
GhostGuy
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I have finally decided to make this map set for cooperative multiplayer. However, I have found this mod, Libre Coop, to be more polished and suitable for my taste than the others I have run across. Although, it is still in the Alpha stage but it seems to work extremely well for my map set in my opinion. I have tested my map set on this Libre Coop build which can be downloaded here: https://www.moddb.com/mods/librecoop-dhewm3-coop/downloads/librecoop-alpha-15-windows-32bits You will also need dhewm3 (Doom3 source port) to run this coop mod. The build I used was version 1.5.2 (dhewm3_1.5.2_win32.zip) which can be accessed from the "Download" section here: https://dhewm3.org/ You would also need the assorted .pk4 files from the commercial Doom3 to use the source port (of course). My map set can be downloaded here: https://www.moddb.com/mods/librecoop-dhewm3-coop/addons/skyscraper-20-for-librecoop ***Please Note*** There is an issue with the "Final Escape" map (d32sky3.map) where Clients would have an extreme lag when first connected and entering this map. If this happens, the Client(s) need to 'disconnect' from the server and then 'reconnect' the server (while within the game--DO NOT EXIT THE GAME). This seems to clear it up after the reconnection. My apology, I'm still do not know what caused this. That's why it is best to setup a dedicated server for this map set. ***Spoilers Alert*** Edited Playthrough Videos Provided:
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Thanks for playing it. I'm sorry about the framedrops. It was probably the fact that I joined two maps together on the last 2 levels or could be the 1st level with the house. I'm not clear where the framedrops occur because it works fine on my recent computer. However, there is an old version you could try but it does not have the beginning house in the map pack. The old version is 1.0 and it plays differently which can be downloaded here: https://www.moddb.com/games/doom-iii/addons/skyscraper-for-doom-3-single-player-version Enjoy.
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I have decided to make this conversion for Doom 3. It has been up for a couple of days now. Enjoy. Skyscraper 2.0 (Full Doom 3 Version) https://www.moddb.com/games/doom-iii/addons/skyscraper-20-full-doom-3-version Skyscraper 2.0 (Full Doom 3 Version) Preview Video
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If anyone find any interest of this, I have uploaded a map set for Quake 4 which can be played as a single player or as a cooperative multiplayer. Just be aware, the cooperative mode can only be played under the patch 1.3 where as the single player mode can be played under any recent version of Quake 4. If someone figured out how to play the cooperative mode on the recent or Steam version, let me know. Enjoy. Skyscraper (Full Quake 4 Version): https://www.moddb.com/games/quake-4/addons/skyscraper-full-quake-4-version Q4 Open Coop Techdemo 2: https://www.moddb.com/mods/q4-opencoop/downloads/q4-opencoop-techdemo-2 Quake 4 Windows 1.3 Patch: https://www.moddb.com/games/quake-4/downloads/patch-full-windows-1-3 Videos: Quake 4 Open Coop (Known Bugs) Skyscraper: Introduction (Open Coop Mode) Skyscraper: The Entrance (Open Coop Mode)
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If anyone find any interest of this, I have uploaded one map for Quake 4 which can be played as a single player (sp_q4house.pk4) or as a cooperative multi-player (oc_q4house_ng.pk4). Just be aware, the cooperative version can only be played under the patch 1.3 where as the single player version can be played under any recent version of Quake 4. If someone figured out how to play the cooperative version on the Steam Version, let me know. Enjoy. Q4 The House: https://www.moddb.com/addons/q4-the-house Q4 Open Coop Techdemo 2: https://www.moddb.com/mods/q4-opencoop/downloads/q4-opencoop-techdemo-2 Quake 4 Windows 1.3 Patch: https://www.moddb.com/games/quake-4/downloads/patch-full-windows-1-3 Video:
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This is a revised version 1.1 which has been uploaded for the last few days. Unfortunately, there wasn't much improvement in the performance. I have replaced the rock valley with 'basic' terrains of sand and dirt. The custom textures seem to improved a little bit with 'roughness' which I have intended to be. I have added as much light as I can without sacrificing too much on the performance. This was reason for the performance drops. The custom music has been taken out and replaced with the soundscape from the original Doom 3. I did this to reduce the file size for download. My apology. This is good is going get for now since I can't seem to tackle the performance correctly. Enjoy. The download for this version can be obtained from here: https://www.moddb.com/games/doom-iii/addons/the-house-and-the-fort-revised-version-111 https://www.youtube.com/watch?v=TfiPhm3kOv4
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It seems I have found a tutorial on YouTube about "terrain" creations. This is very helpful.
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Tetzlaff, I appreciated for taking the time to review this map set. You pretty much nailed it of what I was looking for in this critique. Thank you. What you say in the 'good' was a nice touch in every aspect. Primary, I would focus on the 'bad' to improve of what you have addressed: -I totally agreed with the geometry of the rock valley. I have not yet tackle the adaption in creating 'terrains' yet. Apparently, I'm trying to find tutorials regarding this. Have any idea where I can best find information regarding this? -I'm tackling the custom textures at this moment. I have realized I was using an old script based on Quake 3 format. I'm looking at the Doom 3 .mtr files to address the issue. -The custom music in "The House" might stay for the time being. Although, it's an oldie of mine from the 90s. I thought this would give a player a sense of his/her 'heartbeat' racing faster as he/she go through the map. It was meant to be franatic. However, again, it maybe a little bit too much. I'll see if I can substitute with another 'new' tune--time to dig out my old keyboards again. -Performance? Definitely, need to be polished somehow on "The House". I see what I can do with that. I'm hoping that when I do create the 'terrains' it would resolve this issue. -Lighting was always a big issue with me. I'll see if I can improve that area for sure. -Item placements would be taken into consideration as well. I'll sprinkle (spread out) them more. If I get this frame issue resolved, I might even put more enemies as well. As for the Fort, I might twinkle that a little bit but not as much as I would do for The House. We will have to see. Once again, thanks for your input. By the way, here's the video of "The House and the Fort" (including "The Doctor's House") running under the Mars City Security Cooperative Mod if interesting: https://www.youtube.com/watch?v=RrVHZv98VJI
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Sure! Any feedback would be appreciated. Thank you. How's the frame rates on "The House"? I'm trying to make it work smoothly under the Mars City Security Coop Modification or even the LMS Coop Modification which is my next task.... My pleasure! Thank you.
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If anyone interesting, I had uploaded a video regarding what I was working on. The download link for this map set can be obtained at Moddb: https://www.moddb.com/games/doom-iii/addons/the-house-and-the-fort https://www.youtube.com/watch?v=tO-vJLEEQHI
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If anyone interesting, I created a video regarding three snapmaps created under the name Dark Cat '90. These snapmaps are very simple for a short gameplay if anyone is interesting to go for a round with these. Enjoy.