[GZDoom MAP] Mars Incident (DOWNLOAD v1.0)

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willkuer
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Location: Austria

[GZDoom MAP] Mars Incident (DOWNLOAD v1.0)

Post by willkuer »

DOWNLOAD v.1.0:
http://www.mediafire.com/file/ohcncy9g2 ... dent10.wad

REQUIRES BRUTAL DOOM Starter Pack! Just drag the WAD onto the *.EXE :D

Original post:

Hi folks,
I'm new here. Just got back into Doom via GZDoom lately (I'm old, ok?). I was messing around with GZDoom Builder 2.3 and it all came back to me - the sector editing and all that is - since I mapped alot with Duke3D's Build editor back in the days... helped with Starship Troopers TC and a few other mods and so on like, what? 18 years ago... Anyways, time flies and all, to cut this short:

I took an image of Gale Crater, ran it through Blender as a heightmap on a triangulated plane and imported the mesh into GZDoom Builder. You can download the result here: http://www.mediafire.com/download/11uvd ... /MAP01.wad

Could you guys give me some feedback on the performance of this test map, please? :)

I'd like to start a map project and I'd like to use this technique quite a bit...
I run an i7 and a gtx960 on 16gigs ram, so no troubles here.
I run it with the Brutal Doom Starter Pack (Freedoom base) with UDV, BD Voxel Pack and ReShade.

Here are some screens of the process:
Blender - http://www.mediafire.com/view/rei2gl5rc ... _blend.JPG
GZDoom Builder - http://www.mediafire.com/view/4q1xuv7rl ... _build.JPG
In-game - http://www.mediafire.com/view/l4m1l8zc2 ... 150334.png

EDIT:
And here is a video (for the multimedia spoilt young prats :P jk):
http://www.youtube.com/watch?v=3hZWSM78u6Q

EDIT 2: DOWNLOAD test map here or see post #10:
http://www.mediafire.com/download/t831y ... cident.wad

EDIT 3: UPDATE! (post #11) Video:


EDIT 4: First test version (0.6) for download (post #12):
http://www.mediafire.com/download/rl1m9 ... dent06.wad

EDIT 5: Quick bug fix update (v.0.8) - post #13:
http://www.mediafire.com/download/1qqhd ... dent08.wad


EDIT 6: Version 1.0 finally ready!
Took a while 'cause job work load was high :blergh:

DOWNLOAD:
http://www.mediafire.com/file/ohcncy9g2 ... dent10.wad
Last edited by willkuer on Fri Dec 09, 2016 11:50 am, edited 14 times in total.
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Alekv
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Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by Alekv »

willkuer
Hello, I played this level, I have no brakes, and should not be.
You are not quite correctly create the landscape in a blender, it can be seen if you click on a tab in game, but it will come with experience =)
You can watch a video like the landscape:
https://www.youtube.com/watch?v=JOHYO02nhNM
https://www.youtube.com/watch?v=eL9uMnQphxY

it is 3-4 times more complicated + inventory script and does not pull on GZDoom2x
But GZDoom1.x may slow down.
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by willkuer »

Alekv,
thanks for the reply! Yeah I can already see where you are going from a technical point of view regarding the videos, and yes, I'm not compiling it right yet - still getting used to the Builder :)
Last edited by willkuer on Sun Jul 10, 2016 6:17 am, edited 1 time in total.
Talon1024
 
 
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Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by Talon1024 »

Wow. How the heck is it possible to import meshes from Blender into GZDoom Builder as level geometry?
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torridgristle
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Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by torridgristle »

~100-110fps on i5 M430 2.27 GHz, 6.00 GB RAM, Nvidia G105M, Win7 64bit.
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by willkuer »

Talon1024 wrote:Wow. How the heck is it possible to import meshes from Blender into GZDoom Builder as level geometry?
I didn't know that myself - I stumbled over some patch logs of GZDoom Builder and the import feature was mentioned there. I had to try it right away obviously - it makes sense geometrically since it's a bunch of triangles, which slope nicely against each other. One could also build this by hand directly in GZDoom Builder but it's a time sink :D

EDIT: In Blender (or any other 3D program), you need to export it as an *.obj file to work and I only tried it with a plane yet. I don't know if it works with caves, overhangs etc. - though, I think that I've seen something alike on these forums already.

torridgristle thanks man! Looks ok to me :) Next test will be with more actual level geometry and deco, monsters etc... man I so hope this works :D
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by willkuer »

I dug up some usefull links on the matter...

ZDoom Terrain Generator: http://forum.zdoom.org/viewtopic.php?f=3&t=45910
GZDoom Builder terrain workflow: https://www.youtube.com/watch?v=nOhjP0Hj3eE
ZTerrain: http://grubber.drdteam.org/page.php?p=64
Blender How-To triangulated terrain: https://www.youtube.com/watch?v=Z9JiOp1JCTs
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Alekv
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Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by Alekv »

willkuer, you need test this programm "EarthSculptor" for create landscape+textures+bake light in texture terraine. And import into GZDB.
and then you need in gzdb hand edit terraine, delete all unused vertex, this optimization need for normal fps in game, and you not surely delete all vertex, enough change z height 3 vertex in 1 sector, and so edit the sector 3-4 close, in game if press tab, you will see that the redacted sector on the map will be displayed as 1 plane
Spoiler:

While blender is more convenient in this respect .. but with the size of the problem = (
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by willkuer »

Alekv,
thanks for the hint! I will try this technique next time I'm off work :) It is quite interesting regarding texturing, allthough I reckon it'll break with the "classic Doom look and feel", being hard edges and no gradients between textures.

Other than that, I suppose I'll have to get back into level-design since I haven't worked with gameplay-design in ages. We'll see what I can come up with and I hope this community will help me test and figure it out. Anyways, back to work for the week, cheers!
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] Terrain mesh import: Gale Crater, Mars (+DOWNLO

Post by willkuer »

Hi Guys,
here are some screenshots of my first architecture tests. Textures aren't final - they are nicked from Google Images and are only preliminary (please don't judge me ^^).
Spoiler:
I'm basing this map project on Brutal Doom Starter Pack, simply because it comes with Freedoom and GZDoom in one fine package so everybody can easily play it.

Cheers! :)
Last edited by willkuer on Mon Jul 18, 2016 9:06 am, edited 1 time in total.
willkuer
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Location: Austria

Re: [GZDoom] Terrain mesh import: Map Project (+DOWNLO

Post by willkuer »

Here's a small architecture test map. Requires Brutal Doom Starter Pack.

http://www.mediafire.com/download/t831y ... cident.wad

Feedback welcome! Especially technical feedback concerning my building with GZDoom Builder 2.x :)

Screens:
Spoiler:
willkuer
Posts: 267
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Re: [GZDoom] Terrain mesh import: Map project (+DOWNLOAD)

Post by willkuer »

Quick update with a play test video :)



PS: There are more secrets than the one I show - don't want to spoil everything ;)
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] UPDATE: Map project (+VIDEO/DOWNLOAD)

Post by willkuer »

First playable test version for download! It's nothing special, I just want to learn GZDoom, but anyways, feedback is very welcome!

http://www.mediafire.com/download/rl1m9 ... dent06.wad

Requires Brutal Doom Starter Pack!
(I only had one tester, so sorry, you guys have to bite it ^^)

Recommended:
- Turn off "Always Run"
- Ultimate Doom Visor
- Brutal Doom Voxel Patch
- Some sort of postprocess injector (I think I use Reshade/BetterDoom 1.2 -_^ https://sfx.thelazy.net/games/preset/4156/)
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] UPDATE: Map project (+VIDEO/DOWNLOAD v0.6)

Post by willkuer »

Quick bug fix update (v.0.8):

http://www.mediafire.com/download/1qqhd ... dent08.wad

Any advice from the more experienced mappers? :)
willkuer
Posts: 267
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [GZDoom] UPDATE: Map project (+VIDEO/DOWNLOAD v0.8)

Post by willkuer »

Version 1.0 finally ready!
Took a while 'cause job work load was high :blergh:

DOWNLOAD:
http://www.mediafire.com/file/ohcncy9g2 ... dent10.wad
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