Dsdoom3 - 32 map Total Conversion almost done!

For Total Conversions and projects that don't otherwise fall under the other categories.
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Re: Dsdoom3 and ZdsDoom3 - 32 map Total Conversion

Postby FANADICALCOWHEAD » Thu Jun 30, 2011 9:09 pm

People make wads for the community all time, My other two wads were created with others in mind, infact KDiP was primarily created for my older brother Chris, he always used to say "I wish E1 had more rooms to explore, more weapons and doom2's double barreled shotgun" So I made this for him as a birthday present, he really appreciated it, said it made him feel like a kid again. Dsdoom3 on the other hand is my selfish gift to myself.
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Re: Dsdoom3 and ZdsDoom3 - 32 map Total Conversion

Postby Wargasm92 » Mon Jul 04, 2011 9:09 pm

This looks brilliant.
Have a cookie! http://upload.wikimedia.org/wikipedia/commons/9/9a/Choco_chip_cookie.jpg

Keep up the good work. I mean it.
Bad things will happen if you don't...:wink:

Wargasm92, out. (For once, without criticism. I must be sick)
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Re: Dsdoom3 and ZdsDoom3 - 32 map Total Conversion

Postby FANADICALCOWHEAD » Tue Jul 05, 2011 1:19 pm

Thank you! I really appreciate, I hope you enjoy it just as much as I do!
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Re: Dsdoom3 and ZdsDoom3 - 32 map Total Conversion

Postby FANADICALCOWHEAD » Mon Jan 14, 2013 12:05 am

Update! I got a bunch of new maps done. Here's a quick peak at Map22 and Map25

Map22 - 80% complete
Spoiler:

Map25 - 30% complete
Spoiler:


I do need a bit of help though, if anyone has basic Decorate skills and would like to be a part of the project please reply or PM me.
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Re: Dsdoom3 and ZdsDoom3 - 32 map Total Conversion

Postby Kaal979 » Mon Jan 14, 2013 1:13 am

Your maps look decent only be advised not to use Doom3 styles at all!
Not only its extremely 3d oriented but even for my taste humourless
and outspoken nasty - not what a actual fun-game should ever become.
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Re: Dsdoom3 and ZdsDoom3 - 32 map Total Conversion

Postby FANADICALCOWHEAD » Mon Jan 14, 2013 1:52 am

If by doom3's style you mean the use of only gray textures and the blinding darkness, then no it does not copy it. The Style that I am after is more of an arcade/early 90's familiarity combined with completely changing the look with NMN's mini-corp texture pack and the Doom2.5 team's existing work like weapons, monsters and sounds. There are a lot of other assets I took from other authors but I don't feel like writing out the entire list I did make a lot of additional Additional stuff like a few textures, pickup items, The hell knight and all of the maps 29. or so maps.
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby -Ghost- » Mon Jan 14, 2013 2:52 am

That lava texture looks a little bright, it actually kind of hurt my eyes a little with the contrast. Other than that the maps look pretty cool though.
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby Mav3rick » Mon Jan 14, 2013 9:11 am

This will be compatible with zandronum??
Will like to see it complete ;)
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby BlueFireZ88 » Mon Jan 14, 2013 9:22 am

GZDoom as well, I hope. :?
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby Ravick » Mon Jan 14, 2013 9:55 am

I didn't know this project :o
Very nice indeed. I'm waiting for this one.

BTW, about the lava being too bright... I don't know. You see, lava emits light, it is bright in real world. Of course it gets darker when it is "cooling", but liquid rocks are bright. Maybe I'm wrong, I don't know. But I like it the way it is now. :)
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby scalliano » Mon Jan 14, 2013 7:42 pm

You could not possibly comprehend the relief I felt when I saw this update. I've been waiting on this mod for ages and feared the worst when the Skulltag thread bit the dust. Great to see it's nearing completion. Godspeed!
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby TiberiumSoul » Wed Jan 16, 2013 9:56 pm

just be sure to release a .wad or .pk3 version too for those of us that lack a DS
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby FANADICALCOWHEAD » Thu Jan 17, 2013 1:07 am

Don't worry, I wouldn't be posting here if the project didn't work on zdoom. It works perfectly on zdoom,though, since map08 and map13 use colormaps to render fog they will not render properly in OpenGL, but I will be making duplicate copies of the maps, convert the maps to doom in hexen format and make the Necessary changes. To be perfectly honest I don't really play my ds anymore, but I do want the wad to be playable on as many ports as possible.
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby TiberiumSoul » Thu Jan 17, 2013 1:12 am

are the enemies doe via for example: dsdoom3imp replaces doomimp or are they new entities entirely

im sure thats not the actor name but thats just how i chose to have the example

basically what im asking is could the maps be played with other weapon mods
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Re: Dsdoom3 - 32 map Total Conversion 29/32 maps complete

Postby wildweasel » Thu Jan 17, 2013 1:33 am

Given he's presumably targeting Boom-compatible ports (the most popular DS port of Doom is actually PRBoom-derived, I think?), he's likely using Dehacked, which will work in a lot of ports, but Decorate-based mod compatibility is not completely guaranteed.
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