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Doom3 for Warcraft3

Discussion in 'Map Development' started by CommZ, Sep 1, 2005.

  1. CommZ

    CommZ

    Joined:
    Aug 19, 2005
    Messages:
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    [​IMG]


    I'm now working on conversion of Doom3 for Warcraft3.

    The development is in very early phase. First map - Mars City 1 should be finished in several days (the terrain and triggers are completely finished, I'm looking for some futuristic doodads and skinning original ones).

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    When I'll start works on MC Underground, I'll have to decide, how to solve shooting. I found two possibilities (you may suggest new one):

    1) Items in inventory casting abilities
    This was used in my map
    Mushroom-pickers.

    2) Scrolling abilities
    This one should use three abilities - Scroll Left, Scroll Right and Fire. Scroll arrows will remove actual Fire ability and add new one - for next or prev weapon. I never tried to make this...it is only an idea.

    Both have problems with rapid fire - you have to press keyboard shortcut and the immidiately right-click on enemy and repeat this many times.

    There is also problem with models - there are not enough suitable models for enemies. There is an list of enemies from Doom3 with possible models:

    ArchVile:?
    Cacodemon:RightField's Beholder
    Commando Zombie:?
    Chainsaw Zombie:?
    Cherub:?
    Guardian:?
    Hell Knight:?
    Imp:?
    Lost Soul:RightField's LostSoul
    Maggot:?
    Mancubus:?
    Revenant:?
    Sabaoth:Siege Tank with zombie attached on it:p
    Tick&Trite:Spider
    Vagary:pit Fiend
    Wraith:?
    Zombies:pleasant
    Z-Sec:Marine or Hellish Hybrid's Zombie Marine

    As you can see...it is relly bad :?

    I found a way how to import doom3 models into W3, but this method is useful only for static models and models need retexturing :evil:

    Sounds are used original, so the conversion sounds very good.

    I also don't know, if it is necessary to include PDA functions such as E-Mails or Audio logs. Size of one map is even without them approaching 10 megs. :shock:

    Icons for weapons are finished:

    [​IMG]
    (Screenshot from ZME)

    The camera hangs over Doom Marine's shoulders and you navigate through mouse (similiar method is used in ClonesVsDroids map)

    And...it is for this time all :D
     
  2. -=Emergenzy=-

    -=Emergenzy=-

    Joined:
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    Looks good! where did you get the cliff tileset from?
     
  3. CommZ

    CommZ

    Joined:
    Aug 19, 2005
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    I made it.

    For this mod I made three tilesets:
    -Tech walls and floors
    -Mars terrain (it is only red Dirt without grass patches)
    -Black (used for unreachable tops of walls)
     
  4. -=Emergenzy=-

    -=Emergenzy=-

    Joined:
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    Its look good!
     
  5. Pyrodactyl

    Pyrodactyl

    Joined:
    Jun 9, 2004
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    I started making a DOOM mod for W3, and i still have the map on my HD, so if you want to have a look at it, jut pm me.

    It features 3rd person / 1st perdon view (1st person is quite bad as the camera moves up and down according to the nearby cliffs and stuff), ammo system, 6 original doom weapons (pistol, shotgun, chaingun, rocket, plasma, BFG), menu system, save/load system (singleplayer only) and a half-done map, and some enemies.
    I stopped the project because i wasn't able to normally link my maps to a single campaign due to some bugs on my comp.