=21297]
Using Euclid's Algorithm, the Fractional Reducer will convert fractions, as high as 30,000, to their lowest terms.  Simple follow the onscreen instructions to activate the system.


Credits{Under Construction}
Special Mentions

Lethal_Illusion - For major technical assistance concerning major trigger systems,
                        such as Micro-Scan and mobile grids.

MoonlighTurtle - For major technical assistance with binary cutoffs for the
                        Grid-Based Location Calculator.

Grand Dracolich - For continued and valued support of Doom 3: HOM.

Credits

Production Thread
   Created by:  Zeratul_101(Content) & Kenoli(U)(Asthetics)

"Grid-Based Location Calculator"
   Created by:  Zeratul_101
     Assisted by:  MoonlighTurtle(Binary Cutoffs)
           Ideas by:  in a biskit(Mathematical Assistance) 
                           
"Virtual Combat System"
   Created by:  Zeratul_101
           Ideas by:  Psi(Third-Party Reticle)
                           Tuxedo Templar(Dark Templar Gunfire Effect)


Author's Note:  All names are listed in the order of importance of said persons' contributions.  If your name is not listed above and you believe it should be, simply contact me in this thread or via PM.

QUOTE

Timeline
03/17/06  "Ideas" Thread Created
08/13/06  Production Thread Created
08/17/06  Fractional Reducer  1.0 Completed
09/02/06  X-Cubed Media Display  0.3 Completed
10/03/06  Fractional Reducer  1.0 Publicly Released

Notes
-V 1.5 of FR to include non-spammy instructions, more asthetic layout, centered screen, inverted unit building(build 1 to subtract, 2 to add), remove excess switches, tell about subtraction in opening message, permanently include 'observers', include resource showing for observers, add in even + even --> one # = 2, include sharing text messages.
-V 2.0 of FR to include spinesheath's math algorithm, remove timer, redo all DC and comment assignments, reanalyse/revamp all triggers, include DC usage listing, include owner transfering for absent P1/P2
-VCS SE should be made in 'engine' format, which allows for complete conversion by modifying a single trigger.  EDIT: allow for modification ingame
-XCMD-v1.0 have sound, video 
-XCMD-v1.1 display in two way(order of finding them or proper order)
-add DT 'sleep' mode when >7 enemies are activated

QUOTE

Testers
Expected Start of Alpha Testing:  Started
Expected Start of Beta Testing:  N/A


Definitions
Alpha - A test map for a specific/group of trigger system(s).  The map is not
            created in a game format.
Beta - A game version of Doom 3: HOM.  This map will resemble final release
          versions of Doom 3: HOM.  The map will contain most, if not all, of the
          currently completed trigger systems.


Testers
1.   Zell.Dincht(Alpha/Beta)
2.   Urmom(U)(Alpha)
3.   Jammed(Alpha/Beta)
4.   Grand_Dracolich(Alpha/Beta)
5.   Element-Nature(Alpha/Beta)
6.   -


Author's Note:  There are additional tester slots beyond the amount shown above.  In addition, I will remove persons from the 'Testers' list without warning or post-notice if I believe he/she is 'leaking' maps or, otherwise, performing poorly.

Report, edit, etc...Posted by Kupo on 2006-08-13 at 16:30:17
looks good, i like the whole level thing you set up.

goodluck
Report, edit, etc...Posted by Zeratul_101 on 2006-08-13 at 16:38:42
QUOTE(Kupo @ Aug 13 2006, 02:29 PM)
looks good, i like the whole level thing you set up.

goodluck
[right][snapback]544483[/snapback][/right]


lol, its a necessity, for everyone thats played doom 3, you'll know that even a few levels put together are pretty big. i'll probly have to split them up even more later on.
Report, edit, etc...Posted by Zell.Dincht on 2006-08-13 at 17:13:43
Looks good, if you need a tester PM me.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-13 at 17:59:57
QUOTE(Zell.Dincht @ Aug 13 2006, 03:13 PM)
Looks good, if you need a tester PM me.
[right][snapback]544502[/snapback][/right]


check the testers section again, did you want to be alpha/beta tester or both?
Report, edit, etc...Posted by UN-Rommel on 2006-08-13 at 18:04:40
I think i love you (j/k)
I'll be extremely happy to test since i am a major doom3 fan. smile.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-08-13 at 18:06:56
lol, i love you too, i'll sign you up both alpha and beta
Report, edit, etc...Posted by PCFredZ on 2006-08-13 at 20:35:25
Red text on black background is hard to read, the size is a bit too big too.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-13 at 21:30:18
lol, thats just with firefox. i can't figure out whats wrong with it. its perfect on IE. i'll get to fixing it in a little bit.

ADDITION:
you don't like red on black? blink.gif i find that to be one of the most readable color combinations

ADDITION:
...this is seriously farked up...

ADDITION:
have fun kenoli
Report, edit, etc...Posted by Zell.Dincht on 2006-08-13 at 23:14:54
QUOTE(Zeratul_101 @ Aug 13 2006, 03:59 PM)
check the testers section again, did you want to be alpha/beta tester or both?
[right][snapback]544518[/snapback][/right]

Both smile.gif I really am wonering how you are going to do all that stuff tongue.gif
Report, edit, etc...Posted by Urmom(U) on 2006-08-14 at 00:44:01
Sounds like you have some complicated trigger systems going on in here. Just make sure that you don't ruin gameplay do to complexity. Good luck on it.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-14 at 04:29:45
alright kenoli, thanks a ton, looks spanking goow now smile.gif credits is updated for you

QUOTE(Zell.Dincht @ Aug 13 2006, 09:14 PM)
Both smile.gif I really am wonering how you are going to do all that stuff tongue.gif
[right][snapback]544626[/snapback][/right]


any feature you want more elaboration on? i've got 99% of them pretty well thought-out already.

at the moment, most of the features have not been map tested. this is due to constant revamping of the features as i come up with more efficient and asthetic methods of creating these features. some of these systems have gone through 3 to 4 generations and are a far cry from the original systems. although, i'm extremely confident they'll all work out as i intended them to.

i've decided on making the map 'open-source' so to speak. i'm still gonna protect it just to keep any noobs away, but otherwise, i'll elaborate on details and release my test maps. if i feel like it, i may included a detailed text document with the final release version.

QUOTE(urmom @ Aug 13 2006, 10:43 PM)
Sounds like you have some complicated trigger systems going on in here.  Just make sure that you don't ruin gameplay do to complexity.  Good luck on it.
[right][snapback]544655[/snapback][/right]


complicated? you betcha tongue.gif, ruining gameplay is my top predicted downfall of the map series. while i've tried to replicate as much of Doom 3 as possible, theres still a huge margin thats unattainable. by staying only partially true to the game, i ruin gameplay, yet if i were to reduce accuracy to improve gameplay, i would be straying further from my primary goal - to push my map making ability by recreating another game. so, essentially, i'm stuck in this 'no-mans land' and i'll just have to see how it goes.

ADDITION:
oh, just in case you haven't figured this out for yourself, this map is gonna take a LONG time. i like spent 5 months on ideas and concepts, lol.
Report, edit, etc...Posted by Extraordinaire on 2006-08-14 at 06:11:50
Holy crap... I don't think I can remember all..or anything that was said in this.. but.. Wow, seems like this'll be a very nice map.. Good luck with it, I'm a major Doom fan.. So I'm expecting alot. xD
Report, edit, etc...Posted by Dark_Marine_123 on 2006-08-14 at 06:20:12
Jesus christ thats a lot of information! I'm still wondering how the hell you are going to do most of that without killing yourself / someone in the process. I wanna peek smile.gif
Report, edit, etc...Posted by ToFu on 2006-08-14 at 11:18:12
sounds cool
tell me when its done i wanna play it biggrin.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-08-14 at 12:07:49
QUOTE(Extraordinaire @ Aug 14 2006, 04:11 AM)
Holy crap... I don't think I can remember all..or anything that was said in this.. but.. Wow, seems like this'll be a very nice map.. Good luck with it, I'm a major Doom fan.. So I'm expecting alot. xD
[right][snapback]544711[/snapback][/right]


thanks for the good luck, i'll be needing it. ermm.gif

QUOTE(Dark_Marine_123 @ Aug 14 2006, 04:19 AM)
Jesus christ thats a lot of information!  I'm still wondering how the hell you are going to do most of that without killing yourself / someone in the process.  I wanna peek  smile.gif
[right][snapback]544712[/snapback][/right]


did you want to be a tester? cause you'd be seeing more of the content sooner.

lol, theres really not much to peek at... did you want to look at my Wordpad notes or soemthing? lol. anyhow i'm making both a fractional reducer and a physics generator(which involves bouncing grenades off walls). since the fractional reducer is part of the physics generator, you'll see it first.

QUOTE(BoBTheLegend @ Aug 14 2006, 09:17 AM)
sounds cool
tell me when its done i wanna play it biggrin.gif
[right][snapback]544747[/snapback][/right]


lmfao, by the time its done, i'll forget to tell you
Report, edit, etc...Posted by Urmom(U) on 2006-08-14 at 14:04:44
Hmm I'll be interested in checking those experimental maps for your systems out then.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-14 at 14:09:00
okay, i'll add you to alpha testers. i'm working on a fraction reducer(not listed in thread) and i'll post within a week. its actually not that hard, but i'm abnormally lazy ermm.gif
Report, edit, etc...Posted by HorroR on 2006-08-14 at 15:12:20
Hey, if you have another spot for a tester, I'll be glad to test both versions.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-14 at 17:31:22
oh, don't mind the numbers, its infinite for the time being. the reason is stoopped was cause i had trouble putting down infinite numbers. ermm.gif

ADDITION:
so, jammed and horror are added to testers.

just so people know:

alpha maps are not gaming maps, they are individual maps meant to test trigger systems outside of a fully functioning map.

beta versions are the fully functional gaming maps and are just meant to be debugged.
Report, edit, etc...Posted by JoJo. on 2006-08-14 at 18:57:44
I predict these 8 maps will tkae half as long as "Crescent Dyne" which should be about 10 years and then you go blind and get carpeltunnel from so much work.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-14 at 20:44:40
QUOTE(JoJo. @ Aug 14 2006, 04:57 PM)
I predict these 8 maps will tkae half as long as "Crescent Dyne" which should be about 10 years and then you go blind and get carpeltunnel from so much work.
[right][snapback]544970[/snapback][/right]


you're sure an optimist aren't ya rolleyes.gif
Report, edit, etc...Posted by iPLUGGED on 2006-08-14 at 20:58:15
This looks sweet. Finish it up already!
Report, edit, etc...Posted by Zeratul_101 on 2006-08-14 at 23:17:23
QUOTE(iPLUGGED @ Aug 14 2006, 06:57 PM)
This looks sweet. Finish it up already!
[right][snapback]544998[/snapback][/right]


lol, 'finish it up'... its more like 'start it already'
Report, edit, etc...Posted by JoJo. on 2006-08-14 at 23:52:50
QUOTE(Zeratul_101 @ Aug 14 2006, 05:44 PM)
you're sure an optimist aren't ya rolleyes.gif
[right][snapback]544994[/snapback][/right]

Yea that was an exageration maybe 1 or 2 years or even lower if you work and keep going with the map unlike some people tongue.gif I really can't say I know what to say as far as an estimate my guess isn't a good one because I am not informed on your mapmaking ability. Good luck though I really would like to see this map finished
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