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BOOWY
7 Oct 2009, 10:59pm
Hmm... I wonder what this work in progress is inspired by. No, you're not going crazy, those are high resolution textures that are available freely for use as replacements for the original textures from '93.

http://img194.imageshack.us/img194/7069/zemounterebusa10000.th.jpg (http://img194.imageshack.us/i/zemounterebusa10000.jpg/)

http://img194.imageshack.us/img194/1627/zemounterebusa10001.th.jpg (http://img194.imageshack.us/i/zemounterebusa10001.jpg/)

http://img14.imageshack.us/img14/358/zemounterebusa10002.th.jpg (http://img14.imageshack.us/i/zemounterebusa10002.jpg/)

http://img225.imageshack.us/img225/1756/zemounterebusa10003.th.jpg (http://img225.imageshack.us/i/zemounterebusa10003.jpg/)

Doom. I started this two or three days ago. So far, the spawn room is in, the room right after that that branches into 3 different paths(the worst case scenario being that 1/3rd of the players turn into zombies), and what's intended to be the final three rooms of the map. This one is going to need noblock on for sure, because most people seem to like noblock and building a map that looks like Doom for 40 players is impossible, it would be too big and spaced out. I'm not using any props from the game because those don't have hi-res textures and I'm not sure if you can do the "paper effect" that the props in Doom had besides HL2's fire sprites so HL2 props are going to be hard to get used to in a map like this.

A selection of 7 different songs from the Doom OSTs are also available and working, all looped as best as humanly possible(it's out of my hands once I give it the length of the songs down to the last millisecond). The selection panel for these songs is hidden somewhere in the map but it's sort of an obvious secret if that makes any sense, much like some secrets in the actual game, and there's no way one song can be reliably picked over and over again because the buttons aren't any further apart from any other in relation to the players. One of the seven songs has a secret of it's own but once a song is selected, you can't pick another song so I think you'd have to get the whole server to cooperate to hear this song(and it's not E1M1, though E1M1 is one of the standard six). There's also a timer that kills the song selection so if you don't pick something in 30 seconds you get silence for the round.

I intend on grabbing some sound effects from the game for the doors and elevators and maybe some sprites of the monsters and sound effects from the monsters too. The pinky demon for sure is something I want to put in. I also want to make it similar to deathstar escape in the sense that it has several hold and defend spots.

The name of the map comes from one of the levels in episode 3 of Doom. While it's not stylistically derived from that level, the overall setting is... that is the outdoor area looks like you're on a mountain(yeah yeah in Doom, Mount Erebus didn't look like a mountain and this one is going to have that same effect, though a little better than square borders).

I'm not guaranteeing that I'll finish this one but if I decide to abandon it I'll make whatever I have available to anyone that wants to finish it, though I won't give it to just anyone. It's not going to be done anytime soon.

Chobber
8 Oct 2009, 03:00am
Looking forward to it!!

Oh, and good thing you got that scope on your USP - it needs a scope for being so highpowered and longrange :p

Bob Loblaw
8 Oct 2009, 07:26am
Looking forward to it!!

Oh, and good thing you got that scope on your USP - it needs a scope for being so highpowered and longrange :p

Hahaha.
The custom textures look awesome.

Allan
8 Oct 2009, 08:10am
looks good so far, keep it up.

BOOWY
8 Oct 2009, 10:39pm
I started an E1M1 look-alike today. The three paths that divide the starting humans each will have replica rooms before the survivors meet up again.

http://www.doomworld.com/10years/stc/pics/stc_e1.png

http://img245.imageshack.us/img245/9260/zemounterebusa10004.th.jpg (http://img245.imageshack.us/i/zemounterebusa10004.jpg/)

http://img408.imageshack.us/img408/6292/zemounterebusa10005.th.jpg (http://img408.imageshack.us/i/zemounterebusa10005.jpg/)

EDIT: That second screenshot reminds me of Doom 3 in a way. I remember some place in Doom 3 where an imp crawls across a window when you get near it. I might try and recreate that scare and have a zombie torso crawl up one of the windows with a sound trigger that roars.

Right now one of the most frustrating things is trying to find sensible places to put lights. I can't do it. Is there some way I can create ambient lighting for a room? Like having a light that lights the entire room without giving off any kind of indication of the light being there(like without having the walls shaded differently if you notice the corners of the room in the first screenshot, you can see lights but there's no texture or prop there)?

Drox
9 Oct 2009, 07:53am
Looks like its gonna be cool, cant wait. :D

Metal
9 Oct 2009, 12:28pm
BETA!!!!!

Cant wait

FireMage
10 Oct 2009, 12:48pm
Look very good :3

BOOWY
13 Oct 2009, 12:58am
Work on the map has been kinda slow these last few days. I've recently gotten into Dungeon Fighter Online which has a real old school novelty to it that I haven't lived down yet, but I did finish two more rooms and got the scare working with the zombie torso climbing up a window complete with a sound file from the game, the roar of the zombie soldier guys.

http://img97.imageshack.us/img97/7650/zemounterebusa10006.th.jpg (http://img97.imageshack.us/i/zemounterebusa10006.jpg/) http://img97.imageshack.us/img97/4307/zemounterebusa10007.th.jpg (http://img97.imageshack.us/i/zemounterebusa10007.jpg/)

These are the two rooms which are also from E1M1 from the game. That's the last of E1M1 that I'll be replicating. Hopefully the zombie will spawn in the green room. The idea is that the humans have a chance of knocking the spawning zombie(and maybe a couple of his friends) in the slime so the rest can escape through the door(which I didn't do yet so that's why you can kinda see outside at the end of the room :p). Also I made all existing doors and elevators use the original sound files from the game.
http://img63.imageshack.us/img63/6157/doom0005.th.png (http://img63.imageshack.us/i/doom0005.png/) http://img97.imageshack.us/img97/1323/zemounterebusa10008.th.jpg (http://img97.imageshack.us/i/zemounterebusa10008.jpg/)

http://img63.imageshack.us/img63/1723/doom0009.th.png (http://img63.imageshack.us/i/doom0009.png/) http://img243.imageshack.us/img243/9424/zemounterebusa10010.th.jpg (http://img243.imageshack.us/i/zemounterebusa10010.jpg/)

This is one of the intended hold spots on the map, the Doom 3 pentagram that you can stand on(it's ugly as sin though which is a shame, I grabbed it from FPSBanana as a spray that someone posted). The lava will be a func_illusionary so it's not like the zombies can swim in it and just jump on from the lava. There's a bridge that's semi-broken that leads to the pentagram and the idea is to shoot the zombies off of it so they fall in the lava and have to walk back to shore and try again.

http://img243.imageshack.us/img243/1561/zemounterebusa10011.th.jpg (http://img243.imageshack.us/i/zemounterebusa10011.jpg/)



I saw a neat video today of the Playstation version of Doom's Mount Erebus. The sky is fucking awesome. I wonder if you can put env_fire objects in a 3D skybox and have them show up or maybe an animated texture. This video kind of makes me want to use moody music instead of the original PC soundtrack, like the PSX's soundtrack. I'll put up a poll near completion and we'll see(though likely the PC soundtrack will win). The 3DO version of Doom's soundtrack is another option I guess though I don't have a hold of it.

tRP2OlnX4Gs

James
13 Oct 2009, 03:20am
Well I have to hand it to you, those hi res maps are awesome.. although it looks more like pandemonium on episode 3 than mt. erebus :p

Maybe you could do one for phobos anomaly =D

Bad Dog
13 Oct 2009, 09:53pm
Pretty damn bad ass.

BOOWY
20 Nov 2009, 09:15pm
ze_mount_erebus is now looking for a home. I've got a full time job and I work 49 hours a week with the potential for some serious overtime that can push well into 60+ hours a week. I won't hand over what I have to just anyone, I'd like someone reputable to pick it up if possible. I don't care if you want to start from where I left off or if you want to start fresh. Hammer feels more like work than work does, which is silly.

What you'll get from me:
The map file... whatever hammer spits out. A .bsp file?
All custom textures(I don't have every single texture that Doom uses, for map size reasons, and I didn't make animated textures for the water/slime and stuff like that... they're separate texture files. If you're interested I could zip up every single hi-res Doom texture but you'd have to make the .vtfs and shit yourself and that's tedious).
All sound files(includes sound effects straight from Doom and 7 perfectly looped Doom tracks, meaning if you use a media player of some sort and turn 'repeat' on, the songs should seamlessly loop).

Paul
21 Nov 2009, 05:52am
ze_mount_erebus is now looking for a home. I've got a full time job and I work 49 hours a week with the potential for some serious overtime that can push well into 60+ hours a week. I won't hand over what I have to just anyone, I'd like someone reputable to pick it up if possible. I don't care if you want to start from where I left off or if you want to start fresh. Hammer feels more like work than work does, which is silly.

What you'll get from me:
The map file... whatever hammer spits out. A .bsp file?
All custom textures(I don't have every single texture that Doom uses, for map size reasons, and I didn't make animated textures for the water/slime and stuff like that... they're separate texture files. If you're interested I could zip up every single hi-res Doom texture but you'd have to make the .vtfs and shit yourself and that's tedious).
All sound files(includes sound effects straight from Doom and 7 perfectly looped Doom tracks, meaning if you use a media player of some sort and turn 'repeat' on, the songs should seamlessly loop).

Im interested. Mind if I take a look at the vmf before I make a decision? Wanting to see how far youve gotten :high5:

tucker
21 Nov 2009, 09:23pm
awesome map hope it plays good