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Doom3 can produce larger environments than Source?


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Posted

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.

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 :?

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. :)

Posted

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 :)

Posted

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

Posted

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.

Posted

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.

Posted

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.

Nah, that'd get boring fast...

Posted

Yeah the whole "omg im in hell" thing wears off, and then you're stuck with the same repetitive screaming sounds, the same dropping frame rates, and the same not even scary atmosphere..

At least in a base they can vary the environments a bit.

Posted

Now for something completely different.

So I made an Onslaught map in UT2k4 one day out of shear bordom and wondered, "How big can I make it?"

I create a terrain; 2048x2048 heightmap (biggest I can go) and scale it to fit the grid in UnrealEd. I placed the main actors for the ONS gametype; some vehicles, powernodes, powercores, playerspawns, etc. I save the map and check the file size, which ends up being like 22 megs just because of the stoopid huge heightmap and alphamaps.

I load it up and spawn in one corner of the map, red team I think.

It takes me 6 minutes to diagonally cross the map. In a Raptor.

Fsck Source and fsck D3. Haha bitches. :D


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