[WIP] D00MCΞNTΞR·AИYWHΞRΞCITУ

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply

Does it lag for you?

Yay :[
34
49%
Nay :]
35
51%
 
Total votes: 69

User avatar
Zeberpal
Posts: 189
Joined: Sun Apr 28, 2013 2:06 am
Location: RU

[WIP] D00MCΞNTΞR·AИYWHΞRΞCITУ

Post by Zeberpal »


font is fahked up to catch the mood of game/mod
Image

Spoiler: ₣0T0S taken on Aug. 2015
Spoiler: VIДΞ0 taken on Oct. 2014
Spoiler: Photos taken on Sept. 2014
Image
zandro is preferable
Last edited by Zeberpal on Thu Dec 17, 2015 2:33 am, edited 22 times in total.
User avatar
Pisstepank
Posts: 207
Joined: Wed Jun 17, 2009 1:42 pm
Location: France

Re: [WIP] doomcenter: AnywhereCity

Post by Pisstepank »

Well if this is what "O.5%" looks like. I can't even imagine the awesomeness of seeing 50%!
This looks really nice, keep up the good work, i have the feel this will be really great to play :]
User avatar
SoloSpaghetti
Posts: 484
Joined: Wed Jun 26, 2013 6:46 am
Location: Pistoia, Italy

Re: [WIP] doomcenter: AnywhereCity

Post by SoloSpaghetti »

Cool! Cool! Cool! :D
What about the weapons?
User avatar
Arch
Posts: 491
Joined: Thu Nov 10, 2011 12:06 pm
Contact:

Re: [WIP] doomcenter: AnywhereCity

Post by Arch »

Wow this is looking great. I always wanted to see Doom on a live city, good luck on your project!
But if this is 0,5% it will take years until the finished product, do you plan releasing beta versions?
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [WIP] doomcenter: AnywhereCity

Post by Nash »

Impressive! I never really understood DoomCenter (it seemed like it was a lot of random things crammed into a city) and if you plan to make this a more cohesive product, you have my vote.

To reduce lag, consider adding several huge/tall impassible buildings made of 1-sided lines to block the render line of sight. Scatter and distribute these structures evenly.
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [WIP] doomcenter: AnywhereCity

Post by TheMightyHeracross »

Add a Cops & Crooks-like multiplayer mode and I'll be so happy. :D
This looks great!
User avatar
LkMax
Posts: 264
Joined: Fri Aug 10, 2012 9:22 pm

Re: [WIP] doomcenter: AnywhereCity

Post by LkMax »

I don't understand why they never made a new GTA inspired by GTA 2. A dystopian futuristic setting in an open world game like GTA with dynamic faction reputation wasn't done since... well, GTA 2. =(
The closer you would get is a Mercenaries game and yet they are very different franchises.
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [WIP] doomcenter: AnywhereCity

Post by Nash »

Any chance for a playable demo soon? Would be interesting to gauge this map's performance...
User avatar
Zeberpal
Posts: 189
Joined: Sun Apr 28, 2013 2:06 am
Location: RU

Re: [WIP] doomcenter: AnywhereCity

Post by Zeberpal »

Thank you all. Yet many has to be done.
SoloSpaghetti wrote:What about the weapons?
original doomcenter's will be removed with the time of progress and replaced with all original GTA2's.
if you mean HUD sprites, I plan to make it minimalistic without hands since there is an indicator in the upper corner.
Arch wrote:But if this is 0,5% it will take years until the finished product, do you plan releasing beta versions?
I thought to release some kind of beta when all city's layout is done. It won't take too long.
Nash wrote:To reduce lag, consider adding several huge/tall impassible buildings made of 1-sided lines to block the render line of sight. Scatter and distribute these structures evenly.
I thought of this method, but the fact that there will be some building's roofs you won't reach makes it a pity. I also have a feeling it won't help too much. It still would have to render alot of space.
On the other hand it'd be good in visual aspect. Tall buildings would give a dynamic feeling to city.
TheMightyHeracross wrote:Add a Cops & Crooks-like multiplayer mode and I'll be so happy. :D
Most probably!
LkMax wrote:I don't understand why they never made a new GTA inspired by GTA 2. A dystopian futuristic setting in an open world game like GTA with dynamic faction reputation wasn't done since... well, GTA 2. =(
That's pretty much a motivation for this project. I want to recreate that kind of city and atmosphere in 3D of Doom.
Nash wrote:Any chance for a playable demo soon? Would be interesting to gauge this map's performance...
Not sure yet. It's tolerable perfomance for now. I thought to make about 40% of the city, it'd be more clear to decide.
User avatar
Hellser
Global Moderator
Posts: 2705
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: [WIP] doomcenter: AnywhereCity

Post by Hellser »

You, my friend. Won the internet. Keep up the awesome work!
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: [WIP] doomcenter: AnywhereCity

Post by Ryan Cordell »

You have my interest!
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] doomcenter: AnywhereCity

Post by wildweasel »

Oh man, you even got in the JESUS SAVES building. I love it already.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: [WIP] doomcenter: AnywhereCity

Post by Ed the Bat »

wildweasel wrote:Oh man, you even got in the JESUS SAVES building. I love it already.
But he has zero dollars in that shot. NO DONATION, NO SALVATION! :evil:
User avatar
grouchbag
Posts: 579
Joined: Thu Dec 06, 2012 1:48 am

Re: [WIP] doomcenter: AnywhereCity

Post by grouchbag »

I would looooooove it! :wub:
User avatar
ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm
Contact:

Re: [WIP] doomcenter: AnywhereCity

Post by ibm5155 »

OH MY GOD :O

REALLY? WHY?

YOU MUST FINISH IT!!!

ok now I can think better, if you really do what you're talking, you'll up to the wad'a'holic modder level for me :D.
LAG? relax, this will lag less than akzos city xD,and even if it's 1fps here, if you finish it, I'll buy a gamer pc to only play your mod :)
Post Reply

Return to “TCs, Full Games, and Other Projects”