Darkbase

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sitters
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Darkbase

Post by sitters » Sun Sep 20, 2009 22:07

Best way to make a architecture model-pack is make a new map with it.

So I started a new map called DarkBase.
Its a dark, dangerous and old UAC base.

Some shots, just started so it can be changed. :)


[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]

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Enjay
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Re: Darkbase

Post by Enjay » Sun Sep 20, 2009 22:27

Very nice. Looks like the kind of techy/industrial/believable place kind of maps that I like best. :thumb:

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Re: Darkbase

Post by Firebrand » Mon Sep 21, 2009 1:58

Reminds me of Unreal Tournament ;). Looks like a good map.
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sitters
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Re: Darkbase

Post by sitters » Sun Sep 27, 2009 12:53

Thanks guys,
Enjay wrote:Very nice. Looks like the kind of techy/industrial/believable place kind of maps that I like best. :thumb:
Yea , exact what the intentions are.
Fiction but still realistic. :)

Here a shot : part of the generator room.

[spoiler]Image[/spoiler]

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Re: Darkbase

Post by Gendo » Fri Oct 30, 2009 13:46

can't wait to play this :) btw, will the monsters be bitmaps or models as well? and is it going to be just a techdemo map designed to show off as many things gzdoom is capable of as possible or a "regular" one with standard flow and balance?

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Re: Darkbase

Post by Gez » Fri Oct 30, 2009 14:32

Gendo wrote: is it going to be just a techdemo map designed to show off as many things gzdoom is capable of as possible
I think it's intended for Risen3D.

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Rex Claussen
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Re: Darkbase

Post by Rex Claussen » Fri Oct 30, 2009 15:45

I just noticed this thread. Those are fantastic screenshots - as Enjay said, very gritty and realistic-looking.

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Gendo
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Re: Darkbase

Post by Gendo » Fri Oct 30, 2009 16:58

Gez wrote:I think it's intended for Risen3D.
ah, my bad. i just happen to treat this forum as a purely gzdoom one at times ;) well the question to the author still stands.

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Re: Darkbase

Post by sitters » Sat Oct 31, 2009 10:27

Gendo wrote:can't wait to play this :) btw, will the monsters be bitmaps or models as well? and is it going to be just a techdemo map designed to show off as many things gzdoom is capable of as possible or a "regular" one with standard flow and balance?

Yes its intended for Risen3D.

Its not a demo map, its just a new tech-map for risen3d, and
I try to get most of the capabilities out of the engine, with a lot of animated
models like engines, doors, and more of that stuff.
And yes, the monsters are also models ( the new monster model pack ).

I think you can also make similar maps for gzdoom, it also have models, dynamic lights, hires textures.
maybe not the interaction with the models.
The only thing is you must make the models blend well in the environment otherwise it don't look good.

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Re: Darkbase

Post by hawkwind » Mon Nov 02, 2009 4:33

Lookin' good Sitters ! Can't wait to play this one ... :)

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Re: Darkbase

Post by sitters » Sat Nov 14, 2009 10:18

hawkwind wrote:Lookin' good Sitters ! Can't wait to play this one ... :)
Thanks, I know abbs can make a good gameplay for it. :)

Here a other shot :


[spoiler]Image[/spoiler]

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Enjay
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Re: Darkbase

Post by Enjay » Sat Nov 14, 2009 11:48

Impressive. That looks like a place that could really exist. I like it.
sitters wrote:I think you can also make similar maps for gzdoom, it also have models, dynamic lights, hires textures.
maybe not the interaction with the models.
The only thing is you must make the models blend well in the environment otherwise it don't look good.
Yes, Risen3D has more sophisticated model support than GZDoom. The vertex based lighting for models, for example, means a dynamic light placed near a model in Risen3D lights only the bits that the light falls on whereas in GZdoom if light strikes a model, the whole thing becomes bright. ATM Graf has other priorities so the model handling in GZDoom is unlikely to change in the foreseeable future whereas, as you know, Graham has more interest in working on models and refining model support so he is still adding improvements to it.

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Re: Darkbase

Post by Rex Claussen » Sat Nov 14, 2009 23:29

sitters wrote:Here a other shot :
Spectacular!

That's the look I wanted to go for in one of my current works, but sadly it falls short. However, I have put several of your industrial models to good use.

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Re: Darkbase

Post by Firebrand » Sun Nov 15, 2009 17:07

Very nice! It looks really good, keep it up.
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Re: Darkbase

Post by sitters » Sun Jul 25, 2010 20:49

Just a way to say, that I'm still working on the new map.
Its not going fast , making new monsters, update textures and mapping,
all together cost a lot of time.


[spoiler]Image[/spoiler]

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