chimueloeldragon2011@Posted: Sat Jun 16, 2012 3:08 am :
This is the first map of a 3 episode mission pack I'm currently working on.
All the images have been updated, and they are higher resolution.
Website:Doom 3: Missionmod website on moddbEDIT
General update:I think the post came to a stage where some things are really outdated, so to make things a bit neater, all development images and updates were removed from the original post so that it's more pleasant to browse through the images and videos. Most of the screens are "final" which opposes to "wip". All development screenshots ARE STILL in the replies, so nothing is actually being lost, it's just for user's convenience
, just click the links below and they'll take you directly to the images themselves.(They are not in order in regards with actual level progression)
The old mainenuhttp://img708.imageshack.us/img708/9501/mainmenuh.jpghttp://img641.imageshack.us/img641/6497/menuingame.jpg
The new mainmenu (Which is still in development)http://imageshack.us/a/img69/3681/menunew1.jpghttp://imageshack.us/a/img38/2103/menunew2.jpgVIDEO
Main access doorhttp://imageshack.us/a/img803/1011/29224628.jpg
Machinery maintenance roomhttp://imageshack.us/a/img208/5802/17026658.jpg
Tram station lobbyhttp://imageshack.us/a/img138/7310/13641308.jpghttp://imageshack.us/a/img163/5443/74959175.jpg
Annexe entrance to tram station BAY 4http://imageshack.us/a/img27/748/20131825.jpg
Primary entrance to tram station BAY 4http://imageshack.us/a/img577/8610/19658763.jpg
Storage room, section 06-Ahttp://imageshack.us/a/img12/6978/83889897.jpg
Maintenance, sector 024http://imageshack.us/a/img24/9017/79023986.jpg
Sewer maintenance hatchhttp://imageshack.us/a/img141/862/30468992n.jpg
Service elevator, to sewershttp://imageshack.us/a/img339/795/64565567.jpg
Sewer pump control roomhttp://imageshack.us/a/img526/4771/58626399.jpg
Main storage passagewayhttp://imageshack.us/a/img268/8468/71890524.jpg
Main storage passageway continuationhttp://imageshack.us/a/img706/4172/77683780.jpg
Main storage junctionhttp://imageshack.us/a/img593/9213/91953405.jpg
Storage passage connecting Area 06-A & 06-Bhttp://imageshack.us/a/img189/1706/44688606.jpg
Storage 05-D anteroomhttp://imageshack.us/a/img832/6729/32026272.jpg
Storage 06-B areahttp://imageshack.us/a/img543/5584/85200756.jpg
Storage 06-B control terminal (with reserve power)http://imageshack.us/a/img716/5456/86561250.jpg
Iron sights video (Final):VIDEO
A Work In Progress gameplay video. Date July 14th, 2012VIDEO
A Work In Progress video of the HUD. It's finished though and a few things are different now. Date July 30th, 2012*Below there's a video of the new HUD*VIDEO
This had to be here, muzzleflashes and explosions mod (Final):VIDEO
The new HUD and probably the one that will make it into the release.VIDEO
The Happy Friar@Posted: Sat Jun 16, 2012 4:29 am :
Those are some nice looking shots. Good work!
Gzegzolka@Posted: Sat Jun 16, 2012 9:55 am :
Very good architecture, it remind me D3 original Mars City Underground map
. It's hard to say if items are well placed. Are You going to work on small details of this map? like adding working machinery, dynamic lights, Gui's to machinery and computers, smote,steam,fire from broken pipes, or open vents?
chimueloeldragon2011@Posted: Sat Jun 16, 2012 2:57 pm :
Yes, there are some items already placed, like medkits and armor shards (not ammo or weapons yet, because it's just the beginning), but I'll work with that when the map is in a more advanced stage.
About machines, there will be some. There are some scripted events too, but not too many since there's not too much done. (A good example is the decontamination process at the beginning).
Guis, Sure there are lots of them (some interactive, some not). Particle effects and fx (sparks for instance), there will be lots of them also.
About vents, you even have to crawl through the vent ducts to get into the machineroom lol, since there's no way to do so because the doors are locked. Well, I don't want to spoil it, there are many more to come when I've got something else done. The map is still in its 'beginning' stage...
Glad you liked it though
Gzegzolka@Posted: Sat Jun 16, 2012 3:18 pm :
I hope that one day I could play it.
chimueloeldragon2011@Posted: Mon Jul 02, 2012 4:14 am :
The post has been updated, there are more screenshots to come soon! Thanks to those 2 who left their comments
Sikkpin@Posted: Mon Jul 02, 2012 4:22 am :
It looks good, which goes without saying. Not enough screenshots, though.
chimueloeldragon2011@Posted: Mon Jul 02, 2012 4:41 am :
Thank you, I know there are not too many, as long as I keep progressing I'll be updating the post and adding more.
This is just the beginning, it takes you about 5 minutes to go from the beginning to where the map ends, so you see it's still pretty short..
Seeksandestroys@Posted: Mon Jul 02, 2012 4:57 am :
This is still looking really good! I can't wait to actually play this
Tron@Posted: Mon Jul 02, 2012 9:16 am :
Good geometry and choice of textures. Looks nice but could look a lot cooler if you made the lighting more dramatic, fair few of those shots look fairly flat right now.
whitewolf@Posted: Mon Jul 02, 2012 9:23 am :
Its nice as others have already commented.
However I agree it looks flat. Specular and normal mapping doesn't seem to be working properly, are you using an ambient light shader?
bkt@Posted: Mon Jul 02, 2012 1:46 pm :
Pretty much what tron said
I dig the geometry, a lot. It's got a really nice, chunky look to it, but the ambient light is a little excessive in some
of the shots. Texture use is also pretty good, but there are a few shots that have some textures that look pretty out of place, like on some of the steps and the louvers in one of the hallways.
What kind of gameplay do you have planned for it?
And I love the Dead Spacey gui's all over the place!
chimueloeldragon2011@Posted: Mon Jul 02, 2012 6:16 pm :
@ Tron & Whitewolf: Yes, I'm using an ambient light shader that covers the entire level to avoid what is known as 'pitch black' areas. I'll remove it then.. Thank you for the pointers!
@BKT, You are right, as I said I used a lot of ambient lights indeed! Looks like I have to remove them... As for the gameplay, this will be some kind of scary/suspence low paced gameplay. As you see and as you realized, there are those Dead Spacey guis all over the place (in fact that game inspired me, I love it). Those 'message stations' are there for one reason: immersion. The goal is to immerse the player within the environment as much as possible. I'm glad you liked the idea! As for the textures, I'll see which ones would fit better
Tron@Posted: Mon Jul 02, 2012 6:22 pm :
I'm often very guilty myself of trying to get that super well lit look, just doesn't suit this engine though most of the time, better to play up to its strengths and get some nice dramatic light angles that play up the normal mapping and shadows.
Zombie13@Posted: Mon Jul 02, 2012 6:52 pm :
Too be honest I wouldn't remove the ambient light completely.
Just adjust the values so it's just bright up enough so you can just make out objects in the dark with no lights around it.
That is basically what I do and it makes a big difference, but still keeps that dark doom look/feeling.
chimueloeldragon2011@Posted: Mon Jul 02, 2012 7:13 pm :
I've removed the ambient light shader from the map. However when it's really necessary for the player to make out objects in the dark, as Zombie13 said, I'll be adding some of them but with a very low brightness level.
Here's another screen I missed, the Main door:http://img818.imageshack.us/img818/4849/99191013.jpg
Now here's a comparisson, which one do you think looks better??
Main corridor after the decon chamber:
With ambient lighthttp://img228.imageshack.us/img228/1746/51627375.jpg
Maintenance access hatch:
With ambient lighthttp://img39.imageshack.us/img39/1821/86840730.jpg
Without ambient lighthttp://img717.imageshack.us/img717/1995/comp2w.jpg
I can't say which one should I stick with... :S
Zombie13@Posted: Mon Jul 02, 2012 9:53 pm :
I prefer the ones with the ambient light, it feels a bit more natural. But you still capture that dramatic lighting feel.
Just make sure before you release the level to go through the level and tweak all the ambient lights, I wouldn't get too caught up in that right now, as it can really slow down your progress.
chimueloeldragon2011@Posted: Tue Jul 03, 2012 7:50 am :
I've just finished the vent hatch gui, it was missing and the only way to access the vent ducts was by nocliping. I think it's cool but I'm not sure if I'll leave it like that anyway..http://img259.imageshack.us/img259/2529/56556843.jpg
I also finished the storage area corridor right after the junction. I used a dirty metallic themehttp://img593.imageshack.us/img593/9985/95684762.jpghttp://img43.imageshack.us/img43/7607/21641362.jpg
And the map ends here for now. I know, that light will obviously be tweaked...http://img210.imageshack.us/img210/3674/28830357.jpg
Feedback and tips are always welcome!!
Tron@Posted: Tue Jul 03, 2012 11:10 am :
I like that, simple passageway but just works really damn well.
bkt@Posted: Tue Jul 03, 2012 2:09 pm :
That shot caught my eye too. It really nails that balance between geometry and material detail, which is what makes the nicest looking idtech 4 environments in my opinion. It's something I wish I was a lot better at, kudos to you
As for the ambient light. I kind of like the idea of having it, I just thought that it was excessive in some areas. So like zombie suggested, just tone it down so the really flat appearance is diminished and you'll be sweet!