[GZDoom] Dooming The Bar: City 17

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[GZDoom] Dooming The Bar: City 17

Postby Chief Smokey » Thu Dec 31, 2020 12:29 pm

[b]Dooming The Bar[/b] is a mapping project centered on remaking cut maps from the Half-Life 2 Beta in Doom using GZDoom features for as much accuracy as possible. The current release contains four City 17-themed maps:

city_test03 (the infamous "Get Your Free TVs!" demo)
c17_01_13 (the 2001 era Terminal Square)
c17_05_05 (the 2001 era Manhack Arcade)
subt_1 + lab_01 (the City 17 underground and Kleiner's original lab)

An update is currently in development that will expand on the City 17 setting and provide a fully playable journey from the Industrial sector through to Kleiner's lab as per 2001 and 2002 concepts.


As the original maps are largely devoid of gameplay outside of walking or opening doors, the same applies here. The maps have no endings, so just take a stroll and bask in the glory of Valve's cut content.

GZDoom is the recommended source port to use due to the usage of UDMF.



DOWNLOADS:

https://www.mediafire.com/file/469d1v78 ... 1.zip/file
https://tzh.tymoon.eu/download/doom/wads/DTB_V1.zip

RELATED:

https://www.doomworld.com/forum/topic/1 ... -volume-1/
https://discord.gg/S8jaGfw

Thanks to Dynam1k for technical assistance and the HL2 Project Beta team for their original map/asset restorations used as reference.
Last edited by Chief Smokey on Fri Aug 20, 2021 8:51 pm, edited 2 times in total.
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Re: [GZDoom] Dooming The Bar - Volume 1

Postby MonoculusRift » Thu Jan 14, 2021 3:39 pm

Well! I must say, this was a treat to play through. It was nice to walk around the environments, and I got a thorough creepy feeling of loneliness as I played. The sound bites were definitely of assistance there, and the fourth map, City 17 Underground was probably my favorite of the bunch from the exploration of abandoned buildings and light platforming.
That being said, I'm unsure what feedback to give as this is intended as a recreation of an unfinished product, so I will hold off on comments of nodrawn textures and the like.
One thing I must say was confusing was doors- I was never quite sure which doors were actually usable, and this lead to wallhumping and an uncertainty as to whether I had truly "completed" a map due to the lack of a level end. I am not quite sure how to make these doors more distinct other than specific use of textures to codify them, or maybe desaturating those that are unusable. Additionally, the front door on the left of the "Manhack Arcade" appears to not function.
Good job, though. Liking the atmospherics! :D
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Back To Beta

Postby Chief Smokey » Fri Aug 20, 2021 9:08 pm

I'd always intended to come back to this project, and after being busy with other content I've developed by understanding of UDMF further and now I'm much more confident and capable of providing an experience which is both true to the original beta style and worthwhile in its own right.

My plan is to expand upon the City 17 setting further and build a full journey through various 2001 and 2002 locations starting at the Industrial sector and ending at Kleiner's lab. Along the way will be the Terminal, the Consulcast, the Manhack Arcade and more. After this overhaul is done I may either decide to end the project or return at a later date to recreate another chapter such as Vertigo, Streetwars or even the Citadel.

I've started with overhauling city_test (Get Your Free TVs) and have taken more creative liberties this time around, but it still closely resembles its WC Mappack counterpart and now has more detailed assets like props and the Combine APC present.




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C17_01 - The Factories

Postby Chief Smokey » Wed Sep 15, 2021 4:37 pm

In the eternal words of Gabe Newell: "These things, they take time".

The first map of the City 17 journey is complete, covering the Combine Factories section of the 2001 and 2002 storylines. Highlights include the APC Garage, Cremator Factory and Stenographer's Chasm.






Next stop: The Terminal.
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C17_02 - The Terminal

Postby Chief Smokey » Sat Sep 18, 2021 2:02 pm




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Re: [GZDoom] Dooming The Bar: City 17

Postby Enjay » Sat Sep 18, 2021 4:14 pm

I have no idea how I managed to miss this project up until now. I've just "played" through the maps in DTB_V1 and although they are small and devoid of bad guys they are really well done. They are very atmospheric and look stunning. As MonoculusRift said, it's nice just to walk around them and they are creepily lonely and ambient sounds etc are used very well.

Is there an intention to populate the maps at all? Either way, I look forward to my next wander through City 17.
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Re: [GZDoom] Dooming The Bar: City 17

Postby PulseRifleFun » Sat Sep 18, 2021 4:16 pm

WOW! That looks great! I think if these levels were tweaked and given a new story-I could see The Dark Knight Trilogy version of Batman sneaking around in those areas!
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Re: [GZDoom] Dooming The Bar: City 17

Postby Chief Smokey » Sat Sep 18, 2021 7:43 pm

Enjay wrote:Is there an intention to populate the maps at all? Either way, I look forward to my next wander through City 17.

I do intend to add NPCs, but how much life they'll have is still up in the air. Whether they'll be stationary decorations or follow some basic pathing system is something that'll be decided on after I've done the maps.
PulseRifleFun wrote:I could see The Dark Knight Trilogy version of Batman sneaking around in those areas!

Tim Burton's 1989 vision of Gotham actually served as one of the inspirations of the old look of City 17 along with Dark City, Metropolis and 1984.
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