Released - Neighborhood from Hell V2
-
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Released - Neighborhood from Hell V2
This is a remake of Doom 2's MAP16 Suburbs. It follows the same style of my previous map, After the Holocaust.
Extremely non-linear gameplay full of optional areas to explore with a sandbox felling. You can enter inside any building of the map. Explore all the houses to find supplies, and find your way out of this hell on earth.
In these pictures you can see a comparison between the original areas and my interpretations of them:
Download link
http://www.doomworld.com/idgames/index.php?id=17011
Extremely non-linear gameplay full of optional areas to explore with a sandbox felling. You can enter inside any building of the map. Explore all the houses to find supplies, and find your way out of this hell on earth.
In these pictures you can see a comparison between the original areas and my interpretations of them:
Download link
http://www.doomworld.com/idgames/index.php?id=17011
Last edited by Sergeant_Mark_IV on Mon Dec 10, 2012 10:46 am, edited 4 times in total.
-
- Posts: 1256
- Joined: Fri Mar 13, 2009 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: New York State
Re: WIP - Neighborhood from Hell
Looks really nice!
-
-
- Posts: 26539
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: WIP - Neighborhood from Hell
A map based on "Suburbs" that actually looks like a suburb? Unpossible!!!!11111one
Seriously, I really liked the look and feel of AtH and so I'm looking forward to this too. The cars have improved a lot but they do still look a little cartoony. However, Doom is never going to have hugely convincing sector-made vehicles and they are probably about as good as it is possible to get. The buildings look great and are interesting interpretations of the fairly abstract structures from the original map.
Seriously, I really liked the look and feel of AtH and so I'm looking forward to this too. The cars have improved a lot but they do still look a little cartoony. However, Doom is never going to have hugely convincing sector-made vehicles and they are probably about as good as it is possible to get. The buildings look great and are interesting interpretations of the fairly abstract structures from the original map.
-
- Posts: 132
- Joined: Tue Aug 14, 2012 12:33 pm
Re: WIP - Neighborhood from Hell
Love these remakes!
the sky texture from DOOM should be noted - its SUNDOWN there not overcast. Besides you did overcast in holocaust!
And why dont you use the cars from "Armagedoom"? They look great.
the sky texture from DOOM should be noted - its SUNDOWN there not overcast. Besides you did overcast in holocaust!
And why dont you use the cars from "Armagedoom"? They look great.
-
- Posts: 1097
- Joined: Tue Nov 03, 2009 9:19 am
Re: WIP - Neighborhood from Hell
The cars look quite funny to me. They're quite well made, but something about those (rear view) mirrors makes me think of them as poorly constructed butterflies, or metal bumblebees. Which makes me quite happy.
On the other hand: Nice map! Nice screeniess anyway.
The comparison shots made me think (as I am wont to do) of the impression the original doom maps actually give. Back in the day, they were perhaps as convincing, and they still work in doom, but they don't look like the things they represent. At all. Like so many other games, it presents you with symbolic representation. Brick block with dark patches = city structure. White little box with red cross = health provider. Chocolate bar = points.
This easily accepted shortage of detail made me think of dreams. Sometimes my dreams are set in "real" or realistic locations, which allows me to compare a few impressions and details with reality. Dreams, I find, hold few elements at a time, give little detail, and somehow let you know how to perceive the elements you are presented with. My dreams pay little attention to light sources (even if I have dreamt that I cannot see what's happening, the unseen events seem to be "narrated" visually, just with the awareness that "I" am not seeing it). If the sky appears, it tends to be an undefined darkish overhang. Night, overcast - unless it is important, I won't know or care. Also, dream layouts usually skip a few locations, misplace some and add others.
You may have seen this coming for a while: The original doom maps feel like dream degenerations.
And your screenshots look to me like Chaos-invasion Before/After comparisons. "This used to be somebody's suburban garage. Now it's a vaguely defined symbol of its past, teetering on the edge of limbo."
Off topic? Just a little, I hope.
On the other hand: Nice map! Nice screeniess anyway.
The comparison shots made me think (as I am wont to do) of the impression the original doom maps actually give. Back in the day, they were perhaps as convincing, and they still work in doom, but they don't look like the things they represent. At all. Like so many other games, it presents you with symbolic representation. Brick block with dark patches = city structure. White little box with red cross = health provider. Chocolate bar = points.
This easily accepted shortage of detail made me think of dreams. Sometimes my dreams are set in "real" or realistic locations, which allows me to compare a few impressions and details with reality. Dreams, I find, hold few elements at a time, give little detail, and somehow let you know how to perceive the elements you are presented with. My dreams pay little attention to light sources (even if I have dreamt that I cannot see what's happening, the unseen events seem to be "narrated" visually, just with the awareness that "I" am not seeing it). If the sky appears, it tends to be an undefined darkish overhang. Night, overcast - unless it is important, I won't know or care. Also, dream layouts usually skip a few locations, misplace some and add others.
You may have seen this coming for a while: The original doom maps feel like dream degenerations.
And your screenshots look to me like Chaos-invasion Before/After comparisons. "This used to be somebody's suburban garage. Now it's a vaguely defined symbol of its past, teetering on the edge of limbo."
Off topic? Just a little, I hope.
-
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: WIP - Neighborhood from Hell
Now I am learning how to use portals to make the roofs.
-
- Posts: 98
- Joined: Wed Dec 02, 2009 9:45 pm
- Location: new england
Re: WIP - Neighborhood from Hell
I was secretly hoping this map 16 remake was going to get made after being very impressed with the downtown one. Looks great so far!
-
- Posts: 2677
- Joined: Sun Nov 16, 2008 2:59 am
- Location: with you in the dark
Re: WIP - Neighborhood from Hell
Oooohh...
Pretty.
(You're going to make Map15, right?)
Pretty.
(You're going to make Map15, right?)
-
- Posts: 132
- Joined: Tue Aug 14, 2012 12:33 pm
Re: WIP - Neighborhood from Hell
hmm when i look at the original pics - even for 1994 this looks like a real bare bones rush job.
-
- Posts: 20
- Joined: Wed Dec 14, 2011 7:37 pm
- Location: Hell
Re: WIP - Neighborhood from Hell
You should make full level packs
-
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: WIP - Neighborhood from Hell
Definitely looking forward to this.
I assume it will have similar oh look this is pretty quietomgwtftheyreeverywhereaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa gameplay to the original?
I assume it will have similar oh look this is pretty quietomgwtftheyreeverywhereaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa gameplay to the original?
-
- Posts: 285
- Joined: Thu Oct 04, 2012 3:40 am
Re: WIP - Neighborhood from Hell
Superb style - perfect for the n64 and
dn3d monster replacers and weapon packs.
Btw - the daikatana game has exquisit
skyscraper backgrounds (unburning)!
dn3d monster replacers and weapon packs.
Btw - the daikatana game has exquisit
skyscraper backgrounds (unburning)!
-
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: WIP - Neighborhood from Hell
Almost done. I'm going to release it tomorrow.
-
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: WIP - Neighborhood from Hell
Are all of the buildings enter-able, or are the interiors of some just eye-candy?
Anyway, those comparison screenshots are mind-blowing. I've never been able to make any connection whatsoever between the buildings in suburbs and real-life stuff.
Anyway, those comparison screenshots are mind-blowing. I've never been able to make any connection whatsoever between the buildings in suburbs and real-life stuff.
-
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: WIP - Neighborhood from Hell
Yes, you can enter inside ALL buildings to search for supplies. (except background buildings behind uncrossable fences. I just added them to don't add a simple plain wall and make everything more realist)