View Full Version : Some new 3D-DM maps
Alien[QNET]
September 17th, 2004, 06:13 PM
First of all, Hello Doomers.
For 10 Years I play Doom, and a few years ago I started to make my own maps.
I plan to release a pure DM-Mappack in the near future but until then, some work is to do. I decided to release 2 maps out of many now, because I like to know what other Doomers think about them. Me and my friends like'em very much, these are very nice locations to frag, and get fragged :). The Maps are Quake-style, a lot of 3d floors, jumppads, high rooms and GL Lightning. I used only external textures, so they don't really look like Doom, some of you maybe don't like that...but no panic, I made also a few with Doom Textures :)
Now whats about the two maps?
holowad:
I tried to get some "holofloor" style out of Doom legacy. Transparent floors, enlighted walls, and the holofloor in the middle of the map ( you must have a look at it). it's not there, but you when walk over it....ahhh looks just nice :) no it doesn't only look nice, It gives you health!
plasmareactor:
After I played some Doom3 Multiplayer, I get the idea for this map. Industrial Style, GL lightnings and Scriptet lightnings. In the middle of the map is a reactor that opens every 35 seconds, with a plasma inside... plus there are red alarm lights all over the map.
I used a lot of GL-Lightning, so peopel with slow machines will have a lot of lag, you can try to switch coronas off and switch to 16bit textures.
The FS scripts arent optimal, because I learned FS scripting out of other wads (great thanks to Mr.Rocket and his Q3DM17 remake), maybe some of u can help me to make em faster.
If you have more than 1,2Ghz and a geforce3 or better, it will run smooth with all that stuff that looks nice :)
That's it for the moment, thanks for reading my 1st message in this forum and happy fragin!
Finaly, the download links including both maps
mirror1: http://www.qnetcore.ch/doom2legacy/justdm_preview.zip
mirror2: ftp://doom:rulez@alienserver.myftp.org/justdm_preview.zip
P.S. Sorry for the bad english, I'm coming from switzerland... LOS, MACH SCHNELL! :)
Alien[QNET]
September 17th, 2004, 06:38 PM
ah... these maps are for Doom Legacy 1.42 only, beacause I used the "playerammo" and "playerselweapon" FS command, they are not included in earlier versions.
Inga-KX
September 17th, 2004, 07:43 PM
Jesus pissing christ man...and I just thought I had seen it all *jawdrop*
Alien[QNET]
September 17th, 2004, 08:48 PM
Yeah, and thats just "the begining" ;) maybe I gonna post some screenshots from other maps.
The download link number one is down, just today we had a hd-crash at the qnetcore-www/mail server. It'll be down for a week because of upgrading to a raid controller :(
ChexBoss
September 17th, 2004, 09:33 PM
uh.... neither mirrors are downloading for me. O.o
EDIT>> Nevermind. Windows hates me.
Alien[QNET]
September 17th, 2004, 10:03 PM
for those who are in war with windows :) or geting trouble with the ftp, here's another weblink
http://copykill.myftp.org/doommaps/justdm_preview.zip
Rellik_jmd
September 18th, 2004, 07:12 PM
Crap, I'll have to wait till tomorrow to play these. Oh well, I'll download it right now. :-)
Inga-KX
September 18th, 2004, 07:16 PM
"If you have more than 1,2Ghz and a geforce3 or better, it will run smooth with all that stuff that looks nice"
Man, my system specs are far better than the "official" ones, even so this absolutely crawls on DM *cry*
Alien[QNET]
September 18th, 2004, 10:47 PM
Do you have speed problems in both maps? The "Plasmareactor" runs smooth on a 1,4ghz with gf3 here on my 2nd PC. But the "holowad" has some heavy problems in the middle room. I think its because you see a lot of linedefs, vertexes, GLlights and big sectors when you are in the middle of the map. I have to fix/change this.. or you need a new Videocard :). I made the maps on a amd64 3200 with radeon9700, so...I don't have any problems ;)
Additionally, the script from the holofloor isnt really at its optimum, it has lot of "for", "while", "vars" and tags. I gonna test it out with another version from the script, wich I made for a testmap with 100(!) holosectors, these are 300tags to handle in a very short time. (holowad has about 30 holosectors). for multiplayer, the server should be fast enough. if it doesn't run smooth on the server it'll get very laaagy (like playing the original Quake1 over internet with a ping of 200)
If your PC can handle Doom3 at 1024*768, my maps will run smooth ;)
DarkWolf
September 19th, 2004, 06:34 AM
Plasmareactor isn't too bad, the lighting in the hall ways is cool, but I didn't care for holowad. In my honest opinion the visual effects are over-done. Colored lighting and transparency are cool things to use, in moderation.
Inga-KX
September 19th, 2004, 08:49 AM
']Do you have speed problems in both maps? The "Plasmareactor" runs smooth on a 1,4ghz with gf3 here on my 2nd PC. But the "holowad" has some heavy problems in the middle room. I think its because you see a lot of linedefs, vertexes, GLlights and big sectors when you are in the middle of the map. I have to fix/change this.. or you need a new Videocard :). I made the maps on a amd64 3200 with radeon9700, so...I don't have any problems ;)
Additionally, the script from the holofloor isnt really at its optimum, it has lot of "for", "while", "vars" and tags. I gonna test it out with another version from the script, wich I made for a testmap with 100(!) holosectors, these are 300tags to handle in a very short time. (holowad has about 30 holosectors). for multiplayer, the server should be fast enough. if it doesn't run smooth on the server it'll get very laaagy (like playing the original Quake1 over internet with a ping of 200)
If your PC can handle Doom3 at 1024*768, my maps will run smooth ;)
- Intel Pentium P4 1.8ghz
- Chaintech GeForce FX5200 128mb (OCed)
- 512MB DDR PC2700 333MHz
- Windows XP Pro
It just seems to happen with Hollowad, the framerate drop is noticeable but maps can still be played without prob. I've only noticed the same performance drecrease with the Rainbowstar wad, specifically the "movig floor zone" surounded by candles. I run Legacy with all the best possible settings at 1024x768 and everything runs smooth as it can be. I can even play Jdoom with all the goodies enabled, same resolution plus high res textures and md2 models and it runs faster than Hollowad ;)
Rellik_jmd
September 19th, 2004, 06:29 PM
It chopped a little at 1024x762 but runs fine at 800x600. Awesome stuff man, I won't get a chance to play it online today but will definitely try to make a go of it next weekend. Really sweet looking.
ToXiCFLUFF
September 20th, 2004, 02:22 AM
Scripting is used to nice effect and the 3d floors are used well in terms of the map layout I think, but too much transparency and coloured lighting makes it look tacky to me.
The other thing is that Legacy deals with dynamic lights a little oddly (like the lights blink out when behind you and you're looking up or down, or when they are just off the screen), so the levels looked a bit flickery at times. My only other problem (and this may be just specific to my computers' cards/drivers) is that the gradient lighting looked very inconsistent from different angles and so also became flickery.
Alien[QNET]
September 20th, 2004, 04:59 AM
Plasmareactor isn't too bad, the lighting in the hall ways is cool, but I didn't care for holowad. In my honest opinion the visual effects are over-done. Colored lighting and transparency are cool things to use, in moderation.
Yeah thats right, holowad is over-done. It was my first wad, when i learned how to use the "self-made" GL Lights. I couldnt' stop to make use of 'em, so fianaly there are too many inside. The coloros i used in this map are pure red, green and blue, they are too "strong", maybe I have to use some weaker colors.
The flickering lights are a littlebit disturbing, in the maps i made after holowad i tried to put'em the way you can't see the flickering, but it's alway a problem when u stand with the back to the light. I hope this is gonna change in a future legacy version... or in the C++ version :)
ToXiCFLUFF
September 20th, 2004, 05:21 AM
']The flickering lights are a littlebit disturbing, in the maps i made after holowad i tried to put'em the way you can't see the flickering, but it's alway a problem when u stand with the back to the light. I hope this is gonna change in a future legacy version... or in the C++ version :)Yeah, I'm sure this will be dealt with fine in the new renderer.
Alien[QNET]
September 20th, 2004, 05:42 AM
Hopefully, and it will get faster so you can enlight totaly darkish rooms only with gl lights, like in the doom3 editor :)
While editing, I decided to post another map, its one of the newest out of a serie where i used quake textures and similar. In this map i was reservedly with the gl lights, and tried to make the atmosphere with nice textures I found on the internet.
Perhaps you noticed, that in my maps you're playing with gravity 0.666... this is in every map, because thats the "qnet-gravity". We play with this since legacy has a gravity option, because strafe-jumping is getting more like in Quakeworld, jumppads are working better and the dying soldiers are flying much longer and higher, when you get'em with the doublebarell :)
this map has no name, for the moment it's named qstyle02
so here we go, once again happy fragin (and don't forget, its doom not quake)
mirror1: ftp://doom:rulez@alienserver.myftp.org/qstyle02.zip
mirror2: http://copykill.myftp.org/doommaps/qstyle02.zip
Rellik_jmd
September 20th, 2004, 07:23 AM
I like low-grav too, in some maps by jump running you can get moving at incredible speeds. :-)
EDIT: Awesome new map man! Looks really fantastic!
Ebola
September 20th, 2004, 07:59 AM
the maps ran silky smooth for me.. but they do look a bit tacky imo..
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