Moebius Posted July 29, 2021 This is my attempt to recreate the opening map from Doom 3 (Mars City 1) in Doom 2. If this is "discouraged", let me know. If you remember Doom 3 then you'll know that there is really nothing to do but walk to the Operations Center, only to be sent back nearly to the beginning to go to the Mars City Underground to get a civilian down there. So this is a purely visual/audio experience. I made a version of this MAP many years ago using Doom 2 textures. This version is a total redo using the hires textures from D3Retro_hires_v3.7.pk3, which you will need to download, if you don't have it already. In order to make DoomGuy NOT look like a midget, he and the Monsters are scaled up by 1.5. So other MODS, such as Brutal Doom can't be running or everyone goes back to being tiny. The MAP is Doom 2 UMDF (MAP01)(IWAD Doom2) and I've only run it using GZDoom 450 and 460. I learned a lot making this MAP. And there are probably a 100 ways to do the same things differently/better. MAP https://drive.google.com/file/d/1X2-PkUhHUPrTNHw8bSvCVoF3Ovtxs7Sr/view?usp=sharing Screenshots if they don't show up here. https://imgur.com/LeiNETu Moebius 41 Quote Share this post Link to post
lokbustam257 Posted July 29, 2021 Looks great, might look interesting if it get textured with Doom 2 stock texture and see how they look like. just saying 0 Quote Share this post Link to post
Lippeth Posted July 29, 2021 This is really cool! It threw my brain off quite a bit not being able to interact with the guis or hear the guy on the bench saying "I gotta get outta here..." but that just made it all the more impressive because of how accurate it looks and feels. I'm not sure if it's my settings but some of the models are near pitch black as well as the player sprites in a lot of areas. Still, the detail is impressive and the sounds really help sell the atmosphere. Honestly it's just fun to walk around, great job! 2 Quote Share this post Link to post
Moebius Posted July 29, 2021 Appreciate the positive comments and welcome the lighting issue comment. How the models are illuminated by the dynamic lights still frustrates me. If a model has multiple lights cast on it, it seems only the brightest or intense light shows. All of the lights in the MAP are dynamic lights. In my GZDoom settings I have my Dynamic Light Options at: Dynamic Lights (Software) ON Dynamic Lights (Hardware) ON If OFF the overall lighting is really affected Light Affects Sprites YES If NO the lighting of sprites (models) is really affected Light Affects Particles YES Light Shadowmaps YES Shadow Map Quality 1024 Shadow Map Filters PCF (HIGH) I'm not sure if that will improve the lighting for you. 1 Quote Share this post Link to post
printz Posted July 29, 2021 (edited) 57 minutes ago, lokbustam257 said: Looks great, might look interesting if it get textured with Doom 2 stock texture and see how they look like. just saying More of the same STARTAN, BROWN and TEKGREN? No. It would look really basic, given the simple, realistic layout of the Doom 3 maps. Edited July 29, 2021 by printz 0 Quote Share this post Link to post
Lippeth Posted July 29, 2021 27 minutes ago, Moebius said: Light Affects Sprites YES Aha, I knew it had to be on my end. Don't know why I didn't think to check that. I just had another walk around and it really does look great, the bottom of the cavern kills me and everything. I don't know how many lifetimes it would take to recreate more levels, but I would most certainly play them. 0 Quote Share this post Link to post
Teo Slayer Posted July 29, 2021 An amazing recreation from a DOOM game I don't like. You done good comrad, you done good 0 Quote Share this post Link to post
Biodegradable Posted July 29, 2021 (edited) You did an incredible job. Well done! Edited July 29, 2021 by Biodegradable 0 Quote Share this post Link to post
Syn Posted July 29, 2021 I'm blow away by the detail in this! Good luck man! 0 Quote Share this post Link to post
printz Posted July 29, 2021 Is the Sentry bot active? Also are you going to put NPCs in there? 0 Quote Share this post Link to post
Moebius Posted July 29, 2021 Forgive the ramble. The whole time I was mapping I thought about the personnel interactions in the first map. Figured it was a whole new set of lessons I'd have to learn. Looked up some older stuff and saw Realm667 had a bunch of actor downloads. I could learn how to add some passive actors to the MAP. But Realm667 is gone since maybe the first of the year. Anyone know if that incredible source of information is out there somewhere else? The sentry bot is static. It's an md5mesh in Doom 3. What's in the MAP are two individual *.obj models converted from the original *.md5mesh. I had problems with the skin and had to split it in two to get what I ended up with. As is, I considered the MAP 95% done. I was just getting burned out on it. The last 5% might take me another 100 hours to finish. There are a lot of "clutter" pieces I left out. None of the gui panels do anything, yet. It's too clean looking. I'd love to know how to make a walking Sentry Bot (model, not sprite) take you from Operations back to where it currently sits. And having a few "normal" people milling around would really add to the MAP. A lot of extra work for a map that has no real game play. I have several other Doom 3 maps in some state of construction with the HIRES textures; Alpha Labs 3 & 4, Comm1, Commout, CPUBoss, Enpro, Hell1, Hell Hole, and Monorail. Giving up on both Hell maps. Way too complicated to remap. And I have others using Doom 2 textures; Caverns1, Delta Labs 1-5, Recycle 1 & 2, and Site 3. Unfortunately, I keep jumping around and none are as near finished as Mars City 1 is. 0 Quote Share this post Link to post
Biodegradable Posted July 29, 2021 (edited) 24 minutes ago, Moebius said: Realm667 is gone since maybe the first of the year. Anyone know if that incredible source of information is out there somewhere else? We started building a back-up repository thread for custom assets from Realm667 and elsewhere here. Edited July 29, 2021 by Biodegradable 1 Quote Share this post Link to post
Korozive Posted July 29, 2021 Wow! Mind blown. Really impressive what you did here. 0 Quote Share this post Link to post
Jaska Posted July 30, 2021 (edited) Very cool! I wonder how this would be on @ketmar's K8Vavoom:https://www.doomworld.com/forum/topic/102766-k8vavoom-no-good-thing-ever-dies-2021-jul-18-build/ Edited July 30, 2021 by Jaska 0 Quote Share this post Link to post
Lobo Posted July 31, 2021 (edited) @JaskaDoesn't run in k8vavoom. @Moebius very impressive! This must have taken an incredible amount of time. Edited July 31, 2021 by Lobo 0 Quote Share this post Link to post
Rudolph Posted July 31, 2021 Like other people have said before, this is impressive, indeed! 0 Quote Share this post Link to post
Moebius Posted August 2, 2021 I downloaded K8VaVoom and it locked up on Line 1 - PolyObject Start Line. It didn't like my solution for sliding doors with glass. After I temporarily changed it, it ran. * Doesn't know what to do with *.obj models, only displays Spawn sprite declared in DECORATE. * Does display the *.md3 models. * Lights are harsh. * Player shadow is pitch black, pixelated, and just looks odd when near a wall. * Polyobj doors are displayed, but don't work. I think with shadowmaps options on and set high the MAP looks pretty good using GZDoom. Perhaps what VaVoom could do a decade ago. 0 Quote Share this post Link to post
Clarity Posted November 25, 2021 (edited) Sorry to bump but i downloaded the pk3 and i have missing textures for some reason, doesn't seem to have affected anyone else here so i'm not sure if there's anything wrong EDIT: nvm im blind Edited November 25, 2021 by Clarity 0 Quote Share this post Link to post
CBM Posted November 25, 2021 wow... my mind is officially blown.... amazing work. 0 Quote Share this post Link to post
Chezza Posted November 25, 2021 I didn't think this would be possible. Very impressive. We just need that really highly detailed Doom 3 monster pack and we're onto a Doom 3 to Doom 2 mega mod. 1 Quote Share this post Link to post
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