View Full Version : Outdoor levels
Mike D
July 26th, 2005, 12:05 AM
I'm looking for decent Doom or Doom 2 levels that focus on outdoor areas, particularly forests. Has anyone ever done a good forest?
Mike
+Acyclitor+
July 26th, 2005, 01:22 AM
forest levels are kinda rare, as the Doom engine dosn't have any easy way to create them. Goblin Doom TC did have a forest level, though, try searching for it. also, Hexen has some foresty places.
FATAL
July 26th, 2005, 04:47 AM
Some Aztec level for jdoom has a pretty good jungle thingy in the start, but it doesn't last for very long.
I believe that with jdoom it would be pretty easy to make good looking forests with 3d models. Of course, if you're a good modeller, that is. Then again, the trees wouldn't have to look ultra detailed.
The Undertaker
July 26th, 2005, 12:43 PM
FFDoom (http://www.doomworld.com/idgames/index.php?id=10684)
Oh, you said a decent level.
Aliotroph?
July 26th, 2005, 02:09 PM
Making forests in a DooM-engine game is one crazy challenge. Even if you get a stack of nice-looking trees, then the terrain is tricky. HeXen did an ok job by usking steep ledges and cramped rock formations with some appropriate textures, some trees and blowing leaves.
Grazza
July 26th, 2005, 03:05 PM
You might take a look at the following two:
Skyewood (http://ftp.sunet.se/pub/pc/games/idgames/levels/doom2/s-u/skyewood.zip) by Steve Rescoe (pretty sure it's the same one who now works for id).
Grove (http://ftp.sunet.se/pub/pc/games/idgames/levels/doom2/Ports/g-i/grove.zip) by B.P.R.D. - well, it has lots of trees.
Mike D
July 27th, 2005, 07:50 PM
Skyewood was trippy, complete with magic mushrooms. Grove's framerate was terrible, so I found AltGrove, whose framerate was somewhat less terrible. Thanks for the intel.
Mike
shtbag667
July 27th, 2005, 07:57 PM
You know, if you can't find many outdoor levels you can always make your own. I'm putting together a tree resource wad if your interested. I have 12 - 15 types made so far.
Grazza
July 27th, 2005, 08:00 PM
Grove's framerate was terrible, so I found AltGrove, whose framerate was somewhat less terrible.
I find the original Grove works fine with glboom - a bit of slowdown, but nothing that's a real problem, and there aren't any problematic dark areas either. I've therefore never felt the need to get AltGrove, but I imagine that will be silky smooth in glboom.
If you have problems finding your way around the map, Little Faith wrote a walkthrough (http://www.doomworld.com/vb/showthread.php?s=&threadid=21874). If you have problems with Skyewood, then you might find my Nightmare demos (http://www.doomworld.com/vb/showthread.php?s=&threadid=25966) useful (though I don't reveal all secrets, or necessarily use the intended routes).
Another one you might be interested in is Real (http://ftp.sunet.se/pub/pc/games/idgames/levels/doom2/p-r/real.zip) by Joe Zona.
Mike D
July 29th, 2005, 01:22 AM
You know, if you can't find many outdoor levels you can always make your own. I'm putting together a tree resource wad if your interested. I have 12 - 15 types made so far.
I definitely would be...just give us a heads up on the boards sometime, because I probably won't be the only interested party.
Grazza, thanks much for your general helpfulness here. Haven't tried the glboom thing yet with Grove, but when I do I'll report on how it worked. I gave Real a whirl, though...the big base at the end was great!
Mike
Grazza
July 29th, 2005, 05:14 AM
I should clarify something: by glboom, I mean the GL version of recent releases of PrBoom (e.g. 2.2.6 or 2.3.1), and not the very old version 2.03. In 2.2.6 it is a separate exe included in the distribution package, and in 2.3.1, you just choose the OpenGL renderer in-game. Performance relative to the software renderer will depend on your hardware and system specs, naturally.
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