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UAC North mod thingy

Posted: Sat Feb 04, 2006 3:17
by farlowj
I've been working on this on and off for a while, but now more on than off. It takes place in the arctic north, as the title says, and in a UAC base with parts that are outside as well. There will be snow falling, but I'm keeping an eye out for framerates, so don't worry. This will not be gzdoom specific, but will require the unofficial build of zdoom. I plan on adding new weapons, and new monsters, and I'm using Nmn's texture pack, which thank you for that, and a lot of new stuff, like sounds, as well as a fairly involved story which centers around some real world research. Oh, and it's a hub. So, without further blabbering from me, here are some screenshots of it. (Some are on WIP, but some are not)

Posted: Sat Feb 04, 2006 3:21
by Snarboo
Wow, this looks pretty good. There aren't too many northern themed mods out there, so this looks very promising. How much of it will take place outside, or will that vary from level to level in the Hub?

Posted: Sat Feb 04, 2006 3:23
by farlowj
Hey, quick reply, most of it will be indoors, but there will be some outdoor areas as well. I need to watch myself, though, I tend to make vast, open, outdoor environments (er, the island and island 2), but I'm planning on at least one level completely outside, as well as another level in a cave like structure. More of a large mine, I guess, but i haven't gotten there yet. We'll see.

Posted: Sat Feb 04, 2006 3:26
by Snarboo
Sounds good! :) I'll definitely be checking this thread often.

Posted: Sat Feb 04, 2006 3:39
by Enjay
Mmmmm, snowy! I've got a real soft spot for snow/ice/winter themed levels. I'll be keeping an eye on this one too.

Posted: Sat Feb 04, 2006 4:58
by wildweasel
Unofficial build? Does this mean that there will be more weapons, deviating from the crummy old Doom defaults?

Posted: Sat Feb 04, 2006 6:14
by farlowj
Why yes, yes it does. As a matter of fact, I have never done any weapons modding, so if somebody feels a calling, I'm more than willing to accept their contributions. However, if nobody does, I'll be forced to learn it myself, which is also a viable option.

The only two weapons that I know for sure that I want are a freeze gun thing, and a heavy duty chaingun. It's a blast to go into a room with low hit point enemies and laying the smack down with an overpowered, extremely rapid firing chaingun. Especially when the baddies are frozen, and then they blow up into little chunks flying everywhere. THat's just something I would enjoy.

Posted: Sat Feb 04, 2006 8:02
by BioHazard
Not bad, not bad at all if I do say so myself.

Posted: Sat Feb 04, 2006 9:22
by Paul
Looks very leet. Careful with the snow so it doesn't lag.

Posted: Sat Feb 04, 2006 9:22
by Phobus
You've certainly caught my interest :)

The snow should make up for the snow I never have in my part of the world...

Posted: Sun Feb 05, 2006 2:31
by chopkinsca
You made those Island maps, eh? I'll be looking forward to this, if only for the outdoor areas. You make it sound like making large outdoor sections is a bad thing.

Posted: Sun Mar 05, 2006 0:18
by farlowj
I'm on spring break which means I have a lot more time to work on this. To prove that, here's a couple of screenshots of an area I've been working on.

Also, I've finally figured out how to make higher quality songs than MIDI, so you should probably expect a full orchestral score with this mod, which will cause it to take longer, but will be worth it.

Posted: Sun Mar 05, 2006 2:48
by ellmo
1. I bet you can put a better floor texture on top of those gray stones, rather than this weak imitation of ash...
2. I think your trams could use Slim-Fast curation.
3. The ceiling lights in that long metal beam should give more light.
4. Too much gray. Adding more colour variations in textures would make the place seem much less mundane. Maybe you should use more of this tech green colour you already have on doors and lower step textures.
...but that's just my opinion.

Posted: Sun Mar 05, 2006 5:21
by Snarboo
I like the trams. They are wide, but you have to consider they would be carrying passengers and cargo.

The use of gray doesn't bother me too much. I mean, how many military facilities have you seen in your life that were known for being colorful? Most of the ones I've seen are mostly gray inside, with the occassional splash of colorful architecture here and there, with a plain painted exterior that is generally of similar color to the environment(in my case, sandy browns and beiges because I live in the desert).

A few more greens, beiges, browns, and reds might even things out. Say, green and beige could be wall trim in office areas or the living quarters, while brown and red could be for things like supports, wood on buildings, or exposed beams. You seem to already have that covered, though.

Posted: Sun Mar 05, 2006 11:22
by Enjay
Most of the military bases I've seen (and I've seen a few) go for green/beige/brown/magnolia :puke:

Yeah, well, um... Ellmo's comments are all good ones. The grey room is a bit features less. In fact it looks almost as if the shot was taken with light-amp goggles on. It's very bright with little variation. The RROCK04 (I think) ceiling and MFLR8_4 floor are not in keeping with the look of the building and the grey stone texture is a touch featureless to be used on such large expanses of walls.

Tram, yeah, a bit "fat" but I can accept Snarboo's explanation.