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Doom 3 Demake


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Honestly not bad for being new. Some weird textures and door textures but I like what you are shooting for. I especially like the lighting and shadows, it definitely "feels" a bit like Doom 3. I think with some texture work (and maybe map names and music) this can be pretty good, keep it up!  

 

One thing you might want to add is what source port you tested in, comp level, etc. It seemed to play OK in International Doom, but I only played up to map five.

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I see what you are going for here not bad but could use more mapping experience to really flesh out your idea.

 

Edited by Dub Bag

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I enjoy the idea and can see what you were going for while playing the levels. I think that textures and lighting need to be touched up though. For instance in MAP01 the red key room, I'm assuming you wanted the light to be a pentagram? But the way that the lights are blinking out of sequence makes it appear to just be haphazard, as there are parts that are blinking, some that are always black and then some parts of the star are always lit. I think that it is a good start, especially for your first? project. I would take a look at the textures and ask yourself if they are cohesive? Do they work well together? Some of the choices (Tech Blue on the walls and stairs) just seem slapped on, rather than thought out. Look forward to seeing your updates.

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2 hours ago, Maxhwillson1224 said:

If I ended the game on map 26 the game would progress to Doom 2's final levels.

I think you can use MAPINFO to prevent this to happen. Or as other have said, make a credits map with no exit.

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Yeah the first few levels are a bit sloppy, I should have gone with John Romero's advice and make the first levels last. Map28 is the worst map, I completely ran out of ideas ahahaha, it's kind of funny though. I've been working on this project for 3 months, going to take a little break from it. 

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Skimming through Dub Bag's video, I fear this is a classic example of a new mapper trying to sprint before they can crawl. You have obviously put a lot of effort into it, some of your lighting is nice, but there's a lot of boring bland rooms and the door tracks are not pegged correctly (hence why they move up when the doors open) which is a pretty basic mistake.

 

Please do not this as a attempt to be negative or discouraging. You have to start somewhere, and this shows you are capable of putting in a lot of effort which is great. My advice would be to focus on making one single good level, get feedback on that, then maybe revisit this project and apply what you have learned to make it better.

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Indeed! There definitely is a lot of potential there. So much so that I am surprised nobody has done so already, at least as far as I am aware!

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3 hours ago, xX_Lol6_Xx said:

I think you can use MAPINFO to prevent this to happen. Or as other have said, make a credits map with no exit.

Can it also be done that the last map I mean map 26 exit will take back to map 01 to prevent playing further doom2 maps? 

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Just finished playing map 10. I say this is a nice WAD that totally gives you the vibe of playing Doom 3!

 

Some texture alignments can be fixed and more texture matching with the map environment can be definitely done. You can add more detailing (not talking about adding more sections) on the maps as many places look really empty. Maybe look at some beautiful maps and you'll get some ideas about what I'm trying to say. I like the traps and lightings you set on the maps, they are nicely done. Overall, this mapset can be much more interesting and cool looking if you can add lot more designs and details on your existing maps. Also, there are some Doom 3 music packs out there which you can put here to give it more feelings.

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14 hours ago, Yousuf Anik said:

Can it also be done that the last map I mean map 26 exit will take back to map 01 to prevent playing further doom2 maps? 

Yes, I think. Check out the documentation and test it, I'm not an expert in MAPINFO so I'm not the best person to ask.

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8 hours ago, xX_Lol6_Xx said:

Yes, I think. Check out the documentation and test it, I'm not an expert in MAPINFO so I'm not the best person to ask.

Yeah I just noticed something similar on No Rest for the Living WAD, when done on map 08 it takes you back to map 01. So I think it can be done for map 26 as well.

image.png.b0c57da9894c3b9ece3f92bfc2df2abd.png

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I feel like the dumbest idiot. I spent 3 hours screen recording my entire game play of this WAD and I forgot to hit save when I was done. Lost all of the footage. On another note I started a new project, I'm attempting to put the entire Doom 2 game on Map30, connecting each level with hallways ahahaha! It's turning out well so far! 

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In order to make Doom 2 fit on Map30, I have to change every tag number for every level and I also have to replace every key with a switch door to force the player to play the whole levels. So far I've fit 9 Map into 1 Map, no issues. 

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On 12/13/2022 at 5:13 PM, Murdoch said:

Skimming through Dub Bag's video, I fear this is a classic example of a new mapper trying to sprint before they can crawl. You have obviously put a lot of effort into it, some of your lighting is nice, but there's a lot of boring bland rooms and the door tracks are not pegged correctly (hence why they move up when the doors open) which is a pretty basic mistake.

 

Please do not this as a attempt to be negative or discouraging. You have to start somewhere, and this shows you are capable of putting in a lot of effort which is great. My advice would be to focus on making one single good level, get feedback on that, then maybe revisit this project and apply what you have learned to make it better.

I like the single level focus approach. I'm definitely going to do that moving forward. If I had known how much attention this thread had gotten, I would have shared the first level to get feed back. I'm still new to the Doom mapping community. I've played Doom my whole life but I'm still learning how to make levels, it's a lot harder than I expected.   

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On 12/14/2022 at 7:27 PM, Yousuf Anik said:

Yeah I just noticed something similar on No Rest for the Living WAD, when done on map 08 it takes you back to map 01. So I think it can be done for map 26 as well.

image.png.b0c57da9894c3b9ece3f92bfc2df2abd.png

 

Screen Shot 2022-12-17 at 2.34.01 AM.png

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3 minutes ago, Maxhwillson1224 said:

My Slade just shows blank?

Level progression information is stored inside the MAPINFO lump, not any individual map(s).

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Well this is certainly something. I'm on Map05 currently and enjoying it pretty well. The only obvious issue is the texturing. The Map baseline builds themselves are freaking great honestly and have cool design features. But yup, basically just a needs a good paint job and it will be a pretty fun map set from everything I can see about it. You definitely have the some of the build techniques down really well, and the lighting very well too. Hopefully you finish out the project a bit more by replacing all the placeholder textures. 

Also feel free to ask advice here too. Youtube has really good mapping tutorials and a lot of us here are handy with all the major source ports for purposes of advanced details or advice. 

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18 hours ago, kalensar said:

Well this is certainly something. I'm on Map05 currently and enjoying it pretty well. The only obvious issue is the texturing. The Map baseline builds themselves are freaking great honestly and have cool design features. But yup, basically just a needs a good paint job and it will be a pretty fun map set from everything I can see about it. You definitely have the some of the build techniques down really well, and the lighting very well too. Hopefully you finish out the project a bit more by replacing all the placeholder textures. 

Also feel free to ask advice here too. Youtube has really good mapping tutorials and a lot of us here are handy with all the major source ports for purposes of advanced details or advice. 

I can see the texture issues now that people point them out. My original way of texturing was bad, I'd make the entire level with the default textures and then go back and replace all of the textures. Not only did that take forever, I'd miss areas and miss areas that were not aligned. I've now figured out the fast way to do textures. In the beginning a map would take me a week to make, by map 30, I was pumping out the levels in 1 day.  

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I'm also aware the original Doom 3 doesn't have the double barrel shotgun but I had to add the gun when I introduced the Revenant, the game was not enjoyable with the single shotgun. It was clear from the start that Doom 2 needed the double barrel shotgun to be fun, some of these demons are just too powerful. 

Edited by Maxhwillson1224

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On 12/15/2022 at 7:15 PM, Maxhwillson1224 said:

On another note I started a new project, I'm attempting to put the entire Doom 2 game on Map30, connecting each level with hallways ahahaha! It's turning out well so far! 

This was done in the map01 slot by Eternal in 2011.

 

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11 hours ago, Spectre01 said:

No way! That's too fun! Do you know where I can download the WAD? I've taken a break from that project and moved onto an open world type of idea for the Classic Doom. Same concept but instead it's an open world where you can enter any level in any order. The exit switches will unlock the final level. 

 

 

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On 12/14/2022 at 12:20 AM, Dub Bag said:

I see what you are going for here not bad but could use more mapping experience to really flesh out your idea.

 

https://youtube.com/shorts/6cbxd-CBb2Y?feature=share

 

I've tried to make it look as much as doom 3 as possible  . Only the weapons aren't doom3 themed .But textures ,sounds and enemies are .

 

The map is really empty , But you're right ,it's not bad .But there are some questionable texture placements and 

With a bit more details this map could be really amazing .

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