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Doom3 mod for Doom2 [DSDooM3]
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Sniper 109
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Joined: 28 Jan 2009

PostPosted: Fri Apr 16, 2010 4:54 am    Post subject: Doom3 mod for Doom2 [DSDooM3] Reply with quote



This was started nearly two years ago, and now I'm finally resuming it!
So what's it all about? It's a total conversion for doom2 that utilizes all of prboom's wonderful features. I've completed all the assets (sprites, sounds and dehacked), I've selected a texture set and now I'm ready to start mapping, I've finished map01, and 02. Now before anyone jumps to any conclusions, this is not a remake of doom3 by any stretch of the imagination. I've came up with my own plot and I'm following it strictly. Where does this take place? I'm not sure yet, either Phobos or mars. What kind of maps can you expect from this wad? Plenty of unique, fun and addictive maps, though the first 11 maps will all follow the same basic theme, map12 is where the wad really takes a turn, by map12 you'll be in the underground environmental labs, these labs simulate various outdoor environments (so you'll be playing in swamps, snow levels, underwater levels and all that stuff). Weapons wise you'll have the good ol' doom3 weapon set, but each weapon serves a different purpose. The chaingun is tailored for close combat it fires 4rounds per 2 shots giving it a devastating punch (if you're close enough)and is perfect for waves of tough monsters , the machine gun however, is a highly accurate weapon designed for long distance enemies or taking out one enemy at a time. The rest of the weapons are similar to the original doom weapons ( I think you'll know how to use them Wink )






















































Maps

Map01 - Map11 Completed 05/03/10

Map01 - Armory - 100%
Map02 - Nuclear Plant - 100%
Map03 - Nuclear refinery - 100%
Map04 - Maintenance depot - 100%
Map05 - Nukage Regulation - 100%
Map06 - Vegitation testing - 100%
Map07 - Eco Containment - 100%
Map08 - Recycling Depot - 100%
Map09 - Industrial Zone - 100%
Map10 - Nukage control - 100%
Map11 - Lock Down Anomaly - 100%


Map12 - Map20 Completed 07/04/11

Map12 - ENV-SEC 1 - Sub-Zero Containment - 100%
Map13 - ENV-SEC 2 - Marshlands 100%
Map14 - ENV-SEC 3 - Volcanic Control - 100%
Map15 - ENV-SEC 4 - Cliff Sides - 100%
Map16 - ENV-SEC 5 - Water Works - 100%
Map17 - ENV-SEC 6 - Rock Ridge Canyon - 100%
Map18 - ENV-SEC 7 - Marsh Lands - 100%
Map19 - ENV-SEC 8 - The Tropics - 100%
Map20 - Re-Surface/Gateway - 100%

Map21 - Map32 Completed 01/08/15


Map21 - Gates of hell - 100%
Map22 - Unholy Cathedral - 100%
Map23 - Inferno - 100%
Map24 - Peril - 100%
Map25 - Catacombs - 100%
Map26 - Beyond Despair - 100%
Map27 - (I can't reveal the name) - 100%
Map28 - Forced Entry - 100%
Map29 - Earthbound - 100%
Map30 - The Truth - 100%


Map31 - It's a secret - 100%
Map32 - It's a secret - 100%


Last edited by Sniper 109 on Fri Jan 09, 2015 10:32 am; edited 20 times in total
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[BR]Dr33v3r
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Joined: 27 Feb 2010
Location: Port Washington, Wisconsin

PostPosted: Fri Apr 16, 2010 6:27 pm    Post subject: Reply with quote

Looks pretty cool Sniper ;) If you need any help, just let me know. I've been mapping for about 5 years or so. www.freewebs.com/dr33v3r
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Sniper 109
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Joined: 28 Jan 2009

PostPosted: Fri Apr 16, 2010 11:10 pm    Post subject: Reply with quote

Well, any help is appreciated. Though I'd like to do all the maps in between map01 and map20, but I don't really have any hell themed textures nor do I have maps. So if you really want to help I can give you any slot in between map21 and 30. But most of all trying and stay within the vanilla limits, what I mean by that is, I don't want any visplane or drawseg overflows.
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Apr 23, 2010 9:41 am    Post subject: Reply with quote

Quite a nice set of sprite replacements here. A lot of the greyer monsters don't look so great in well lit areas, but I guess you'll be mostly avoiding those?

The arachnos are scary fast now! Seems excessive to me, but I'm just going on D2M07 and I don't know where you plan to use them. Besides, they don't hurt anywhere near so much now Smile
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TheCupboard
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Joined: 25 Feb 2007
Location: USA

PostPosted: Wed Apr 28, 2010 2:12 am    Post subject: Reply with quote

Hmm! I think I definitely tested a few maps of this a while back. You've got some cool stuff rolling here. There are some textures I don't like very much (like in shot #2 - those gray-textured structures look odd and in shot #5 the steps' lower textures are very gray and have little color contrast). But keep working on it. I hope it shapes up nicely. Smile

And you also could have just edited your previous topic.
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Sniper 109
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PostPosted: Thu Apr 29, 2010 3:41 am    Post subject: Reply with quote

TheCupboard wrote:

And you also could have just edited your previous topic.

You caught me red handed! I was hoping that no one would find it..
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Sniper 109
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PostPosted: Sat May 01, 2010 11:07 pm    Post subject: Reply with quote


Here's Map09! This takes place on the Phobos Colony test site!
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Sniper 109
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PostPosted: Mon May 03, 2010 3:55 pm    Post subject: Reply with quote


Here's Map10! Oh yeah, in case you're wondering, the Orange sky represents the time of day change on the planet.
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Evolution
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PostPosted: Mon May 03, 2010 4:52 pm    Post subject: Reply with quote

Looking good. screen of 09 seems a little bare though.
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Sniper 109
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PostPosted: Fri May 07, 2010 12:13 am    Post subject: Reply with quote



Map11 complete,
Incase you're wondering. The orange sky represents the evening and the red sky represents dusk.
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[BR]Dr33v3r
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Joined: 27 Feb 2010
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PostPosted: Fri May 14, 2010 6:02 am    Post subject: Reply with quote

Looks awesome! If you need any help. just give me a hollar ;)
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Sniper 109
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PostPosted: Sat May 15, 2010 6:53 am    Post subject: Reply with quote

[BR]Dr33v3r wrote:
Looks awesome! If you need any help. just give me a hollar Wink

Well, I think I'll go solo on this, but you're more than welcome to Beta test, just send a PM and I'll send you a copy.

Anyway, I recently started Map13, this is going to be my favorite map, So it's tailored with me in mind, but it should still please some. Oh and I've found a nice playpal, the original one (Doom2.5's) didn't work too well with the blue plasma projectile, although this one certainly looks great!

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Kruczyslaw
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Joined: 20 Dec 2008
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PostPosted: Wed Sep 29, 2010 3:42 am    Post subject: Reply with quote

Still need betatesters? Im up for this Razz
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Sniper 109
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PostPosted: Sat Oct 02, 2010 3:11 am    Post subject: Reply with quote

Update:
I have two new screenshots of the Map14!




Enjoy! Please comment too.

@Kruczyslaw
I'll send you the current version sometime tomorrow Via PM if you're still interested.
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Kruczyslaw
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PostPosted: Sat Oct 02, 2010 10:01 pm    Post subject: Reply with quote

Sure sure ;>
Im waiting...
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TheCupboard
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Joined: 25 Feb 2007
Location: USA

PostPosted: Thu Oct 07, 2010 10:23 pm    Post subject: Reply with quote

Well. Cool beans! Glad to see you are starting to pick up your widgets and design for this again.
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Sniper 109
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PostPosted: Thu Feb 17, 2011 2:47 am    Post subject: Reply with quote

There! I have a bunch of new maps a new monster, new status bar, new weapon (flashlight which will replace the fist) and probably some other stuff I forgot to mention.

Here's a quick shot of that new statusbar!


Anyway, is there anyway I could get this hosted for a couple of hours? I recently encountered a problem on Skulltag. While in multiplayer if a player dies (cooperative not survival) and tries to respawn the game will crash and a fatal error thing comes up. It doesn't do this in single player, I think it might have had something to do with the fact that the server was hosted on my lan or something. But I want to make sure that it's only an ST problem.
I tried it with the offline skirmish (cooperative) and no crashes happened at all. So I'm pretty sure its related to my lan thing.
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Sniper 109
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PostPosted: Tue Jul 05, 2011 12:29 am    Post subject: Reply with quote

A bunch of new maps were created since my last entry and now only 9 maps remain to be made!

Also I've finally created a Titlepic for this project!
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Ronald
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Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Fri Jul 08, 2011 8:58 am    Post subject: Reply with quote

Whooo this project is really starting to get somewhere I see. I'm actually jaelous of your creativity and dedication. According to the screenshots you're on your way creating another quality pack. Keep it up. Smile
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Evolution
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PostPosted: Fri Jul 08, 2011 11:18 am    Post subject: Reply with quote

Yeah man, looking very good! Can't wait.
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