BNA!@Posted: Mon Feb 23, 2009 8:05 pm :
Please send all your entries as file or download location to:

cc2@doom3world.org


POLL CLOSED - THE CUSTOM WEAPON HAS WON WITH 17 VOTES (pretty damn few votes anyways).

We'll announce the final rules and guidelines latest on Tuesday, March 3rd - but you can already start working of course :)

Here are the final guidelines for the custom weapon contest - they're rough, they're challenging, but they force creativity and, believe it or not, they contain "common sense" rules as well to avoid a too tight form:

1.) No entries should be shown to the public before the contest closes - please, don't spoil it.

2.) Filesize - since this is everyone's concern: no file size limit, but be aware no one is going to use it if it's too large

3.) No "global domination weapons" - ie please don't create a weapon that gives an opponent in MP the upper hand regardless the skill. The use of the weapon must include either "aim" (well, point a virtual projectile on your pixelated enenmy) or "strategy" (as in proxy mines).

4.) Set the damage, explosion radius, firing rate and stuff to reasonable (!) limits - no sense in creating a machine gun with 1 health point hits and a firing rate of 1000 projectiles per second - that will kill MP packet synchronisation and therefore leads to a failure in the "game ready" compliance

5.) Game readiness - whatever you do, may it be just a set of custom textures to existing weapons and new projectiles to coding a whole new mod around your weapon - it must be the sort of drag, drop, use thing even noobs can handle.

6.) File interference - do not create custom content which potentially interferes with other files. I strongly encourage you to simply prepend "d3wc2_" in front of all files to avoid conflicts and overwritten content.

7.) Copyrights - don't use copyrighted material to create your weapon (of course you can use D3 stock content - that's not a violation) and be aware that all weapons must come with a declaration that you're fine if they, including the source code of any potential SDK modifications, get used in a third party mod or similar as long as you're properly credited. If you only want to show off your work but don't want others to use it, well, what are you doing here? I understand you don't want to give away the best asset of your mod, but in this case it shouldn't get exposed to public before your mod release anyways.

8.) How to define a custom weapon: A weapon which may use D3 stock art / animation / functionality but is altered in a way which is not simply the reconfiguration of existing art / animation / functionality, but an all new "use experience" not present in D3 yet. Example: a shotgun shooting out of the box plasma balls is not a new weapon, but a shotgun with heatseeking minirockets and awsome bullet trails is. The more custom, the better.

9.) Focus on entertainment - this is a custom weapon contest, not an "I am pervertedly cruel" contest. A cow launcher is certainly more entertaining than the Nth representation of splatterorama. But no - it does not have to be a kiss launcher which re-installs world wide love, peace and harmony. However - a weapon can also shoot health points rather than give them away, ever thought of an armor launcher useful for teamplay?

10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

11.) Common sense in terms of usability - do not create something which cannot get used afterwards. A weapon covering 90% of your vision is as usable as a box of matches in hell. Same holds true for for a 10000 health points kill weapon which clears the whole level (well, we could do a boss weapon contest some time later). Common sense is also a reasonable polycount - someting around 7,5k should do fine - there is no merit in downloading a super high res mesh somewhere and simply using it for this contest. Whatever you create - it should entertain and demonstrate your creativity, not your annoyance skills.

12.) Stay clear of any insulting creations - this contest is not meant to transport religious, political, racial, sexual orientation... ideologies. Just - don't - do - it.

13.) Target platform: Vanilla Doom3, latest patch. If your weapon comes in form of a mod, then make sure it's a drag and drop install, but don't forget to include your SDK modifications properly commented to allow others to build on it and learn.

14.) Every entry must come with 4 good screenshots demonstrating your artwork and makes people want to download: A.) Close up as a model + custom ammo boxes (we'll provide a showroom for you to place your weapon and take shots from a fixed position to make it easier to compare). B.) A screenshot showing it on a player model C.) Showing the weapon in action, displaying bullet trails and stuff D.) Either a display of the new projectile or in case of a beam weapon of, well, the beam


Deadline: April 1st (don't worry about timezones). I will post a dedicated email address in the next days for you to submit your work as file or preferrably download location. After the contest all files will be made available here, along with an accompanying thread to showcase them all, voting and stuff.

Please leave your comments at the end of this thread.


Here it is upon popular demand - the next D3W contest.

This is the pre-round, meaning people can determine the constest subject themselves via a quick poll.

The target platform is vanilla Doom3 1.3.1

Here are the poll options:

1.) Custom Weapon

Contenders will be asked to step into the ring with an all new, custom weapon which must get distributed game ready and hassle free for any user obtaining it.
For those lacking modelling and / or animation skills and / or the available tools: An already present weapon model with animations can get used - we primarily and foremost want to see creativity, style, class, humor and ease of use, not a showcase how many grand you've spent for professional software.
However it is mandatory to supply:
- custom textures
- custom projectiles
- custom weapon effects
- custom weapon physics (mass and stuff)
- if possible custom sounds
- all new weapon models and animations will be a plus
- maximum filesize packed: 5mb

2.) Enemy

Creators of new enemies should start splitting the genome and come up with something that puts even outlandish Spore creation to shame. We want you to think what no one has thought before. A creature you don't want to face without your virtual gun greased up for action.
If you pull it off to present a monster which just makes us laugh so hard that we can't pull the trigger before getting forced to respawn, then all our base belongs to you.
For this contest we'll have to discriminate all users lacking modeling and animation skills / tools - unfortunately. A Hellknight with a large eye modeled on top of his skull wont cut it, Imps already have enough eyes too.
If you have your custom weapon already in the box and feel disappointed it turned into a monster constest - don't cry, just attached it to your new creation.
You are asked to supply:
- custom textures
- custom model with animations (if you have to use stock animations for what reason ever, we'll see how this could turn out)
- custom sounds are a plus
- ragdoll effects are a huge plus (ever thought on a deatch animation which removes the model and replaces it with a ragoll ?)
- it should be large enough to spot without a microscope and smaller than your average spaceship
- whatever you do, it must be game ready
- maximum file size packed 10mb

3.) NPC

For those of us being stressed out with life enough and wish for more Sims in Doom3 - here's your chance. The NPC must be interactive upon approach by the player (don't limit yourself to what he does then). All terms and conditions of custom enemies apply, just keep in mind NPCs are supposed not to attack you.

4.) Static Model

This is for the interior designer in you - time to stop hiding in the closet and get out to receive some spotlight! Let's finally hear the song of the unsung hero in level design, usually found only in the footnotes of the the prep's folder. And if you think this contest sounds far too metrosexual for you, then what the heck- build us a cool car! There are far too few Porsche 911 in Doom3 up until now! The world has more to offer than steel plates, crates, skulls, rocks and light fixtures. Always keep in mind - this contest is about creativity and not recreation of what we've seen countless times before, just in a new flashy color...
Here's what an aspiring star designer is supposed to achieve to spice up the living room of the still wealthy:
- custom model (obviously)
- custom texture (equally obviously)
- if it's something supposed to flip over if someone stumbles into, then apply the necessary physics
- custom sounds if necessary / desired
- custom material shader work
- if it's supposed to have an interactive interface, then, well, you know...
- it must be game ready
- it should be large enough to spot without a microscope and smaller than your average spaceship (unless it's a real cool spaceship of course)
- maximum file size packed 10mb

That's it - for now..

The vote will run from right now and expire March 2nd, midnight (no, I wont specify the timezone, so get your votes cast on March 1st to be sure). Every user can cast votes for two options, just in case you feel undecided.

All contest entries must be finished and mailed / made available until April 1st 2009 - no joke.
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location. Please understand that we don't want to spend all day long hunting for contest entries. Also make sure not to send 50 times "an urgent update" - mistakes happen and we'll take that into account of course.

Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).

So, good, fine, cool?

Then go, tell your friends and family, pimp the contest around and don't forget to vote!



aardwolf@Posted: Mon Feb 23, 2009 8:34 pm :
I submit my vote for a nude XXX chicks of doom orgy addon !!! :):)



afullo@Posted: Mon Feb 23, 2009 8:48 pm :
Weapons contest time! :mrgreen:



BloodRayne@Posted: Mon Feb 23, 2009 9:34 pm :
Quote:
- maximum filesize packed: 5mb

mmm... that might be a problem. :mrgreen:



=FF=Sturm@Posted: Mon Feb 23, 2009 10:45 pm :
5 mbs :?::!::roll:



Pat AfterMoon@Posted: Mon Feb 23, 2009 11:09 pm :
BNA! wrote:
- maximum filesize packed: 5mb
I also vote for more file size.



BNA!@Posted: Tue Feb 24, 2009 12:07 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).


Gentlemen, first please cast your vote then I'll be the last person not to set appropriate limits.
Don't hold this whole thing now hostage by riding a potential file size limit on a unicorn through hell...



6th Venom@Posted: Tue Feb 24, 2009 12:15 am :
ok so if 5mb is not good we'll set it to 2,5mb! :twisted:



The Happy Friar@Posted: Tue Feb 24, 2009 3:49 am :
no custom DLL for option 1, 2 or 3? just checking for clarity.



simulation@Posted: Tue Feb 24, 2009 10:21 am :
The Happy Friar wrote:
no custom DLL for option 1, 2 or 3? just checking for clarity.

Why wouldn't custom gamecode be allowed?



BNA!@Posted: Tue Feb 24, 2009 10:47 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).



The Happy Friar@Posted: Tue Feb 24, 2009 3:43 pm :
simulation wrote:
Why wouldn't custom gamecode be allowed?


Quote:
The target platform is vanilla Doom3 1.3.1


only reason I'm asking is to decide what I'll do for a weapon/baddie. Not sure what I'd do for an NPC! (static I have a cool idea though)



BNA!@Posted: Sat Feb 28, 2009 12:36 pm :
Bump - time is running.



Kristus@Posted: Sat Feb 28, 2009 3:44 pm :
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.



The Happy Friar@Posted: Mon Mar 02, 2009 5:42 am :
Kristus wrote:
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.


ever notice how the gluon gun from HL1 is exactly like the lightning gun from Q1 & how the leaches are exactly like the fish... BUT with new models & textures??? 8)



Kristus@Posted: Mon Mar 02, 2009 12:58 pm :
Yes, but Half Life is just one big copycat of Doom and Quake anyway. Though no. I've not played that far in Half life. Was too boring.



BloodRayne@Posted: Mon Mar 02, 2009 1:42 pm :
Guess this means I'll be working on a custom weapon. Yay! :)



The Happy Friar@Posted: Tue Mar 03, 2009 4:01 am :
... what if you have no clue how to do a MP weapon/can't get it to work in MP...



BNA!@Posted: Tue Mar 03, 2009 8:29 am :
The Happy Friar wrote:
... what if you have no clue how to do a MP weapon/can't get it to work in MP...


Then start a topic with the headline "How do I get my weapon to work in MP" ;)



The Happy Friar@Posted: Tue Mar 03, 2009 2:09 pm :
well, of the 4 I was planning, the coolest 3 would need LMS or opencoop to work then. :shock: Getting AI to work in MP isn't easy!

EDIT: to do what I wanted in MP. SP was easy!



meowykid@Posted: Mon Apr 06, 2009 8:49 pm :
Aww I've been excited to look for a weapon that I could put in my mod.

Waiting for permission from whitewolf



Neurological@Posted: Wed Apr 08, 2009 6:24 pm :
I've sent my submission to BNA the last day of the contest, so count me in too.



The Happy Friar@Posted: Mon Apr 13, 2009 10:31 pm :
it's been a few days... when do we get to see neuro's. :D



Neurological@Posted: Tue Apr 14, 2009 12:43 am :
If you guys want to try the weapon, heres the link:

http://www.neuro-lab.net/stuff/neuro_pathfinder.zip

DESCRIPTION

The Pathfinder is a genetic weapon that allow the player to throw acid splats on every surface.
The purpose of the weapon is to design a new type of gameplay that differ from "aim and kill".
You have to use that weapon to shoot glowing splats on full darkness area to discover the right path.

The map presented with the mod take full advantage of that feature putting the player
in a complete dark room with platforms. You will have to "light" the platforms with the weapon
and pay attention to not fall.



6th Venom@Posted: Tue Apr 14, 2009 8:25 am :
You're always so imaginative! I like the idea!
Congratz.



Douglas Quaid@Posted: Tue Apr 14, 2009 1:56 pm :
He uses his MIND aha! :D



BNA!@Posted: Sun May 24, 2009 7:49 pm :
Ladies and gentlemen, I got sent on a secret mission which kept me away from the contest - and I managed to block myself from parts of the web for what seems an eternity of a few weeks.

So sorry for all the inconvenience and of course for being late as no one has ever been late before.

I'll switch my whole internet access next week again and move my whole office around, so give me a few days to catch up with something like 10 pages of "view new posts".

Everyone here is allowed to hate me for an extended period of time.



The Happy Friar@Posted: Sun May 24, 2009 9:08 pm :
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D



6th Venom@Posted: Sun May 24, 2009 10:01 pm :
BNA! wrote:
Everyone here is allowed to hate me for an extended period of time.

:lol:



BNA!@Posted: Mon May 25, 2009 10:44 am :
The Happy Friar wrote:
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D


I picked up some weight indeed...



The Happy Friar@Posted: Mon May 25, 2009 3:18 pm :
is that's your way of saying you're married????



BNA!@Posted: Mon May 25, 2009 3:21 pm :
The Happy Friar wrote:
is that's your way of saying you're married????


No, it's my way of worrying I might be the first real man who got pregnant by the opposite sex. That would also cause the 2nd medical sensation - a woman getting a man pregnant.
And yes, I looked - it wasn't a Thai Ladyboy...



The Happy Friar@Posted: Mon May 25, 2009 5:37 pm :
oh.... perhap's is a beer gut then? 8)



meowykid@Posted: Mon Apr 06, 2009 8:49 pm :
Aww I've been excited to look for a weapon that I could put in my mod.

Waiting for permission from whitewolf



Neurological@Posted: Wed Apr 08, 2009 6:24 pm :
I've sent my submission to BNA the last day of the contest, so count me in too.



The Happy Friar@Posted: Mon Apr 13, 2009 10:31 pm :
it's been a few days... when do we get to see neuro's. :D



Neurological@Posted: Tue Apr 14, 2009 12:43 am :
If you guys want to try the weapon, heres the link:

http://www.neuro-lab.net/stuff/neuro_pathfinder.zip

DESCRIPTION

The Pathfinder is a genetic weapon that allow the player to throw acid splats on every surface.
The purpose of the weapon is to design a new type of gameplay that differ from "aim and kill".
You have to use that weapon to shoot glowing splats on full darkness area to discover the right path.

The map presented with the mod take full advantage of that feature putting the player
in a complete dark room with platforms. You will have to "light" the platforms with the weapon
and pay attention to not fall.



6th Venom@Posted: Tue Apr 14, 2009 8:25 am :
You're always so imaginative! I like the idea!
Congratz.



Douglas Quaid@Posted: Tue Apr 14, 2009 1:56 pm :
He uses his MIND aha! :D



BNA!@Posted: Sun May 24, 2009 7:49 pm :
Ladies and gentlemen, I got sent on a secret mission which kept me away from the contest - and I managed to block myself from parts of the web for what seems an eternity of a few weeks.

So sorry for all the inconvenience and of course for being late as no one has ever been late before.

I'll switch my whole internet access next week again and move my whole office around, so give me a few days to catch up with something like 10 pages of "view new posts".

Everyone here is allowed to hate me for an extended period of time.



The Happy Friar@Posted: Sun May 24, 2009 9:08 pm :
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D



6th Venom@Posted: Sun May 24, 2009 10:01 pm :
BNA! wrote:
Everyone here is allowed to hate me for an extended period of time.

:lol:



BNA!@Posted: Mon May 25, 2009 10:44 am :
The Happy Friar wrote:
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D


I picked up some weight indeed...



The Happy Friar@Posted: Mon May 25, 2009 3:18 pm :
is that's your way of saying you're married????



BNA!@Posted: Mon May 25, 2009 3:21 pm :
The Happy Friar wrote:
is that's your way of saying you're married????


No, it's my way of worrying I might be the first real man who got pregnant by the opposite sex. That would also cause the 2nd medical sensation - a woman getting a man pregnant.
And yes, I looked - it wasn't a Thai Ladyboy...



The Happy Friar@Posted: Mon May 25, 2009 5:37 pm :
oh.... perhap's is a beer gut then? 8)



BNA!@Posted: Mon Feb 23, 2009 8:05 pm :
Please send all your entries as file or download location to:

cc2@doom3world.org


POLL CLOSED - THE CUSTOM WEAPON HAS WON WITH 17 VOTES (pretty damn few votes anyways).

We'll announce the final rules and guidelines latest on Tuesday, March 3rd - but you can already start working of course :)

Here are the final guidelines for the custom weapon contest - they're rough, they're challenging, but they force creativity and, believe it or not, they contain "common sense" rules as well to avoid a too tight form:

1.) No entries should be shown to the public before the contest closes - please, don't spoil it.

2.) Filesize - since this is everyone's concern: no file size limit, but be aware no one is going to use it if it's too large

3.) No "global domination weapons" - ie please don't create a weapon that gives an opponent in MP the upper hand regardless the skill. The use of the weapon must include either "aim" (well, point a virtual projectile on your pixelated enenmy) or "strategy" (as in proxy mines).

4.) Set the damage, explosion radius, firing rate and stuff to reasonable (!) limits - no sense in creating a machine gun with 1 health point hits and a firing rate of 1000 projectiles per second - that will kill MP packet synchronisation and therefore leads to a failure in the "game ready" compliance

5.) Game readiness - whatever you do, may it be just a set of custom textures to existing weapons and new projectiles to coding a whole new mod around your weapon - it must be the sort of drag, drop, use thing even noobs can handle.

6.) File interference - do not create custom content which potentially interferes with other files. I strongly encourage you to simply prepend "d3wc2_" in front of all files to avoid conflicts and overwritten content.

7.) Copyrights - don't use copyrighted material to create your weapon (of course you can use D3 stock content - that's not a violation) and be aware that all weapons must come with a declaration that you're fine if they, including the source code of any potential SDK modifications, get used in a third party mod or similar as long as you're properly credited. If you only want to show off your work but don't want others to use it, well, what are you doing here? I understand you don't want to give away the best asset of your mod, but in this case it shouldn't get exposed to public before your mod release anyways.

8.) How to define a custom weapon: A weapon which may use D3 stock art / animation / functionality but is altered in a way which is not simply the reconfiguration of existing art / animation / functionality, but an all new "use experience" not present in D3 yet. Example: a shotgun shooting out of the box plasma balls is not a new weapon, but a shotgun with heatseeking minirockets and awsome bullet trails is. The more custom, the better.

9.) Focus on entertainment - this is a custom weapon contest, not an "I am pervertedly cruel" contest. A cow launcher is certainly more entertaining than the Nth representation of splatterorama. But no - it does not have to be a kiss launcher which re-installs world wide love, peace and harmony. However - a weapon can also shoot health points rather than give them away, ever thought of an armor launcher useful for teamplay?

10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

11.) Common sense in terms of usability - do not create something which cannot get used afterwards. A weapon covering 90% of your vision is as usable as a box of matches in hell. Same holds true for for a 10000 health points kill weapon which clears the whole level (well, we could do a boss weapon contest some time later). Common sense is also a reasonable polycount - someting around 7,5k should do fine - there is no merit in downloading a super high res mesh somewhere and simply using it for this contest. Whatever you create - it should entertain and demonstrate your creativity, not your annoyance skills.

12.) Stay clear of any insulting creations - this contest is not meant to transport religious, political, racial, sexual orientation... ideologies. Just - don't - do - it.

13.) Target platform: Vanilla Doom3, latest patch. If your weapon comes in form of a mod, then make sure it's a drag and drop install, but don't forget to include your SDK modifications properly commented to allow others to build on it and learn.

14.) Every entry must come with 4 good screenshots demonstrating your artwork and makes people want to download: A.) Close up as a model + custom ammo boxes (we'll provide a showroom for you to place your weapon and take shots from a fixed position to make it easier to compare). B.) A screenshot showing it on a player model C.) Showing the weapon in action, displaying bullet trails and stuff D.) Either a display of the new projectile or in case of a beam weapon of, well, the beam


Deadline: April 1st (don't worry about timezones). I will post a dedicated email address in the next days for you to submit your work as file or preferrably download location. After the contest all files will be made available here, along with an accompanying thread to showcase them all, voting and stuff.

Please leave your comments at the end of this thread.


Here it is upon popular demand - the next D3W contest.

This is the pre-round, meaning people can determine the constest subject themselves via a quick poll.

The target platform is vanilla Doom3 1.3.1

Here are the poll options:

1.) Custom Weapon

Contenders will be asked to step into the ring with an all new, custom weapon which must get distributed game ready and hassle free for any user obtaining it.
For those lacking modelling and / or animation skills and / or the available tools: An already present weapon model with animations can get used - we primarily and foremost want to see creativity, style, class, humor and ease of use, not a showcase how many grand you've spent for professional software.
However it is mandatory to supply:
- custom textures
- custom projectiles
- custom weapon effects
- custom weapon physics (mass and stuff)
- if possible custom sounds
- all new weapon models and animations will be a plus
- maximum filesize packed: 5mb

2.) Enemy

Creators of new enemies should start splitting the genome and come up with something that puts even outlandish Spore creation to shame. We want you to think what no one has thought before. A creature you don't want to face without your virtual gun greased up for action.
If you pull it off to present a monster which just makes us laugh so hard that we can't pull the trigger before getting forced to respawn, then all our base belongs to you.
For this contest we'll have to discriminate all users lacking modeling and animation skills / tools - unfortunately. A Hellknight with a large eye modeled on top of his skull wont cut it, Imps already have enough eyes too.
If you have your custom weapon already in the box and feel disappointed it turned into a monster constest - don't cry, just attached it to your new creation.
You are asked to supply:
- custom textures
- custom model with animations (if you have to use stock animations for what reason ever, we'll see how this could turn out)
- custom sounds are a plus
- ragdoll effects are a huge plus (ever thought on a deatch animation which removes the model and replaces it with a ragoll ?)
- it should be large enough to spot without a microscope and smaller than your average spaceship
- whatever you do, it must be game ready
- maximum file size packed 10mb

3.) NPC

For those of us being stressed out with life enough and wish for more Sims in Doom3 - here's your chance. The NPC must be interactive upon approach by the player (don't limit yourself to what he does then). All terms and conditions of custom enemies apply, just keep in mind NPCs are supposed not to attack you.

4.) Static Model

This is for the interior designer in you - time to stop hiding in the closet and get out to receive some spotlight! Let's finally hear the song of the unsung hero in level design, usually found only in the footnotes of the the prep's folder. And if you think this contest sounds far too metrosexual for you, then what the heck- build us a cool car! There are far too few Porsche 911 in Doom3 up until now! The world has more to offer than steel plates, crates, skulls, rocks and light fixtures. Always keep in mind - this contest is about creativity and not recreation of what we've seen countless times before, just in a new flashy color...
Here's what an aspiring star designer is supposed to achieve to spice up the living room of the still wealthy:
- custom model (obviously)
- custom texture (equally obviously)
- if it's something supposed to flip over if someone stumbles into, then apply the necessary physics
- custom sounds if necessary / desired
- custom material shader work
- if it's supposed to have an interactive interface, then, well, you know...
- it must be game ready
- it should be large enough to spot without a microscope and smaller than your average spaceship (unless it's a real cool spaceship of course)
- maximum file size packed 10mb

That's it - for now..

The vote will run from right now and expire March 2nd, midnight (no, I wont specify the timezone, so get your votes cast on March 1st to be sure). Every user can cast votes for two options, just in case you feel undecided.

All contest entries must be finished and mailed / made available until April 1st 2009 - no joke.
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location. Please understand that we don't want to spend all day long hunting for contest entries. Also make sure not to send 50 times "an urgent update" - mistakes happen and we'll take that into account of course.

Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).

So, good, fine, cool?

Then go, tell your friends and family, pimp the contest around and don't forget to vote!



aardwolf@Posted: Mon Feb 23, 2009 8:34 pm :
I submit my vote for a nude XXX chicks of doom orgy addon !!! :):)



afullo@Posted: Mon Feb 23, 2009 8:48 pm :
Weapons contest time! :mrgreen:



BloodRayne@Posted: Mon Feb 23, 2009 9:34 pm :
Quote:
- maximum filesize packed: 5mb

mmm... that might be a problem. :mrgreen:



=FF=Sturm@Posted: Mon Feb 23, 2009 10:45 pm :
5 mbs :?::!::roll:



Pat AfterMoon@Posted: Mon Feb 23, 2009 11:09 pm :
BNA! wrote:
- maximum filesize packed: 5mb
I also vote for more file size.



BNA!@Posted: Tue Feb 24, 2009 12:07 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).


Gentlemen, first please cast your vote then I'll be the last person not to set appropriate limits.
Don't hold this whole thing now hostage by riding a potential file size limit on a unicorn through hell...



6th Venom@Posted: Tue Feb 24, 2009 12:15 am :
ok so if 5mb is not good we'll set it to 2,5mb! :twisted:



The Happy Friar@Posted: Tue Feb 24, 2009 3:49 am :
no custom DLL for option 1, 2 or 3? just checking for clarity.



simulation@Posted: Tue Feb 24, 2009 10:21 am :
The Happy Friar wrote:
no custom DLL for option 1, 2 or 3? just checking for clarity.

Why wouldn't custom gamecode be allowed?



BNA!@Posted: Tue Feb 24, 2009 10:47 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).



The Happy Friar@Posted: Tue Feb 24, 2009 3:43 pm :
simulation wrote:
Why wouldn't custom gamecode be allowed?


Quote:
The target platform is vanilla Doom3 1.3.1


only reason I'm asking is to decide what I'll do for a weapon/baddie. Not sure what I'd do for an NPC! (static I have a cool idea though)



BNA!@Posted: Sat Feb 28, 2009 12:36 pm :
Bump - time is running.



Kristus@Posted: Sat Feb 28, 2009 3:44 pm :
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.



The Happy Friar@Posted: Mon Mar 02, 2009 5:42 am :
Kristus wrote:
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.


ever notice how the gluon gun from HL1 is exactly like the lightning gun from Q1 & how the leaches are exactly like the fish... BUT with new models & textures??? 8)



Kristus@Posted: Mon Mar 02, 2009 12:58 pm :
Yes, but Half Life is just one big copycat of Doom and Quake anyway. Though no. I've not played that far in Half life. Was too boring.



BloodRayne@Posted: Mon Mar 02, 2009 1:42 pm :
Guess this means I'll be working on a custom weapon. Yay! :)



The Happy Friar@Posted: Tue Mar 03, 2009 4:01 am :
... what if you have no clue how to do a MP weapon/can't get it to work in MP...



BNA!@Posted: Tue Mar 03, 2009 8:29 am :
The Happy Friar wrote:
... what if you have no clue how to do a MP weapon/can't get it to work in MP...


Then start a topic with the headline "How do I get my weapon to work in MP" ;)



The Happy Friar@Posted: Tue Mar 03, 2009 2:09 pm :
well, of the 4 I was planning, the coolest 3 would need LMS or opencoop to work then. :shock: Getting AI to work in MP isn't easy!

EDIT: to do what I wanted in MP. SP was easy!



BloodRayne@Posted: Tue Mar 03, 2009 3:47 pm :
So the weapon needs to be usable in Multi Player?



BNA!@Posted: Tue Mar 03, 2009 5:15 pm :
BloodRayne wrote:
So the weapon needs to be usable in Multi Player?


Emphasis on should, if it's not than it's not.



The Happy Friar@Posted: Tue Mar 03, 2009 5:19 pm :
I do have another weapon that fits every requirement but is really unique for a weapon and SHOULD work in MP/SP no problem. Issue could be rule 5 (might be relatively complex to setup for modders, depending on skill) & using the wording of rule 8 to it's fullest.

Could be fun, I've wanted to do this for a while. Now I have an excuse... but the ones I DID have planned were pretty neat too.



6th Venom@Posted: Tue Mar 03, 2009 5:34 pm :
BNA! wrote:
10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

I didn't know it was even possible. (never looked at multiplayer things)
I'll dig into that (with D3W search) except if someone tell me how to do it or if it's not possible.

:)



BNA!@Posted: Tue Mar 03, 2009 5:36 pm :
The Happy Friar wrote:
I do have another weapon that fits every requirement but is really unique for a weapon and SHOULD work in MP/SP no problem. Issue could be rule 5 (might be relatively complex to setup for modders, depending on skill) & using the wording of rule 8 to it's fullest.

Could be fun, I've wanted to do this for a while. Now I have an excuse... but the ones I DID have planned were pretty neat too.


Well, game readiness is important - the way you describe it reads is if modders have issues setting it up for their subsequent use.



The Happy Friar@Posted: Tue Mar 03, 2009 7:15 pm :
oh... I took it as it a should be an asset that can be easily used in game. Like anything when you right click in the editor & it gives you the list of stuff you can put in to a map.



BNA!@Posted: Tue Mar 03, 2009 8:11 pm :
The Happy Friar wrote:
oh... I took it as it a should be an asset that can be easily used in game. Like anything when you right click in the editor & it gives you the list of stuff you can put in to a map.


No, think more in terms of playability.



The Happy Friar@Posted: Wed Mar 04, 2009 3:37 am :
got ya. Thanks. :)

Plan "E" might be just that. Depending on how it works... I need to do some experiments to see if it works! (in THEORY, it should).

Again, I'll offer up my MP server for us to use if we want to try MP.



BNA!@Posted: Wed Mar 04, 2009 4:27 pm :
The Happy Friar wrote:
got ya. Thanks. :)

Plan "E" might be just that. Depending on how it works... I need to do some experiments to see if it works! (in THEORY, it should).

Again, I'll offer up my MP server for us to use if we want to try MP.


Just crank out the best you can and make sure it's fun and original, then it should be very fine.



6th Venom@Posted: Sat Mar 07, 2009 11:29 am :
Hey! I didn't even had the time to start anything these last days, so what about people here?



Neurological@Posted: Sat Mar 07, 2009 1:00 pm :
Done it :), I need only to make map out of it.



=FF=Sturm@Posted: Sat Mar 07, 2009 1:35 pm :
the same :mrgreen:
The map will be a remake of an old dark and foggy map :)



6th Venom@Posted: Sat Mar 07, 2009 2:58 pm :
Cool for you both! :D

But, nothing was said about the fact we have (or haven't) to provide a map with, except if your weapon have to set special things in the map to be used. :?:



BNA!@Posted: Sat Mar 07, 2009 4:55 pm :
Neurological wrote:
Done it :), I need only to make map out of it.


Sounds like there is a lot of time left to tweak that thing ;)



The Happy Friar@Posted: Sat Mar 07, 2009 9:15 pm :
6th Venom wrote:
Hey! I didn't even had the time to start anything these last days, so what about people here?


i was going to do an idea that needed a whole new map & was iffy in MP, but I decided to switched to something not as "holy crap, how does that work?!" to "hmmm... fun!".



6th Venom@Posted: Mon Mar 16, 2009 1:43 pm :
Still didn't had the time to work seriously on something... and time's running :|



The Happy Friar@Posted: Mon Mar 16, 2009 3:59 pm :
I'm in the testing phase.

Anyone who's NOT in the contest interested in helping me beta the MP? I've only got 1 other person so far & would like to make sure it works before I go all out & model the new weapons.



meowykid@Posted: Sun Mar 22, 2009 7:21 pm :
I'd like to test your mod



The Happy Friar@Posted: Mon Mar 23, 2009 5:44 pm :
well, I've got the weapon to fall when you're killed in MP, world model, but still need to get the player & world view models working.



6th Venom@Posted: Sat Mar 28, 2009 11:37 am :
tic tac...



The Happy Friar@Posted: Sun Mar 29, 2009 3:46 am :
BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?



BNA!@Posted: Sun Mar 29, 2009 9:38 am :
The Happy Friar wrote:
BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?


Yes, there will be an email address.



The Happy Friar@Posted: Wed Apr 01, 2009 6:09 am :
http://www.fileplanet.com/hosteddl.aspx ... ta_001.zip

"The Happy Friar's Paintball to the Max"

Anyway.... a new mod with new gameplay & (the important part) new weaponS. 4 to be exact: semi-automatic pb marker, full auto, pump (default starting) & semi-auto long range. Fists included to avoid a MP crash & flashlight included. Supports all default Doom 3 multiplayer modes. Readme & how to run instructions included. Images forth coming as I need sleep now (it's 1am). Basically MP only as it's not much fun against current AI.

Each new weapon has a new world pickup model, new view model & new player world model (what other players see & you see in mirrors).

Shouldn't get any crashes in MP games as they all seem to have been squashed during play testing (that's [BTF]Jehar @ tastyspleen).

Still some bugs that don't happen in SP but do in MP that I need to creatively squash, most of them are listed in readme.txt, but none of them will actually kill the game. A map or two based on the new gameplay will eventually be coming.

All modeling (except the arms already in the view model), textures, animation are me. Blender & Edit pad light for 95% of the work (textures in blender), gimp used to make the heightmaps & specular maps. [BTF]Jehar of tastyspleen.com & Pappy-R of Planetdoom.com both helped test.

EDIT: supports all current Doom 3 MP maps.



BNA!@Posted: Wed Apr 01, 2009 7:03 am :
Here is the email addy for the contest:

cc2@doom3world.org



The Happy Friar@Posted: Wed Apr 01, 2009 5:02 pm :
http://www.moddb.com/mods/the-happy-fri ... to-the-max

moddb.com page for my mod.



6th Venom@Posted: Wed Apr 01, 2009 8:58 pm :
I officially announce i'll not submit anything related to the contest. :?

I have to struggle irl to found another job after some real hard times, so i didn't had the time, nore the will, to make something.
(except a very raw Warhammer marine's bolter low poly model)

the good news is that i found a job monday. 8)

Another good news is that i'll show you all something i've working on for 3 days now, that every one will surelly love.
(i'm really really enthousiast about it)

@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz!

Congratulations to all of you submitters anyway!



BNA!@Posted: Wed Apr 01, 2009 9:32 pm :
So far I have received two emails - I hope this is not the end of it...

I'll be away on business travell including Friday, April 3rd, so please send your work till Saturday, April 4th.



The Happy Friar@Posted: Thu Apr 02, 2009 1:44 am :
BNA! wrote:
So far I have received two emails - I hope this is not the end of it...


I hope not either. some D3 "heavy hitters" said they'd love to do a weapon contest. Eager to see what they've come up with.

6th Venom wrote:
@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz


it's not really exciting in SP... everything dies pretty quickly. Works, but MP is the way to go. I don't think I removed any SP weapons that aren't used from being able to be picked up, but I did remove references to them in game, so it may crash the game if you pick up a 'nade, plasma, chain gun or BFG.



parsonsbear@Posted: Thu Apr 02, 2009 4:12 am :
erm... extension? :oops:



BNA!@Posted: Thu Apr 02, 2009 5:03 pm :
parsonsbear wrote:
erm... extension? :oops:


Be more specific...



The Happy Friar@Posted: Thu Apr 02, 2009 6:24 pm :
he wants to know if he's allowed to use extendable rods for weapons. :D



PytoX@Posted: Thu Apr 02, 2009 6:30 pm :
I had first modelled some weapon but at the end I realised that
it was way to detailed. :D



whitewolf@Posted: Sat Apr 04, 2009 8:59 am :
I have a finished (mostly) submachine gun that I want to enter, if you'll pardon my lateness. For some reason I imagined the contest was just getting underway :oops: Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.
That way at least we'll have more than two competitors, even if mine is somewhat crappy.



BNA!@Posted: Sat Apr 04, 2009 10:37 pm :
whitewolf wrote:
Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.


Well, it's a community contest for fame, not fortune - go ahead...



whitewolf@Posted: Sun Apr 05, 2009 11:24 am :
Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.

Mp5 Burst Fire Submachine Gun
Link: http://files.filefront.com/13536634

Author: Rudolf "Whitewolf" Wentzel

Release date: 5/4/09

Email: whitewolfw2@gmail.com
whitewolfw2@hotmail.com

Instructions: Place the folder "whitewolf_submachine_gun" in your Doom 3 directory.
Select it from the mods dialogue in the Doom 3 main menu.

Description: A submachinegun for Doom 3, based on the Heckler And Koch Mp5 model.
Fires 4 shots in a burst, and holding the trigger makes for almost fully automatic fire.
Replaces the pistol.

This weapon was created for the 2009 doom3world.com weapons contest.
It is unpolished and can be considered an alpha.

Software: Blender 2.48
Gimp 2.6

Credits:
Blender md5 export/import scripts by Bob Holcomb and Thomas "der_ton" Hutter
Burst Fire script by Kamikazi Fred
Fire sound by Matt_G
Reload sound by Vosvoy
Select weapon sound by NoiseCollector

All sounds are subject to the "Creative Commons Sampling Plus 1.0" licence,
and are freely available at http://www.freesound.com.

Permissions: If you want to use this model in a project, please contact me.



The Happy Friar@Posted: Sun Apr 05, 2009 2:04 pm :
whitewolf wrote:
Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.


I'm finding blender pathetically easy to use. I'm really really wishing I started using it a decade ago instead of waiting until now. :shock:



Douglas Quaid@Posted: Sun Apr 05, 2009 3:28 pm :
How easy is it to model a head? Is it true that you can scan a photo and it maps out a grid or something?



The Happy Friar@Posted: Sun Apr 05, 2009 6:56 pm :
It doesn't do it automatically, but you could take a side,front,top image & put it in the respective view & use that for reference. We should talk about modeling techniques in a new thread though.



6th Venom@Posted: Sun Apr 05, 2009 9:37 pm :
whitewolf wrote:
For some reason I imagined the contest was just getting underway :oops:
...
That way at least we'll have more than two competitors.

That's strange, i thought that there were more than 4-5 people interested by this contest when i saw the votes. :roll:
Maybe not enough communications about it, i had other priorities and didn't had the time... :?

So i'll finish my bolter gun just for fun and share it when it's done.



The Happy Friar@Posted: Sun Apr 05, 2009 9:54 pm :
I think this contest was only ~a month vs the boss one that was two months. I didn't realise @ the time, but a weapon is a lot more work then a boss. You've got three models to do (pickup, player POV & 3rd person), but texturing each, plus making the anim's if neccessary.



meowykid@Posted: Mon Apr 06, 2009 8:49 pm :
Aww I've been excited to look for a weapon that I could put in my mod.

Waiting for permission from whitewolf



Neurological@Posted: Wed Apr 08, 2009 6:24 pm :
I've sent my submission to BNA the last day of the contest, so count me in too.



The Happy Friar@Posted: Mon Apr 13, 2009 10:31 pm :
it's been a few days... when do we get to see neuro's. :D



Neurological@Posted: Tue Apr 14, 2009 12:43 am :
If you guys want to try the weapon, heres the link:

http://www.neuro-lab.net/stuff/neuro_pathfinder.zip

DESCRIPTION

The Pathfinder is a genetic weapon that allow the player to throw acid splats on every surface.
The purpose of the weapon is to design a new type of gameplay that differ from "aim and kill".
You have to use that weapon to shoot glowing splats on full darkness area to discover the right path.

The map presented with the mod take full advantage of that feature putting the player
in a complete dark room with platforms. You will have to "light" the platforms with the weapon
and pay attention to not fall.



6th Venom@Posted: Tue Apr 14, 2009 8:25 am :
You're always so imaginative! I like the idea!
Congratz.



Douglas Quaid@Posted: Tue Apr 14, 2009 1:56 pm :
He uses his MIND aha! :D



BNA!@Posted: Sun May 24, 2009 7:49 pm :
Ladies and gentlemen, I got sent on a secret mission which kept me away from the contest - and I managed to block myself from parts of the web for what seems an eternity of a few weeks.

So sorry for all the inconvenience and of course for being late as no one has ever been late before.

I'll switch my whole internet access next week again and move my whole office around, so give me a few days to catch up with something like 10 pages of "view new posts".

Everyone here is allowed to hate me for an extended period of time.



The Happy Friar@Posted: Sun May 24, 2009 9:08 pm :
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D



6th Venom@Posted: Sun May 24, 2009 10:01 pm :
BNA! wrote:
Everyone here is allowed to hate me for an extended period of time.

:lol:



BNA!@Posted: Mon May 25, 2009 10:44 am :
The Happy Friar wrote:
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D


I picked up some weight indeed...



The Happy Friar@Posted: Mon May 25, 2009 3:18 pm :
is that's your way of saying you're married????



BNA!@Posted: Mon May 25, 2009 3:21 pm :
The Happy Friar wrote:
is that's your way of saying you're married????


No, it's my way of worrying I might be the first real man who got pregnant by the opposite sex. That would also cause the 2nd medical sensation - a woman getting a man pregnant.
And yes, I looked - it wasn't a Thai Ladyboy...



The Happy Friar@Posted: Mon May 25, 2009 5:37 pm :
oh.... perhap's is a beer gut then? 8)



meowykid@Posted: Mon Apr 06, 2009 8:49 pm :
Aww I've been excited to look for a weapon that I could put in my mod.

Waiting for permission from whitewolf



Neurological@Posted: Wed Apr 08, 2009 6:24 pm :
I've sent my submission to BNA the last day of the contest, so count me in too.



The Happy Friar@Posted: Mon Apr 13, 2009 10:31 pm :
it's been a few days... when do we get to see neuro's. :D



Neurological@Posted: Tue Apr 14, 2009 12:43 am :
If you guys want to try the weapon, heres the link:

http://www.neuro-lab.net/stuff/neuro_pathfinder.zip

DESCRIPTION

The Pathfinder is a genetic weapon that allow the player to throw acid splats on every surface.
The purpose of the weapon is to design a new type of gameplay that differ from "aim and kill".
You have to use that weapon to shoot glowing splats on full darkness area to discover the right path.

The map presented with the mod take full advantage of that feature putting the player
in a complete dark room with platforms. You will have to "light" the platforms with the weapon
and pay attention to not fall.



6th Venom@Posted: Tue Apr 14, 2009 8:25 am :
You're always so imaginative! I like the idea!
Congratz.



Douglas Quaid@Posted: Tue Apr 14, 2009 1:56 pm :
He uses his MIND aha! :D



BNA!@Posted: Sun May 24, 2009 7:49 pm :
Ladies and gentlemen, I got sent on a secret mission which kept me away from the contest - and I managed to block myself from parts of the web for what seems an eternity of a few weeks.

So sorry for all the inconvenience and of course for being late as no one has ever been late before.

I'll switch my whole internet access next week again and move my whole office around, so give me a few days to catch up with something like 10 pages of "view new posts".

Everyone here is allowed to hate me for an extended period of time.



The Happy Friar@Posted: Sun May 24, 2009 9:08 pm :
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D



6th Venom@Posted: Sun May 24, 2009 10:01 pm :
BNA! wrote:
Everyone here is allowed to hate me for an extended period of time.

:lol:



BNA!@Posted: Mon May 25, 2009 10:44 am :
The Happy Friar wrote:
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D


I picked up some weight indeed...



The Happy Friar@Posted: Mon May 25, 2009 3:18 pm :
is that's your way of saying you're married????



BNA!@Posted: Mon May 25, 2009 3:21 pm :
The Happy Friar wrote:
is that's your way of saying you're married????


No, it's my way of worrying I might be the first real man who got pregnant by the opposite sex. That would also cause the 2nd medical sensation - a woman getting a man pregnant.
And yes, I looked - it wasn't a Thai Ladyboy...



The Happy Friar@Posted: Mon May 25, 2009 5:37 pm :
oh.... perhap's is a beer gut then? 8)



BNA!@Posted: Mon Feb 23, 2009 8:05 pm :
Please send all your entries as file or download location to:

cc2@doom3world.org


POLL CLOSED - THE CUSTOM WEAPON HAS WON WITH 17 VOTES (pretty damn few votes anyways).

We'll announce the final rules and guidelines latest on Tuesday, March 3rd - but you can already start working of course :)

Here are the final guidelines for the custom weapon contest - they're rough, they're challenging, but they force creativity and, believe it or not, they contain "common sense" rules as well to avoid a too tight form:

1.) No entries should be shown to the public before the contest closes - please, don't spoil it.

2.) Filesize - since this is everyone's concern: no file size limit, but be aware no one is going to use it if it's too large

3.) No "global domination weapons" - ie please don't create a weapon that gives an opponent in MP the upper hand regardless the skill. The use of the weapon must include either "aim" (well, point a virtual projectile on your pixelated enenmy) or "strategy" (as in proxy mines).

4.) Set the damage, explosion radius, firing rate and stuff to reasonable (!) limits - no sense in creating a machine gun with 1 health point hits and a firing rate of 1000 projectiles per second - that will kill MP packet synchronisation and therefore leads to a failure in the "game ready" compliance

5.) Game readiness - whatever you do, may it be just a set of custom textures to existing weapons and new projectiles to coding a whole new mod around your weapon - it must be the sort of drag, drop, use thing even noobs can handle.

6.) File interference - do not create custom content which potentially interferes with other files. I strongly encourage you to simply prepend "d3wc2_" in front of all files to avoid conflicts and overwritten content.

7.) Copyrights - don't use copyrighted material to create your weapon (of course you can use D3 stock content - that's not a violation) and be aware that all weapons must come with a declaration that you're fine if they, including the source code of any potential SDK modifications, get used in a third party mod or similar as long as you're properly credited. If you only want to show off your work but don't want others to use it, well, what are you doing here? I understand you don't want to give away the best asset of your mod, but in this case it shouldn't get exposed to public before your mod release anyways.

8.) How to define a custom weapon: A weapon which may use D3 stock art / animation / functionality but is altered in a way which is not simply the reconfiguration of existing art / animation / functionality, but an all new "use experience" not present in D3 yet. Example: a shotgun shooting out of the box plasma balls is not a new weapon, but a shotgun with heatseeking minirockets and awsome bullet trails is. The more custom, the better.

9.) Focus on entertainment - this is a custom weapon contest, not an "I am pervertedly cruel" contest. A cow launcher is certainly more entertaining than the Nth representation of splatterorama. But no - it does not have to be a kiss launcher which re-installs world wide love, peace and harmony. However - a weapon can also shoot health points rather than give them away, ever thought of an armor launcher useful for teamplay?

10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

11.) Common sense in terms of usability - do not create something which cannot get used afterwards. A weapon covering 90% of your vision is as usable as a box of matches in hell. Same holds true for for a 10000 health points kill weapon which clears the whole level (well, we could do a boss weapon contest some time later). Common sense is also a reasonable polycount - someting around 7,5k should do fine - there is no merit in downloading a super high res mesh somewhere and simply using it for this contest. Whatever you create - it should entertain and demonstrate your creativity, not your annoyance skills.

12.) Stay clear of any insulting creations - this contest is not meant to transport religious, political, racial, sexual orientation... ideologies. Just - don't - do - it.

13.) Target platform: Vanilla Doom3, latest patch. If your weapon comes in form of a mod, then make sure it's a drag and drop install, but don't forget to include your SDK modifications properly commented to allow others to build on it and learn.

14.) Every entry must come with 4 good screenshots demonstrating your artwork and makes people want to download: A.) Close up as a model + custom ammo boxes (we'll provide a showroom for you to place your weapon and take shots from a fixed position to make it easier to compare). B.) A screenshot showing it on a player model C.) Showing the weapon in action, displaying bullet trails and stuff D.) Either a display of the new projectile or in case of a beam weapon of, well, the beam


Deadline: April 1st (don't worry about timezones). I will post a dedicated email address in the next days for you to submit your work as file or preferrably download location. After the contest all files will be made available here, along with an accompanying thread to showcase them all, voting and stuff.

Please leave your comments at the end of this thread.


Here it is upon popular demand - the next D3W contest.

This is the pre-round, meaning people can determine the constest subject themselves via a quick poll.

The target platform is vanilla Doom3 1.3.1

Here are the poll options:

1.) Custom Weapon

Contenders will be asked to step into the ring with an all new, custom weapon which must get distributed game ready and hassle free for any user obtaining it.
For those lacking modelling and / or animation skills and / or the available tools: An already present weapon model with animations can get used - we primarily and foremost want to see creativity, style, class, humor and ease of use, not a showcase how many grand you've spent for professional software.
However it is mandatory to supply:
- custom textures
- custom projectiles
- custom weapon effects
- custom weapon physics (mass and stuff)
- if possible custom sounds
- all new weapon models and animations will be a plus
- maximum filesize packed: 5mb

2.) Enemy

Creators of new enemies should start splitting the genome and come up with something that puts even outlandish Spore creation to shame. We want you to think what no one has thought before. A creature you don't want to face without your virtual gun greased up for action.
If you pull it off to present a monster which just makes us laugh so hard that we can't pull the trigger before getting forced to respawn, then all our base belongs to you.
For this contest we'll have to discriminate all users lacking modeling and animation skills / tools - unfortunately. A Hellknight with a large eye modeled on top of his skull wont cut it, Imps already have enough eyes too.
If you have your custom weapon already in the box and feel disappointed it turned into a monster constest - don't cry, just attached it to your new creation.
You are asked to supply:
- custom textures
- custom model with animations (if you have to use stock animations for what reason ever, we'll see how this could turn out)
- custom sounds are a plus
- ragdoll effects are a huge plus (ever thought on a deatch animation which removes the model and replaces it with a ragoll ?)
- it should be large enough to spot without a microscope and smaller than your average spaceship
- whatever you do, it must be game ready
- maximum file size packed 10mb

3.) NPC

For those of us being stressed out with life enough and wish for more Sims in Doom3 - here's your chance. The NPC must be interactive upon approach by the player (don't limit yourself to what he does then). All terms and conditions of custom enemies apply, just keep in mind NPCs are supposed not to attack you.

4.) Static Model

This is for the interior designer in you - time to stop hiding in the closet and get out to receive some spotlight! Let's finally hear the song of the unsung hero in level design, usually found only in the footnotes of the the prep's folder. And if you think this contest sounds far too metrosexual for you, then what the heck- build us a cool car! There are far too few Porsche 911 in Doom3 up until now! The world has more to offer than steel plates, crates, skulls, rocks and light fixtures. Always keep in mind - this contest is about creativity and not recreation of what we've seen countless times before, just in a new flashy color...
Here's what an aspiring star designer is supposed to achieve to spice up the living room of the still wealthy:
- custom model (obviously)
- custom texture (equally obviously)
- if it's something supposed to flip over if someone stumbles into, then apply the necessary physics
- custom sounds if necessary / desired
- custom material shader work
- if it's supposed to have an interactive interface, then, well, you know...
- it must be game ready
- it should be large enough to spot without a microscope and smaller than your average spaceship (unless it's a real cool spaceship of course)
- maximum file size packed 10mb

That's it - for now..

The vote will run from right now and expire March 2nd, midnight (no, I wont specify the timezone, so get your votes cast on March 1st to be sure). Every user can cast votes for two options, just in case you feel undecided.

All contest entries must be finished and mailed / made available until April 1st 2009 - no joke.
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location. Please understand that we don't want to spend all day long hunting for contest entries. Also make sure not to send 50 times "an urgent update" - mistakes happen and we'll take that into account of course.

Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).

So, good, fine, cool?

Then go, tell your friends and family, pimp the contest around and don't forget to vote!



aardwolf@Posted: Mon Feb 23, 2009 8:34 pm :
I submit my vote for a nude XXX chicks of doom orgy addon !!! :):)



afullo@Posted: Mon Feb 23, 2009 8:48 pm :
Weapons contest time! :mrgreen:



BloodRayne@Posted: Mon Feb 23, 2009 9:34 pm :
Quote:
- maximum filesize packed: 5mb

mmm... that might be a problem. :mrgreen:



=FF=Sturm@Posted: Mon Feb 23, 2009 10:45 pm :
5 mbs :?::!::roll:



Pat AfterMoon@Posted: Mon Feb 23, 2009 11:09 pm :
BNA! wrote:
- maximum filesize packed: 5mb
I also vote for more file size.



BNA!@Posted: Tue Feb 24, 2009 12:07 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).


Gentlemen, first please cast your vote then I'll be the last person not to set appropriate limits.
Don't hold this whole thing now hostage by riding a potential file size limit on a unicorn through hell...



6th Venom@Posted: Tue Feb 24, 2009 12:15 am :
ok so if 5mb is not good we'll set it to 2,5mb! :twisted:



The Happy Friar@Posted: Tue Feb 24, 2009 3:49 am :
no custom DLL for option 1, 2 or 3? just checking for clarity.



simulation@Posted: Tue Feb 24, 2009 10:21 am :
The Happy Friar wrote:
no custom DLL for option 1, 2 or 3? just checking for clarity.

Why wouldn't custom gamecode be allowed?



BNA!@Posted: Tue Feb 24, 2009 10:47 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).



The Happy Friar@Posted: Tue Feb 24, 2009 3:43 pm :
simulation wrote:
Why wouldn't custom gamecode be allowed?


Quote:
The target platform is vanilla Doom3 1.3.1


only reason I'm asking is to decide what I'll do for a weapon/baddie. Not sure what I'd do for an NPC! (static I have a cool idea though)



BNA!@Posted: Sat Feb 28, 2009 12:36 pm :
Bump - time is running.



Kristus@Posted: Sat Feb 28, 2009 3:44 pm :
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.



The Happy Friar@Posted: Mon Mar 02, 2009 5:42 am :
Kristus wrote:
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.


ever notice how the gluon gun from HL1 is exactly like the lightning gun from Q1 & how the leaches are exactly like the fish... BUT with new models & textures??? 8)



Kristus@Posted: Mon Mar 02, 2009 12:58 pm :
Yes, but Half Life is just one big copycat of Doom and Quake anyway. Though no. I've not played that far in Half life. Was too boring.



BloodRayne@Posted: Mon Mar 02, 2009 1:42 pm :
Guess this means I'll be working on a custom weapon. Yay! :)



The Happy Friar@Posted: Tue Mar 03, 2009 4:01 am :
... what if you have no clue how to do a MP weapon/can't get it to work in MP...



BNA!@Posted: Tue Mar 03, 2009 8:29 am :
The Happy Friar wrote:
... what if you have no clue how to do a MP weapon/can't get it to work in MP...


Then start a topic with the headline "How do I get my weapon to work in MP" ;)



The Happy Friar@Posted: Tue Mar 03, 2009 2:09 pm :
well, of the 4 I was planning, the coolest 3 would need LMS or opencoop to work then. :shock: Getting AI to work in MP isn't easy!

EDIT: to do what I wanted in MP. SP was easy!



BloodRayne@Posted: Tue Mar 03, 2009 3:47 pm :
So the weapon needs to be usable in Multi Player?



BNA!@Posted: Tue Mar 03, 2009 5:15 pm :
BloodRayne wrote:
So the weapon needs to be usable in Multi Player?


Emphasis on should, if it's not than it's not.



The Happy Friar@Posted: Tue Mar 03, 2009 5:19 pm :
I do have another weapon that fits every requirement but is really unique for a weapon and SHOULD work in MP/SP no problem. Issue could be rule 5 (might be relatively complex to setup for modders, depending on skill) & using the wording of rule 8 to it's fullest.

Could be fun, I've wanted to do this for a while. Now I have an excuse... but the ones I DID have planned were pretty neat too.



6th Venom@Posted: Tue Mar 03, 2009 5:34 pm :
BNA! wrote:
10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

I didn't know it was even possible. (never looked at multiplayer things)
I'll dig into that (with D3W search) except if someone tell me how to do it or if it's not possible.

:)



BNA!@Posted: Tue Mar 03, 2009 5:36 pm :
The Happy Friar wrote:
I do have another weapon that fits every requirement but is really unique for a weapon and SHOULD work in MP/SP no problem. Issue could be rule 5 (might be relatively complex to setup for modders, depending on skill) & using the wording of rule 8 to it's fullest.

Could be fun, I've wanted to do this for a while. Now I have an excuse... but the ones I DID have planned were pretty neat too.


Well, game readiness is important - the way you describe it reads is if modders have issues setting it up for their subsequent use.



The Happy Friar@Posted: Tue Mar 03, 2009 7:15 pm :
oh... I took it as it a should be an asset that can be easily used in game. Like anything when you right click in the editor & it gives you the list of stuff you can put in to a map.



BNA!@Posted: Tue Mar 03, 2009 8:11 pm :
The Happy Friar wrote:
oh... I took it as it a should be an asset that can be easily used in game. Like anything when you right click in the editor & it gives you the list of stuff you can put in to a map.


No, think more in terms of playability.



The Happy Friar@Posted: Wed Mar 04, 2009 3:37 am :
got ya. Thanks. :)

Plan "E" might be just that. Depending on how it works... I need to do some experiments to see if it works! (in THEORY, it should).

Again, I'll offer up my MP server for us to use if we want to try MP.



BNA!@Posted: Wed Mar 04, 2009 4:27 pm :
The Happy Friar wrote:
got ya. Thanks. :)

Plan "E" might be just that. Depending on how it works... I need to do some experiments to see if it works! (in THEORY, it should).

Again, I'll offer up my MP server for us to use if we want to try MP.


Just crank out the best you can and make sure it's fun and original, then it should be very fine.



6th Venom@Posted: Sat Mar 07, 2009 11:29 am :
Hey! I didn't even had the time to start anything these last days, so what about people here?



Neurological@Posted: Sat Mar 07, 2009 1:00 pm :
Done it :), I need only to make map out of it.



=FF=Sturm@Posted: Sat Mar 07, 2009 1:35 pm :
the same :mrgreen:
The map will be a remake of an old dark and foggy map :)



6th Venom@Posted: Sat Mar 07, 2009 2:58 pm :
Cool for you both! :D

But, nothing was said about the fact we have (or haven't) to provide a map with, except if your weapon have to set special things in the map to be used. :?:



BNA!@Posted: Sat Mar 07, 2009 4:55 pm :
Neurological wrote:
Done it :), I need only to make map out of it.


Sounds like there is a lot of time left to tweak that thing ;)



The Happy Friar@Posted: Sat Mar 07, 2009 9:15 pm :
6th Venom wrote:
Hey! I didn't even had the time to start anything these last days, so what about people here?


i was going to do an idea that needed a whole new map & was iffy in MP, but I decided to switched to something not as "holy crap, how does that work?!" to "hmmm... fun!".



6th Venom@Posted: Mon Mar 16, 2009 1:43 pm :
Still didn't had the time to work seriously on something... and time's running :|



The Happy Friar@Posted: Mon Mar 16, 2009 3:59 pm :
I'm in the testing phase.

Anyone who's NOT in the contest interested in helping me beta the MP? I've only got 1 other person so far & would like to make sure it works before I go all out & model the new weapons.



meowykid@Posted: Sun Mar 22, 2009 7:21 pm :
I'd like to test your mod



The Happy Friar@Posted: Mon Mar 23, 2009 5:44 pm :
well, I've got the weapon to fall when you're killed in MP, world model, but still need to get the player & world view models working.



6th Venom@Posted: Sat Mar 28, 2009 11:37 am :
tic tac...



The Happy Friar@Posted: Sun Mar 29, 2009 3:46 am :
BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?



BNA!@Posted: Sun Mar 29, 2009 9:38 am :
The Happy Friar wrote:
BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?


Yes, there will be an email address.



The Happy Friar@Posted: Wed Apr 01, 2009 6:09 am :
http://www.fileplanet.com/hosteddl.aspx ... ta_001.zip

"The Happy Friar's Paintball to the Max"

Anyway.... a new mod with new gameplay & (the important part) new weaponS. 4 to be exact: semi-automatic pb marker, full auto, pump (default starting) & semi-auto long range. Fists included to avoid a MP crash & flashlight included. Supports all default Doom 3 multiplayer modes. Readme & how to run instructions included. Images forth coming as I need sleep now (it's 1am). Basically MP only as it's not much fun against current AI.

Each new weapon has a new world pickup model, new view model & new player world model (what other players see & you see in mirrors).

Shouldn't get any crashes in MP games as they all seem to have been squashed during play testing (that's [BTF]Jehar @ tastyspleen).

Still some bugs that don't happen in SP but do in MP that I need to creatively squash, most of them are listed in readme.txt, but none of them will actually kill the game. A map or two based on the new gameplay will eventually be coming.

All modeling (except the arms already in the view model), textures, animation are me. Blender & Edit pad light for 95% of the work (textures in blender), gimp used to make the heightmaps & specular maps. [BTF]Jehar of tastyspleen.com & Pappy-R of Planetdoom.com both helped test.

EDIT: supports all current Doom 3 MP maps.



BNA!@Posted: Wed Apr 01, 2009 7:03 am :
Here is the email addy for the contest:

cc2@doom3world.org



The Happy Friar@Posted: Wed Apr 01, 2009 5:02 pm :
http://www.moddb.com/mods/the-happy-fri ... to-the-max

moddb.com page for my mod.



6th Venom@Posted: Wed Apr 01, 2009 8:58 pm :
I officially announce i'll not submit anything related to the contest. :?

I have to struggle irl to found another job after some real hard times, so i didn't had the time, nore the will, to make something.
(except a very raw Warhammer marine's bolter low poly model)

the good news is that i found a job monday. 8)

Another good news is that i'll show you all something i've working on for 3 days now, that every one will surelly love.
(i'm really really enthousiast about it)

@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz!

Congratulations to all of you submitters anyway!



BNA!@Posted: Wed Apr 01, 2009 9:32 pm :
So far I have received two emails - I hope this is not the end of it...

I'll be away on business travell including Friday, April 3rd, so please send your work till Saturday, April 4th.



The Happy Friar@Posted: Thu Apr 02, 2009 1:44 am :
BNA! wrote:
So far I have received two emails - I hope this is not the end of it...


I hope not either. some D3 "heavy hitters" said they'd love to do a weapon contest. Eager to see what they've come up with.

6th Venom wrote:
@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz


it's not really exciting in SP... everything dies pretty quickly. Works, but MP is the way to go. I don't think I removed any SP weapons that aren't used from being able to be picked up, but I did remove references to them in game, so it may crash the game if you pick up a 'nade, plasma, chain gun or BFG.



parsonsbear@Posted: Thu Apr 02, 2009 4:12 am :
erm... extension? :oops:



BNA!@Posted: Thu Apr 02, 2009 5:03 pm :
parsonsbear wrote:
erm... extension? :oops:


Be more specific...



The Happy Friar@Posted: Thu Apr 02, 2009 6:24 pm :
he wants to know if he's allowed to use extendable rods for weapons. :D



PytoX@Posted: Thu Apr 02, 2009 6:30 pm :
I had first modelled some weapon but at the end I realised that
it was way to detailed. :D



whitewolf@Posted: Sat Apr 04, 2009 8:59 am :
I have a finished (mostly) submachine gun that I want to enter, if you'll pardon my lateness. For some reason I imagined the contest was just getting underway :oops: Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.
That way at least we'll have more than two competitors, even if mine is somewhat crappy.



BNA!@Posted: Sat Apr 04, 2009 10:37 pm :
whitewolf wrote:
Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.


Well, it's a community contest for fame, not fortune - go ahead...



whitewolf@Posted: Sun Apr 05, 2009 11:24 am :
Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.

Mp5 Burst Fire Submachine Gun
Link: http://files.filefront.com/13536634

Author: Rudolf "Whitewolf" Wentzel

Release date: 5/4/09

Email: whitewolfw2@gmail.com
whitewolfw2@hotmail.com

Instructions: Place the folder "whitewolf_submachine_gun" in your Doom 3 directory.
Select it from the mods dialogue in the Doom 3 main menu.

Description: A submachinegun for Doom 3, based on the Heckler And Koch Mp5 model.
Fires 4 shots in a burst, and holding the trigger makes for almost fully automatic fire.
Replaces the pistol.

This weapon was created for the 2009 doom3world.com weapons contest.
It is unpolished and can be considered an alpha.

Software: Blender 2.48
Gimp 2.6

Credits:
Blender md5 export/import scripts by Bob Holcomb and Thomas "der_ton" Hutter
Burst Fire script by Kamikazi Fred
Fire sound by Matt_G
Reload sound by Vosvoy
Select weapon sound by NoiseCollector

All sounds are subject to the "Creative Commons Sampling Plus 1.0" licence,
and are freely available at http://www.freesound.com.

Permissions: If you want to use this model in a project, please contact me.



The Happy Friar@Posted: Sun Apr 05, 2009 2:04 pm :
whitewolf wrote:
Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.


I'm finding blender pathetically easy to use. I'm really really wishing I started using it a decade ago instead of waiting until now. :shock:



Douglas Quaid@Posted: Sun Apr 05, 2009 3:28 pm :
How easy is it to model a head? Is it true that you can scan a photo and it maps out a grid or something?



The Happy Friar@Posted: Sun Apr 05, 2009 6:56 pm :
It doesn't do it automatically, but you could take a side,front,top image & put it in the respective view & use that for reference. We should talk about modeling techniques in a new thread though.



6th Venom@Posted: Sun Apr 05, 2009 9:37 pm :
whitewolf wrote:
For some reason I imagined the contest was just getting underway :oops:
...
That way at least we'll have more than two competitors.

That's strange, i thought that there were more than 4-5 people interested by this contest when i saw the votes. :roll:
Maybe not enough communications about it, i had other priorities and didn't had the time... :?

So i'll finish my bolter gun just for fun and share it when it's done.



The Happy Friar@Posted: Sun Apr 05, 2009 9:54 pm :
I think this contest was only ~a month vs the boss one that was two months. I didn't realise @ the time, but a weapon is a lot more work then a boss. You've got three models to do (pickup, player POV & 3rd person), but texturing each, plus making the anim's if neccessary.



meowykid@Posted: Mon Apr 06, 2009 8:49 pm :
Aww I've been excited to look for a weapon that I could put in my mod.

Waiting for permission from whitewolf



Neurological@Posted: Wed Apr 08, 2009 6:24 pm :
I've sent my submission to BNA the last day of the contest, so count me in too.



The Happy Friar@Posted: Mon Apr 13, 2009 10:31 pm :
it's been a few days... when do we get to see neuro's. :D



Neurological@Posted: Tue Apr 14, 2009 12:43 am :
If you guys want to try the weapon, heres the link:

http://www.neuro-lab.net/stuff/neuro_pathfinder.zip

DESCRIPTION

The Pathfinder is a genetic weapon that allow the player to throw acid splats on every surface.
The purpose of the weapon is to design a new type of gameplay that differ from "aim and kill".
You have to use that weapon to shoot glowing splats on full darkness area to discover the right path.

The map presented with the mod take full advantage of that feature putting the player
in a complete dark room with platforms. You will have to "light" the platforms with the weapon
and pay attention to not fall.



6th Venom@Posted: Tue Apr 14, 2009 8:25 am :
You're always so imaginative! I like the idea!
Congratz.



Douglas Quaid@Posted: Tue Apr 14, 2009 1:56 pm :
He uses his MIND aha! :D



BNA!@Posted: Sun May 24, 2009 7:49 pm :
Ladies and gentlemen, I got sent on a secret mission which kept me away from the contest - and I managed to block myself from parts of the web for what seems an eternity of a few weeks.

So sorry for all the inconvenience and of course for being late as no one has ever been late before.

I'll switch my whole internet access next week again and move my whole office around, so give me a few days to catch up with something like 10 pages of "view new posts".

Everyone here is allowed to hate me for an extended period of time.



The Happy Friar@Posted: Sun May 24, 2009 9:08 pm :
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D



6th Venom@Posted: Sun May 24, 2009 10:01 pm :
BNA! wrote:
Everyone here is allowed to hate me for an extended period of time.

:lol:



BNA!@Posted: Mon May 25, 2009 10:44 am :
The Happy Friar wrote:
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D


I picked up some weight indeed...



The Happy Friar@Posted: Mon May 25, 2009 3:18 pm :
is that's your way of saying you're married????



BNA!@Posted: Mon May 25, 2009 3:21 pm :
The Happy Friar wrote:
is that's your way of saying you're married????


No, it's my way of worrying I might be the first real man who got pregnant by the opposite sex. That would also cause the 2nd medical sensation - a woman getting a man pregnant.
And yes, I looked - it wasn't a Thai Ladyboy...



The Happy Friar@Posted: Mon May 25, 2009 5:37 pm :
oh.... perhap's is a beer gut then? 8)



BNA!@Posted: Mon Feb 23, 2009 8:05 pm :
Please send all your entries as file or download location to:

cc2@doom3world.org


POLL CLOSED - THE CUSTOM WEAPON HAS WON WITH 17 VOTES (pretty damn few votes anyways).

We'll announce the final rules and guidelines latest on Tuesday, March 3rd - but you can already start working of course :)

Here are the final guidelines for the custom weapon contest - they're rough, they're challenging, but they force creativity and, believe it or not, they contain "common sense" rules as well to avoid a too tight form:

1.) No entries should be shown to the public before the contest closes - please, don't spoil it.

2.) Filesize - since this is everyone's concern: no file size limit, but be aware no one is going to use it if it's too large

3.) No "global domination weapons" - ie please don't create a weapon that gives an opponent in MP the upper hand regardless the skill. The use of the weapon must include either "aim" (well, point a virtual projectile on your pixelated enenmy) or "strategy" (as in proxy mines).

4.) Set the damage, explosion radius, firing rate and stuff to reasonable (!) limits - no sense in creating a machine gun with 1 health point hits and a firing rate of 1000 projectiles per second - that will kill MP packet synchronisation and therefore leads to a failure in the "game ready" compliance

5.) Game readiness - whatever you do, may it be just a set of custom textures to existing weapons and new projectiles to coding a whole new mod around your weapon - it must be the sort of drag, drop, use thing even noobs can handle.

6.) File interference - do not create custom content which potentially interferes with other files. I strongly encourage you to simply prepend "d3wc2_" in front of all files to avoid conflicts and overwritten content.

7.) Copyrights - don't use copyrighted material to create your weapon (of course you can use D3 stock content - that's not a violation) and be aware that all weapons must come with a declaration that you're fine if they, including the source code of any potential SDK modifications, get used in a third party mod or similar as long as you're properly credited. If you only want to show off your work but don't want others to use it, well, what are you doing here? I understand you don't want to give away the best asset of your mod, but in this case it shouldn't get exposed to public before your mod release anyways.

8.) How to define a custom weapon: A weapon which may use D3 stock art / animation / functionality but is altered in a way which is not simply the reconfiguration of existing art / animation / functionality, but an all new "use experience" not present in D3 yet. Example: a shotgun shooting out of the box plasma balls is not a new weapon, but a shotgun with heatseeking minirockets and awsome bullet trails is. The more custom, the better.

9.) Focus on entertainment - this is a custom weapon contest, not an "I am pervertedly cruel" contest. A cow launcher is certainly more entertaining than the Nth representation of splatterorama. But no - it does not have to be a kiss launcher which re-installs world wide love, peace and harmony. However - a weapon can also shoot health points rather than give them away, ever thought of an armor launcher useful for teamplay?

10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

11.) Common sense in terms of usability - do not create something which cannot get used afterwards. A weapon covering 90% of your vision is as usable as a box of matches in hell. Same holds true for for a 10000 health points kill weapon which clears the whole level (well, we could do a boss weapon contest some time later). Common sense is also a reasonable polycount - someting around 7,5k should do fine - there is no merit in downloading a super high res mesh somewhere and simply using it for this contest. Whatever you create - it should entertain and demonstrate your creativity, not your annoyance skills.

12.) Stay clear of any insulting creations - this contest is not meant to transport religious, political, racial, sexual orientation... ideologies. Just - don't - do - it.

13.) Target platform: Vanilla Doom3, latest patch. If your weapon comes in form of a mod, then make sure it's a drag and drop install, but don't forget to include your SDK modifications properly commented to allow others to build on it and learn.

14.) Every entry must come with 4 good screenshots demonstrating your artwork and makes people want to download: A.) Close up as a model + custom ammo boxes (we'll provide a showroom for you to place your weapon and take shots from a fixed position to make it easier to compare). B.) A screenshot showing it on a player model C.) Showing the weapon in action, displaying bullet trails and stuff D.) Either a display of the new projectile or in case of a beam weapon of, well, the beam


Deadline: April 1st (don't worry about timezones). I will post a dedicated email address in the next days for you to submit your work as file or preferrably download location. After the contest all files will be made available here, along with an accompanying thread to showcase them all, voting and stuff.

Please leave your comments at the end of this thread.


Here it is upon popular demand - the next D3W contest.

This is the pre-round, meaning people can determine the constest subject themselves via a quick poll.

The target platform is vanilla Doom3 1.3.1

Here are the poll options:

1.) Custom Weapon

Contenders will be asked to step into the ring with an all new, custom weapon which must get distributed game ready and hassle free for any user obtaining it.
For those lacking modelling and / or animation skills and / or the available tools: An already present weapon model with animations can get used - we primarily and foremost want to see creativity, style, class, humor and ease of use, not a showcase how many grand you've spent for professional software.
However it is mandatory to supply:
- custom textures
- custom projectiles
- custom weapon effects
- custom weapon physics (mass and stuff)
- if possible custom sounds
- all new weapon models and animations will be a plus
- maximum filesize packed: 5mb

2.) Enemy

Creators of new enemies should start splitting the genome and come up with something that puts even outlandish Spore creation to shame. We want you to think what no one has thought before. A creature you don't want to face without your virtual gun greased up for action.
If you pull it off to present a monster which just makes us laugh so hard that we can't pull the trigger before getting forced to respawn, then all our base belongs to you.
For this contest we'll have to discriminate all users lacking modeling and animation skills / tools - unfortunately. A Hellknight with a large eye modeled on top of his skull wont cut it, Imps already have enough eyes too.
If you have your custom weapon already in the box and feel disappointed it turned into a monster constest - don't cry, just attached it to your new creation.
You are asked to supply:
- custom textures
- custom model with animations (if you have to use stock animations for what reason ever, we'll see how this could turn out)
- custom sounds are a plus
- ragdoll effects are a huge plus (ever thought on a deatch animation which removes the model and replaces it with a ragoll ?)
- it should be large enough to spot without a microscope and smaller than your average spaceship
- whatever you do, it must be game ready
- maximum file size packed 10mb

3.) NPC

For those of us being stressed out with life enough and wish for more Sims in Doom3 - here's your chance. The NPC must be interactive upon approach by the player (don't limit yourself to what he does then). All terms and conditions of custom enemies apply, just keep in mind NPCs are supposed not to attack you.

4.) Static Model

This is for the interior designer in you - time to stop hiding in the closet and get out to receive some spotlight! Let's finally hear the song of the unsung hero in level design, usually found only in the footnotes of the the prep's folder. And if you think this contest sounds far too metrosexual for you, then what the heck- build us a cool car! There are far too few Porsche 911 in Doom3 up until now! The world has more to offer than steel plates, crates, skulls, rocks and light fixtures. Always keep in mind - this contest is about creativity and not recreation of what we've seen countless times before, just in a new flashy color...
Here's what an aspiring star designer is supposed to achieve to spice up the living room of the still wealthy:
- custom model (obviously)
- custom texture (equally obviously)
- if it's something supposed to flip over if someone stumbles into, then apply the necessary physics
- custom sounds if necessary / desired
- custom material shader work
- if it's supposed to have an interactive interface, then, well, you know...
- it must be game ready
- it should be large enough to spot without a microscope and smaller than your average spaceship (unless it's a real cool spaceship of course)
- maximum file size packed 10mb

That's it - for now..

The vote will run from right now and expire March 2nd, midnight (no, I wont specify the timezone, so get your votes cast on March 1st to be sure). Every user can cast votes for two options, just in case you feel undecided.

All contest entries must be finished and mailed / made available until April 1st 2009 - no joke.
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location. Please understand that we don't want to spend all day long hunting for contest entries. Also make sure not to send 50 times "an urgent update" - mistakes happen and we'll take that into account of course.

Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).

So, good, fine, cool?

Then go, tell your friends and family, pimp the contest around and don't forget to vote!



aardwolf@Posted: Mon Feb 23, 2009 8:34 pm :
I submit my vote for a nude XXX chicks of doom orgy addon !!! :):)



afullo@Posted: Mon Feb 23, 2009 8:48 pm :
Weapons contest time! :mrgreen:



BloodRayne@Posted: Mon Feb 23, 2009 9:34 pm :
Quote:
- maximum filesize packed: 5mb

mmm... that might be a problem. :mrgreen:



=FF=Sturm@Posted: Mon Feb 23, 2009 10:45 pm :
5 mbs :?::!::roll:



Pat AfterMoon@Posted: Mon Feb 23, 2009 11:09 pm :
BNA! wrote:
- maximum filesize packed: 5mb
I also vote for more file size.



BNA!@Posted: Tue Feb 24, 2009 12:07 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).


Gentlemen, first please cast your vote then I'll be the last person not to set appropriate limits.
Don't hold this whole thing now hostage by riding a potential file size limit on a unicorn through hell...



6th Venom@Posted: Tue Feb 24, 2009 12:15 am :
ok so if 5mb is not good we'll set it to 2,5mb! :twisted:



The Happy Friar@Posted: Tue Feb 24, 2009 3:49 am :
no custom DLL for option 1, 2 or 3? just checking for clarity.



simulation@Posted: Tue Feb 24, 2009 10:21 am :
The Happy Friar wrote:
no custom DLL for option 1, 2 or 3? just checking for clarity.

Why wouldn't custom gamecode be allowed?



BNA!@Posted: Tue Feb 24, 2009 10:47 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).



The Happy Friar@Posted: Tue Feb 24, 2009 3:43 pm :
simulation wrote:
Why wouldn't custom gamecode be allowed?


Quote:
The target platform is vanilla Doom3 1.3.1


only reason I'm asking is to decide what I'll do for a weapon/baddie. Not sure what I'd do for an NPC! (static I have a cool idea though)



BNA!@Posted: Sat Feb 28, 2009 12:36 pm :
Bump - time is running.



Kristus@Posted: Sat Feb 28, 2009 3:44 pm :
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.



The Happy Friar@Posted: Mon Mar 02, 2009 5:42 am :
Kristus wrote:
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.


ever notice how the gluon gun from HL1 is exactly like the lightning gun from Q1 & how the leaches are exactly like the fish... BUT with new models & textures??? 8)



Kristus@Posted: Mon Mar 02, 2009 12:58 pm :
Yes, but Half Life is just one big copycat of Doom and Quake anyway. Though no. I've not played that far in Half life. Was too boring.



BloodRayne@Posted: Mon Mar 02, 2009 1:42 pm :
Guess this means I'll be working on a custom weapon. Yay! :)



The Happy Friar@Posted: Tue Mar 03, 2009 4:01 am :
... what if you have no clue how to do a MP weapon/can't get it to work in MP...



BNA!@Posted: Tue Mar 03, 2009 8:29 am :
The Happy Friar wrote:
... what if you have no clue how to do a MP weapon/can't get it to work in MP...


Then start a topic with the headline "How do I get my weapon to work in MP" ;)



The Happy Friar@Posted: Tue Mar 03, 2009 2:09 pm :
well, of the 4 I was planning, the coolest 3 would need LMS or opencoop to work then. :shock: Getting AI to work in MP isn't easy!

EDIT: to do what I wanted in MP. SP was easy!



BloodRayne@Posted: Tue Mar 03, 2009 3:47 pm :
So the weapon needs to be usable in Multi Player?



BNA!@Posted: Tue Mar 03, 2009 5:15 pm :
BloodRayne wrote:
So the weapon needs to be usable in Multi Player?


Emphasis on should, if it's not than it's not.



The Happy Friar@Posted: Tue Mar 03, 2009 5:19 pm :
I do have another weapon that fits every requirement but is really unique for a weapon and SHOULD work in MP/SP no problem. Issue could be rule 5 (might be relatively complex to setup for modders, depending on skill) & using the wording of rule 8 to it's fullest.

Could be fun, I've wanted to do this for a while. Now I have an excuse... but the ones I DID have planned were pretty neat too.



6th Venom@Posted: Tue Mar 03, 2009 5:34 pm :
BNA! wrote:
10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

I didn't know it was even possible. (never looked at multiplayer things)
I'll dig into that (with D3W search) except if someone tell me how to do it or if it's not possible.

:)



BNA!@Posted: Tue Mar 03, 2009 5:36 pm :
The Happy Friar wrote:
I do have another weapon that fits every requirement but is really unique for a weapon and SHOULD work in MP/SP no problem. Issue could be rule 5 (might be relatively complex to setup for modders, depending on skill) & using the wording of rule 8 to it's fullest.

Could be fun, I've wanted to do this for a while. Now I have an excuse... but the ones I DID have planned were pretty neat too.


Well, game readiness is important - the way you describe it reads is if modders have issues setting it up for their subsequent use.



The Happy Friar@Posted: Tue Mar 03, 2009 7:15 pm :
oh... I took it as it a should be an asset that can be easily used in game. Like anything when you right click in the editor & it gives you the list of stuff you can put in to a map.



BNA!@Posted: Tue Mar 03, 2009 8:11 pm :
The Happy Friar wrote:
oh... I took it as it a should be an asset that can be easily used in game. Like anything when you right click in the editor & it gives you the list of stuff you can put in to a map.


No, think more in terms of playability.



The Happy Friar@Posted: Wed Mar 04, 2009 3:37 am :
got ya. Thanks. :)

Plan "E" might be just that. Depending on how it works... I need to do some experiments to see if it works! (in THEORY, it should).

Again, I'll offer up my MP server for us to use if we want to try MP.



BNA!@Posted: Wed Mar 04, 2009 4:27 pm :
The Happy Friar wrote:
got ya. Thanks. :)

Plan "E" might be just that. Depending on how it works... I need to do some experiments to see if it works! (in THEORY, it should).

Again, I'll offer up my MP server for us to use if we want to try MP.


Just crank out the best you can and make sure it's fun and original, then it should be very fine.



6th Venom@Posted: Sat Mar 07, 2009 11:29 am :
Hey! I didn't even had the time to start anything these last days, so what about people here?



Neurological@Posted: Sat Mar 07, 2009 1:00 pm :
Done it :), I need only to make map out of it.



=FF=Sturm@Posted: Sat Mar 07, 2009 1:35 pm :
the same :mrgreen:
The map will be a remake of an old dark and foggy map :)



6th Venom@Posted: Sat Mar 07, 2009 2:58 pm :
Cool for you both! :D

But, nothing was said about the fact we have (or haven't) to provide a map with, except if your weapon have to set special things in the map to be used. :?:



BNA!@Posted: Sat Mar 07, 2009 4:55 pm :
Neurological wrote:
Done it :), I need only to make map out of it.


Sounds like there is a lot of time left to tweak that thing ;)



The Happy Friar@Posted: Sat Mar 07, 2009 9:15 pm :
6th Venom wrote:
Hey! I didn't even had the time to start anything these last days, so what about people here?


i was going to do an idea that needed a whole new map & was iffy in MP, but I decided to switched to something not as "holy crap, how does that work?!" to "hmmm... fun!".



6th Venom@Posted: Mon Mar 16, 2009 1:43 pm :
Still didn't had the time to work seriously on something... and time's running :|



The Happy Friar@Posted: Mon Mar 16, 2009 3:59 pm :
I'm in the testing phase.

Anyone who's NOT in the contest interested in helping me beta the MP? I've only got 1 other person so far & would like to make sure it works before I go all out & model the new weapons.



meowykid@Posted: Sun Mar 22, 2009 7:21 pm :
I'd like to test your mod



The Happy Friar@Posted: Mon Mar 23, 2009 5:44 pm :
well, I've got the weapon to fall when you're killed in MP, world model, but still need to get the player & world view models working.



6th Venom@Posted: Sat Mar 28, 2009 11:37 am :
tic tac...



The Happy Friar@Posted: Sun Mar 29, 2009 3:46 am :
BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?



BNA!@Posted: Sun Mar 29, 2009 9:38 am :
The Happy Friar wrote:
BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?


Yes, there will be an email address.



The Happy Friar@Posted: Wed Apr 01, 2009 6:09 am :
http://www.fileplanet.com/hosteddl.aspx ... ta_001.zip

"The Happy Friar's Paintball to the Max"

Anyway.... a new mod with new gameplay & (the important part) new weaponS. 4 to be exact: semi-automatic pb marker, full auto, pump (default starting) & semi-auto long range. Fists included to avoid a MP crash & flashlight included. Supports all default Doom 3 multiplayer modes. Readme & how to run instructions included. Images forth coming as I need sleep now (it's 1am). Basically MP only as it's not much fun against current AI.

Each new weapon has a new world pickup model, new view model & new player world model (what other players see & you see in mirrors).

Shouldn't get any crashes in MP games as they all seem to have been squashed during play testing (that's [BTF]Jehar @ tastyspleen).

Still some bugs that don't happen in SP but do in MP that I need to creatively squash, most of them are listed in readme.txt, but none of them will actually kill the game. A map or two based on the new gameplay will eventually be coming.

All modeling (except the arms already in the view model), textures, animation are me. Blender & Edit pad light for 95% of the work (textures in blender), gimp used to make the heightmaps & specular maps. [BTF]Jehar of tastyspleen.com & Pappy-R of Planetdoom.com both helped test.

EDIT: supports all current Doom 3 MP maps.



BNA!@Posted: Wed Apr 01, 2009 7:03 am :
Here is the email addy for the contest:

cc2@doom3world.org



The Happy Friar@Posted: Wed Apr 01, 2009 5:02 pm :
http://www.moddb.com/mods/the-happy-fri ... to-the-max

moddb.com page for my mod.



6th Venom@Posted: Wed Apr 01, 2009 8:58 pm :
I officially announce i'll not submit anything related to the contest. :?

I have to struggle irl to found another job after some real hard times, so i didn't had the time, nore the will, to make something.
(except a very raw Warhammer marine's bolter low poly model)

the good news is that i found a job monday. 8)

Another good news is that i'll show you all something i've working on for 3 days now, that every one will surelly love.
(i'm really really enthousiast about it)

@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz!

Congratulations to all of you submitters anyway!



BNA!@Posted: Wed Apr 01, 2009 9:32 pm :
So far I have received two emails - I hope this is not the end of it...

I'll be away on business travell including Friday, April 3rd, so please send your work till Saturday, April 4th.



The Happy Friar@Posted: Thu Apr 02, 2009 1:44 am :
BNA! wrote:
So far I have received two emails - I hope this is not the end of it...


I hope not either. some D3 "heavy hitters" said they'd love to do a weapon contest. Eager to see what they've come up with.

6th Venom wrote:
@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz


it's not really exciting in SP... everything dies pretty quickly. Works, but MP is the way to go. I don't think I removed any SP weapons that aren't used from being able to be picked up, but I did remove references to them in game, so it may crash the game if you pick up a 'nade, plasma, chain gun or BFG.



parsonsbear@Posted: Thu Apr 02, 2009 4:12 am :
erm... extension? :oops:



BNA!@Posted: Thu Apr 02, 2009 5:03 pm :
parsonsbear wrote:
erm... extension? :oops:


Be more specific...



The Happy Friar@Posted: Thu Apr 02, 2009 6:24 pm :
he wants to know if he's allowed to use extendable rods for weapons. :D



PytoX@Posted: Thu Apr 02, 2009 6:30 pm :
I had first modelled some weapon but at the end I realised that
it was way to detailed. :D



whitewolf@Posted: Sat Apr 04, 2009 8:59 am :
I have a finished (mostly) submachine gun that I want to enter, if you'll pardon my lateness. For some reason I imagined the contest was just getting underway :oops: Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.
That way at least we'll have more than two competitors, even if mine is somewhat crappy.



BNA!@Posted: Sat Apr 04, 2009 10:37 pm :
whitewolf wrote:
Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.


Well, it's a community contest for fame, not fortune - go ahead...



whitewolf@Posted: Sun Apr 05, 2009 11:24 am :
Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.

Mp5 Burst Fire Submachine Gun
Link: http://files.filefront.com/13536634

Author: Rudolf "Whitewolf" Wentzel

Release date: 5/4/09

Email: whitewolfw2@gmail.com
whitewolfw2@hotmail.com

Instructions: Place the folder "whitewolf_submachine_gun" in your Doom 3 directory.
Select it from the mods dialogue in the Doom 3 main menu.

Description: A submachinegun for Doom 3, based on the Heckler And Koch Mp5 model.
Fires 4 shots in a burst, and holding the trigger makes for almost fully automatic fire.
Replaces the pistol.

This weapon was created for the 2009 doom3world.com weapons contest.
It is unpolished and can be considered an alpha.

Software: Blender 2.48
Gimp 2.6

Credits:
Blender md5 export/import scripts by Bob Holcomb and Thomas "der_ton" Hutter
Burst Fire script by Kamikazi Fred
Fire sound by Matt_G
Reload sound by Vosvoy
Select weapon sound by NoiseCollector

All sounds are subject to the "Creative Commons Sampling Plus 1.0" licence,
and are freely available at http://www.freesound.com.

Permissions: If you want to use this model in a project, please contact me.



The Happy Friar@Posted: Sun Apr 05, 2009 2:04 pm :
whitewolf wrote:
Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.


I'm finding blender pathetically easy to use. I'm really really wishing I started using it a decade ago instead of waiting until now. :shock:



Douglas Quaid@Posted: Sun Apr 05, 2009 3:28 pm :
How easy is it to model a head? Is it true that you can scan a photo and it maps out a grid or something?



The Happy Friar@Posted: Sun Apr 05, 2009 6:56 pm :
It doesn't do it automatically, but you could take a side,front,top image & put it in the respective view & use that for reference. We should talk about modeling techniques in a new thread though.



6th Venom@Posted: Sun Apr 05, 2009 9:37 pm :
whitewolf wrote:
For some reason I imagined the contest was just getting underway :oops:
...
That way at least we'll have more than two competitors.

That's strange, i thought that there were more than 4-5 people interested by this contest when i saw the votes. :roll:
Maybe not enough communications about it, i had other priorities and didn't had the time... :?

So i'll finish my bolter gun just for fun and share it when it's done.



The Happy Friar@Posted: Sun Apr 05, 2009 9:54 pm :
I think this contest was only ~a month vs the boss one that was two months. I didn't realise @ the time, but a weapon is a lot more work then a boss. You've got three models to do (pickup, player POV & 3rd person), but texturing each, plus making the anim's if neccessary.



meowykid@Posted: Mon Apr 06, 2009 8:49 pm :
Aww I've been excited to look for a weapon that I could put in my mod.

Waiting for permission from whitewolf



Neurological@Posted: Wed Apr 08, 2009 6:24 pm :
I've sent my submission to BNA the last day of the contest, so count me in too.



The Happy Friar@Posted: Mon Apr 13, 2009 10:31 pm :
it's been a few days... when do we get to see neuro's. :D



Neurological@Posted: Tue Apr 14, 2009 12:43 am :
If you guys want to try the weapon, heres the link:

http://www.neuro-lab.net/stuff/neuro_pathfinder.zip

DESCRIPTION

The Pathfinder is a genetic weapon that allow the player to throw acid splats on every surface.
The purpose of the weapon is to design a new type of gameplay that differ from "aim and kill".
You have to use that weapon to shoot glowing splats on full darkness area to discover the right path.

The map presented with the mod take full advantage of that feature putting the player
in a complete dark room with platforms. You will have to "light" the platforms with the weapon
and pay attention to not fall.



6th Venom@Posted: Tue Apr 14, 2009 8:25 am :
You're always so imaginative! I like the idea!
Congratz.



Douglas Quaid@Posted: Tue Apr 14, 2009 1:56 pm :
He uses his MIND aha! :D



BNA!@Posted: Sun May 24, 2009 7:49 pm :
Ladies and gentlemen, I got sent on a secret mission which kept me away from the contest - and I managed to block myself from parts of the web for what seems an eternity of a few weeks.

So sorry for all the inconvenience and of course for being late as no one has ever been late before.

I'll switch my whole internet access next week again and move my whole office around, so give me a few days to catch up with something like 10 pages of "view new posts".

Everyone here is allowed to hate me for an extended period of time.



The Happy Friar@Posted: Sun May 24, 2009 9:08 pm :
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D



6th Venom@Posted: Sun May 24, 2009 10:01 pm :
BNA! wrote:
Everyone here is allowed to hate me for an extended period of time.

:lol:



BNA!@Posted: Mon May 25, 2009 10:44 am :
The Happy Friar wrote:
BNA! wrote:
So sorry for all the inconvenience and of course for being late as no one has ever been late before.


"my period's late" is still what most men dread hearing. :D


I picked up some weight indeed...



The Happy Friar@Posted: Mon May 25, 2009 3:18 pm :
is that's your way of saying you're married????



BNA!@Posted: Mon May 25, 2009 3:21 pm :
The Happy Friar wrote:
is that's your way of saying you're married????


No, it's my way of worrying I might be the first real man who got pregnant by the opposite sex. That would also cause the 2nd medical sensation - a woman getting a man pregnant.
And yes, I looked - it wasn't a Thai Ladyboy...



The Happy Friar@Posted: Mon May 25, 2009 5:37 pm :
oh.... perhap's is a beer gut then? 8)



BNA!@Posted: Mon Feb 23, 2009 8:05 pm :
Please send all your entries as file or download location to:

cc2@doom3world.org


POLL CLOSED - THE CUSTOM WEAPON HAS WON WITH 17 VOTES (pretty damn few votes anyways).

We'll announce the final rules and guidelines latest on Tuesday, March 3rd - but you can already start working of course :)

Here are the final guidelines for the custom weapon contest - they're rough, they're challenging, but they force creativity and, believe it or not, they contain "common sense" rules as well to avoid a too tight form:

1.) No entries should be shown to the public before the contest closes - please, don't spoil it.

2.) Filesize - since this is everyone's concern: no file size limit, but be aware no one is going to use it if it's too large

3.) No "global domination weapons" - ie please don't create a weapon that gives an opponent in MP the upper hand regardless the skill. The use of the weapon must include either "aim" (well, point a virtual projectile on your pixelated enenmy) or "strategy" (as in proxy mines).

4.) Set the damage, explosion radius, firing rate and stuff to reasonable (!) limits - no sense in creating a machine gun with 1 health point hits and a firing rate of 1000 projectiles per second - that will kill MP packet synchronisation and therefore leads to a failure in the "game ready" compliance

5.) Game readiness - whatever you do, may it be just a set of custom textures to existing weapons and new projectiles to coding a whole new mod around your weapon - it must be the sort of drag, drop, use thing even noobs can handle.

6.) File interference - do not create custom content which potentially interferes with other files. I strongly encourage you to simply prepend "d3wc2_" in front of all files to avoid conflicts and overwritten content.

7.) Copyrights - don't use copyrighted material to create your weapon (of course you can use D3 stock content - that's not a violation) and be aware that all weapons must come with a declaration that you're fine if they, including the source code of any potential SDK modifications, get used in a third party mod or similar as long as you're properly credited. If you only want to show off your work but don't want others to use it, well, what are you doing here? I understand you don't want to give away the best asset of your mod, but in this case it shouldn't get exposed to public before your mod release anyways.

8.) How to define a custom weapon: A weapon which may use D3 stock art / animation / functionality but is altered in a way which is not simply the reconfiguration of existing art / animation / functionality, but an all new "use experience" not present in D3 yet. Example: a shotgun shooting out of the box plasma balls is not a new weapon, but a shotgun with heatseeking minirockets and awsome bullet trails is. The more custom, the better.

9.) Focus on entertainment - this is a custom weapon contest, not an "I am pervertedly cruel" contest. A cow launcher is certainly more entertaining than the Nth representation of splatterorama. But no - it does not have to be a kiss launcher which re-installs world wide love, peace and harmony. However - a weapon can also shoot health points rather than give them away, ever thought of an armor launcher useful for teamplay?

10.) Team ready is a plus - I'm sure no one will be mad at you if you provide team ready content for multiplayer ( you know, the usual color coding red, blue...)

11.) Common sense in terms of usability - do not create something which cannot get used afterwards. A weapon covering 90% of your vision is as usable as a box of matches in hell. Same holds true for for a 10000 health points kill weapon which clears the whole level (well, we could do a boss weapon contest some time later). Common sense is also a reasonable polycount - someting around 7,5k should do fine - there is no merit in downloading a super high res mesh somewhere and simply using it for this contest. Whatever you create - it should entertain and demonstrate your creativity, not your annoyance skills.

12.) Stay clear of any insulting creations - this contest is not meant to transport religious, political, racial, sexual orientation... ideologies. Just - don't - do - it.

13.) Target platform: Vanilla Doom3, latest patch. If your weapon comes in form of a mod, then make sure it's a drag and drop install, but don't forget to include your SDK modifications properly commented to allow others to build on it and learn.

14.) Every entry must come with 4 good screenshots demonstrating your artwork and makes people want to download: A.) Close up as a model + custom ammo boxes (we'll provide a showroom for you to place your weapon and take shots from a fixed position to make it easier to compare). B.) A screenshot showing it on a player model C.) Showing the weapon in action, displaying bullet trails and stuff D.) Either a display of the new projectile or in case of a beam weapon of, well, the beam


Deadline: April 1st (don't worry about timezones). I will post a dedicated email address in the next days for you to submit your work as file or preferrably download location. After the contest all files will be made available here, along with an accompanying thread to showcase them all, voting and stuff.

Please leave your comments at the end of this thread.


Here it is upon popular demand - the next D3W contest.

This is the pre-round, meaning people can determine the constest subject themselves via a quick poll.

The target platform is vanilla Doom3 1.3.1

Here are the poll options:

1.) Custom Weapon

Contenders will be asked to step into the ring with an all new, custom weapon which must get distributed game ready and hassle free for any user obtaining it.
For those lacking modelling and / or animation skills and / or the available tools: An already present weapon model with animations can get used - we primarily and foremost want to see creativity, style, class, humor and ease of use, not a showcase how many grand you've spent for professional software.
However it is mandatory to supply:
- custom textures
- custom projectiles
- custom weapon effects
- custom weapon physics (mass and stuff)
- if possible custom sounds
- all new weapon models and animations will be a plus
- maximum filesize packed: 5mb

2.) Enemy

Creators of new enemies should start splitting the genome and come up with something that puts even outlandish Spore creation to shame. We want you to think what no one has thought before. A creature you don't want to face without your virtual gun greased up for action.
If you pull it off to present a monster which just makes us laugh so hard that we can't pull the trigger before getting forced to respawn, then all our base belongs to you.
For this contest we'll have to discriminate all users lacking modeling and animation skills / tools - unfortunately. A Hellknight with a large eye modeled on top of his skull wont cut it, Imps already have enough eyes too.
If you have your custom weapon already in the box and feel disappointed it turned into a monster constest - don't cry, just attached it to your new creation.
You are asked to supply:
- custom textures
- custom model with animations (if you have to use stock animations for what reason ever, we'll see how this could turn out)
- custom sounds are a plus
- ragdoll effects are a huge plus (ever thought on a deatch animation which removes the model and replaces it with a ragoll ?)
- it should be large enough to spot without a microscope and smaller than your average spaceship
- whatever you do, it must be game ready
- maximum file size packed 10mb

3.) NPC

For those of us being stressed out with life enough and wish for more Sims in Doom3 - here's your chance. The NPC must be interactive upon approach by the player (don't limit yourself to what he does then). All terms and conditions of custom enemies apply, just keep in mind NPCs are supposed not to attack you.

4.) Static Model

This is for the interior designer in you - time to stop hiding in the closet and get out to receive some spotlight! Let's finally hear the song of the unsung hero in level design, usually found only in the footnotes of the the prep's folder. And if you think this contest sounds far too metrosexual for you, then what the heck- build us a cool car! There are far too few Porsche 911 in Doom3 up until now! The world has more to offer than steel plates, crates, skulls, rocks and light fixtures. Always keep in mind - this contest is about creativity and not recreation of what we've seen countless times before, just in a new flashy color...
Here's what an aspiring star designer is supposed to achieve to spice up the living room of the still wealthy:
- custom model (obviously)
- custom texture (equally obviously)
- if it's something supposed to flip over if someone stumbles into, then apply the necessary physics
- custom sounds if necessary / desired
- custom material shader work
- if it's supposed to have an interactive interface, then, well, you know...
- it must be game ready
- it should be large enough to spot without a microscope and smaller than your average spaceship (unless it's a real cool spaceship of course)
- maximum file size packed 10mb

That's it - for now..

The vote will run from right now and expire March 2nd, midnight (no, I wont specify the timezone, so get your votes cast on March 1st to be sure). Every user can cast votes for two options, just in case you feel undecided.

All contest entries must be finished and mailed / made available until April 1st 2009 - no joke.
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location. Please understand that we don't want to spend all day long hunting for contest entries. Also make sure not to send 50 times "an urgent update" - mistakes happen and we'll take that into account of course.

Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).

So, good, fine, cool?

Then go, tell your friends and family, pimp the contest around and don't forget to vote!



aardwolf@Posted: Mon Feb 23, 2009 8:34 pm :
I submit my vote for a nude XXX chicks of doom orgy addon !!! :):)



afullo@Posted: Mon Feb 23, 2009 8:48 pm :
Weapons contest time! :mrgreen:



BloodRayne@Posted: Mon Feb 23, 2009 9:34 pm :
Quote:
- maximum filesize packed: 5mb

mmm... that might be a problem. :mrgreen:



=FF=Sturm@Posted: Mon Feb 23, 2009 10:45 pm :
5 mbs :?::!::roll:



Pat AfterMoon@Posted: Mon Feb 23, 2009 11:09 pm :
BNA! wrote:
- maximum filesize packed: 5mb
I also vote for more file size.



BNA!@Posted: Tue Feb 24, 2009 12:07 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).


Gentlemen, first please cast your vote then I'll be the last person not to set appropriate limits.
Don't hold this whole thing now hostage by riding a potential file size limit on a unicorn through hell...



6th Venom@Posted: Tue Feb 24, 2009 12:15 am :
ok so if 5mb is not good we'll set it to 2,5mb! :twisted:



The Happy Friar@Posted: Tue Feb 24, 2009 3:49 am :
no custom DLL for option 1, 2 or 3? just checking for clarity.



simulation@Posted: Tue Feb 24, 2009 10:21 am :
The Happy Friar wrote:
no custom DLL for option 1, 2 or 3? just checking for clarity.

Why wouldn't custom gamecode be allowed?



BNA!@Posted: Tue Feb 24, 2009 10:47 am :
Quote:
Once the contest has decided upon we'll present you with the final guidelines and rules (expect some tight limits, but nothing that limits your creativity).



The Happy Friar@Posted: Tue Feb 24, 2009 3:43 pm :
simulation wrote:
Why wouldn't custom gamecode be allowed?


Quote:
The target platform is vanilla Doom3 1.3.1


only reason I'm asking is to decide what I'll do for a weapon/baddie. Not sure what I'd do for an NPC! (static I have a cool idea though)



BNA!@Posted: Sat Feb 28, 2009 12:36 pm :
Bump - time is running.



Kristus@Posted: Sat Feb 28, 2009 3:44 pm :
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.



The Happy Friar@Posted: Mon Mar 02, 2009 5:42 am :
Kristus wrote:
Personally. I could only make fancy models. No fun experimental weapons or bosses or NPCs.


ever notice how the gluon gun from HL1 is exactly like the lightning gun from Q1 & how the leaches are exactly like the fish... BUT with new models & textures??? 8)



Kristus@Posted: Mon Mar 02, 2009 12:58 pm :
Yes, but Half Life is just one big copycat of Doom and Quake anyway. Though no. I've not played that far in Half life. Was too boring.



BloodRayne@Posted: Mon Mar 02, 2009 1:42 pm :
Guess this means I'll be working on a custom weapon. Yay! :)



The Happy Friar@Posted: Tue Mar 03, 2009 4:01 am :
... what if you have no clue how to do a MP weapon/can't get it to work in MP...



BNA!@Posted: Tue Mar 03, 2009 8:29 am :
The Happy Friar wrote:
... what if you have no clue how to do a MP weapon/can't get it to work in MP...


Then start a topic with the headline "How do I get my weapon to work in MP" ;)



The Happy Friar@Posted: Tue Mar 03, 2009 2:09 pm :
well, of the 4 I was planning, the coolest 3 would need LMS or opencoop to work then. :shock: Getting AI to work in MP isn't easy!

EDIT: to do what I wanted in MP. SP was easy!