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Topic: Doom3 Starship Troopers MOD |
Dustbin |
General Member Since: Mar 27, 2005 Posts: 2 Last: Jul 23, 2005 [view latest posts] |
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Category: DOOM III Map + Mod Releases Posted: Sunday, Mar. 27, 2005 06:20 pm |
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Ragnaar |
General Member Since: Jul 21, 2005 Posts: 13 Last: Jun 9, 2006 [view latest posts] |
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striderdm1 |
General Member Since: Jun 14, 2004 Posts: 18 Last: May 18, 2006 [view latest posts] |
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Ragnaar |
General Member Since: Jul 21, 2005 Posts: 13 Last: Jun 9, 2006 [view latest posts] |
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striderdm1 |
General Member Since: Jun 14, 2004 Posts: 18 Last: May 18, 2006 [view latest posts] |
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Category: DOOM III Map + Mod Releases Posted: Friday, Jul. 22, 2005 10:01 am |
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Ragnaar writes...Quote: I think your team would make an aliens mod. It would be very cool.
wow now that is a GREAT idea!!!!! Imagine that
Strider |
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Ragnaar |
General Member Since: Jul 21, 2005 Posts: 13 Last: Jun 9, 2006 [view latest posts] |
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striderdm1 |
General Member Since: Jun 14, 2004 Posts: 18 Last: May 18, 2006 [view latest posts] |
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Dustbin |
General Member Since: Mar 27, 2005 Posts: 2 Last: Jul 23, 2005 [view latest posts] |
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Category: DOOM III Map + Mod Releases Posted: Saturday, Jul. 23, 2005 07:04 pm |
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It's sad, but after the first level of this MOD was finished, the trailer for the 'official' Starship Troopers game came out. Work on the mod stopped and the level was not released so as the team members would not get their asses sued off. So I doubt they'll ever do a mod on a motion picture or official game again (such as Aliens) even if the mod is better!
About the number of monsters that can be onscreen in Doom3.
Tamas Bates, level designer on the ST mod said that they were able to get about 8-12 hi-poly monsters on-screen interacting with the player at close range before slowing things down. He accomplished this by careful spawn scripting, and their artist's texture strategy.
They created the illusion of dozens of monsters by having low-poly Arachnids with simpler AI and limited animations outside the base advancing, but they would die at the base of the wall (outside of the player's view).
This triggered the higher-poly fully loaded monsters to spawn coming up the wall (also out of the players' view). If the player killed a lot of them at once, a special monster, such as the flyer or the beetle would spawn. Other wise, as in-base Arachnids were killed one by one, another low-poly Arachnid would spawn in the field outside the base. Since the high-poly and low-poly spawns alternated, the load remained balanced and the frame rate stable.
At times when there were a mass of Arachnids in the base, there would be very few in the feild, but the player would be so busy that this was never noticed.
There was also a thin group of repeating Arachnids out in the distance which would spawn, advance, and die. These were there just to fill in the area, and for the nuke shot to throw around for effect. Their size on-screen was negligable, but it added to the feeling of lots of monsters.
Texture strategy was crucial: All monsters had large, detailed textures with muliti-pass maps. All other environmental textures were limited in size and/ or combined in clever ways. I think they said that they had 12 textures total for the whole environment, and shadow-casting was limited to one light. |
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Ragnaar |
General Member Since: Jul 21, 2005 Posts: 13 Last: Jun 9, 2006 [view latest posts] |
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Category: DOOM III Map + Mod Releases Posted: Saturday, Jul. 23, 2005 09:27 pm |
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At first i would like to thank you for your attention , and reply . The trailer looked fine , and it look professional work. I am sad too , that this mod has been aborted. As far as i know this mod was the first , which includes new models , and a new environment ( arachnid planets ) , and large outer areas. The arachnids , and the flamethrower monsters looked fine ,and exigent, as much as his animations and movements. And the new weapons , and weapon effects was also fine. So this mod would be a quality one ,if it would be release. Otherwise i am just a hobby mapper , and i am working on my first doom 3 map at this time. But i liked the AVP series too. When i played doom3 at first time i had a thought , that the AVP3 is will be made with doom3 engine certainly. I see your ST mod , and an idea came across my mind , that your team could make an Alien mod with doom3 engine. I think the number of the on screen monsters in one time problem is would not be significant in an alien mod , because 8-10 drone in one time on screen is enough or maybe much. And i would like to ask your opinion , that would be possible a 4 player cooperative game mode on internet or lan with acceptable speed , or it would be laggy , and slow. And which projects are you working on now ?
Thank you for your reply in advance.
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striderdm1 |
General Member Since: Jun 14, 2004 Posts: 18 Last: May 18, 2006 [view latest posts] |
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Category: DOOM III Map + Mod Releases Posted: Sunday, Jul. 24, 2005 10:46 am |
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this is indeed bad news, though there have been mods for other games over the years that needed to change their names. I'm scraping the barrel here, but could a name change be enough to release the current level to the D3 world? Shame all this, a real shame. After all that hard work too
But, as Ragnaar asks, i'm also hoping you're all working on new D3 projects. There's some talent here!! :)
Cheers
Strider
edited on Jul. 24, 2005 05:50 am by striderdm1 |
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