Doesnt look very good. I can tell its doom3, which isnt a compliment. I hate the darkness D:
Doom3 can produce larger environments than Source?
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omg its pink omg its tan omg its black, omg the sun can fly around at 35 times its regular speed! omg reversed dynamically!
eeh, i dont care?
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Section_Ei8ht: Source can't make evironments that large in the first place, so how can you compare the two like that? Besides, since when were cities built ontop of mountains.
Fantasy Games. Best place for a fantasy town is on top of a mountain. Didnt say "wow, didnt know doom3 could do that" because I knew it could.
Dont mean to sound like an ass or anything, im just saying that I am not impressed with what I am seeing. I've worked with both engines and I prefer source.
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To me those screenshots just looked like a poor heightmap - it doesn't really look very high poly or natural to me, and the textures are distorted horribly. If you were making some sort of flying game or something it would be fine I guess, but if you tried to play an FPS on that sort of terrain it would look shit. That said, I'd like to see somebody pull something that scale off in MOST engines designed for FPS's and have it not look like ass.
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Quote from ShaDoW
http://%7boption%7d, a MMORPG powered by Source.
Some of those concept images look pretty damn sweet...though I won't be impressed until they get some in-game screens up.
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Quote from RD
Doesnt look very good. I can tell its doom3, which isnt a compliment. I hate the darkness D:
Oh, god forbid he maybe wanted to make it an evening-ish scene.
It could be blindingly bright if he wanted it to be.That first shot looks really bad, but the second looks really good. If you were getting up close to that, you'd want to add some more poly detail and texture blending, but for background scenery or something it'd be gorgeous. UV coverage looks pretty good, even just a higher-res texture and scaling up the UVs themselves would help a lot.
Doesn't even look like it's a normal mapped texture. I imagine this would be absolutely beautiful with a normal map and some improved smoothing.
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doom3 sux
source rocks
any additions ?
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Both rock extremely large bells.
I'd love to see a naturally lit D3 scene though, even a simplistic one.
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I'm not really impressed either though.
I mean, it's great Doom 3's engine can create a little town square with some buildings around it. It's really swell it can have a dynamic light entity circle the world. It's cool to see someone create a few spiky hills and place a player spawn. But aren't these things we should directly expect from any decent / modern 3D game engine?
Creating a huge outdoor landscape is just another day's work for Source, using large displacement maps and 3D skybox'es to expand the illusion. Creating a town square with Source isn't a mystery either, and dynamic shadows can be modified into the engine if it would really be necessary.
It's great to see someone doing this with the technology at hand though, but I don't think it's that impressive.
I have no intention to sound as Mr. Pessimist with this, but it's just my two dimes.

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both shots look like something u could almost make in hl1. Oh and KFS i still havent seen any happy maps for d3 yet, like a tropical island or a jungle or a nature map, and i dont wanna search so can you post some

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sweet, now i can model my penis to fit to scale on a map...finally, thanks ID
.....its big
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Quote from RD
both shots look like something u could almost make in hl1.
Yes, but it's also a knee-jerk reaction map, and for that it's quite good.
All it would take, though, is a normal map on that rock texture, a second light (which would bring the grand total to 3, it looks like, perfectly reasonable), and the smoothing tweaks I mentioned earlier and it'd be some top-notch stuff.I really wish people would stop these knee-jerk maps. Yeah, people are sorely underestimating D3 (same thing happened with Quake, really, it'll take the licensees down the road to show what's really possible), but making a quick map in a big empty box doesn't solve anything. This is closer than most to making a point, but as mentioned in the above paragraph, still falls short of what it needs to really sell it.
QuoteOh and KFS i still havent seen any happy maps for d3 yet, like a tropical island or a jungle or a nature map, and i dont wanna search so can you post some

Of course you haven't - there aren't any yet. The content creation time and complexity has gone through the roof on this stuff, and on top of that there's enough people disappointed with Doom3 itself that what people are doing work for it are still trying to get their heads around it. Is it possible to make one? Hell yes! But the content work required is well beyond what most people in the amateur community have time and/or ability for. Give it time.

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yeah I agree, someone needs to actually turn something like this into a map. Though that video I posted looked pretty cool, I'm sure it would make a good DM map. Too bad there would only be like 3 other people to play with.
I think Doom3 will be the first game ever to have more singleplayer mods than multiplayer...and with that, I hope we see some jungle, or "happy" maps

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waits for quake4..........
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lol. Have you guys ever heard about that guy kiltron and his quake2 remake mod?
http://www.doom3world.org/phpbb2/viewto ... sc&start=0
lmao. Talk about "never working in this town again"...
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Map size doesn't mean shit.
What matters is player : world scale ratio.
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Raven has a history of expanding id's tech and toolsets. Let's not be narrowminded eh?
After working with the Doom3 tech expansion for the better part of 4 months I'll tell ya that it's asset pipeline is 'way' more efficient, way cleaner, and the lighting system is so much simpler than what Source is 'right now'.
Not to take away from the power of the Source, as I've been learning it for the last 2 weeks and it's very powerful, but it's simply not as robust, and it certainly has a much clunkier asset pipeline than doom3. Doom3 needs one text file to control 1 asset, 1 lighting system for all geometry. Doom3 gives me less variables between my concepts and my final product, and a prettier final product at that imo.
I haven't seen what Raven has in store, but I'm already sold.
-R
Threewave Software
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So where are your prettier than source doom3 products?
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Problem is that Valve used their engine to create an awesome looking game with a great story that was hugely impressive, immersive and enjoyable. id used theirs to creat a seen before it all shooter thats famed for being pitch fucking black the whole time and has rather repetitive environments.
To modders and level designers an engine isn't just an engine, it depends on the game as well. Doesn't matter if Doom3 is in superior in some technical senses, HL2 is much more popular, there'll be more support for it and whats been done with already is more impresive. If id had made Doom3 a truly staggering game where you travel through the vast expanses of hell with gigantic flaming lave pits and spooky lighting, instead of spending the whole time on a moonbase, then maybe people would have sat up and taken more notice.
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The discussion was about the engine, not the game.. Yeah HL2 may be a deeper game but thats not the point. Looking at the tools that have been made available for source yet it is pretty clear that its not very user-friendly.
I really would like to see something more "open" done on the doom engine though. But I'll wait and see what the quake guys at raven and threewave have coming up.
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