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Temple of the Ancients: Redux
Posted: Thu Jan 09, 2014 9:25 pm
by ReX
I've been working on giving a face-lift to an old project of mine by the name of
Temple of the Ancients. It was developed at a time when ZDooM did not yet support slopes, much less "true" 3D architecture. Using the original 5 map set as a base, I have been adding GZDooM features extensively, including 3D structures when warranted, translucent water, sloped sectors, models, snow effects, oversize (hi-res) textures, etc.
I've completed the first of 2 (and perhaps 4) new maps to be added to the set. It is called "Under the Shadows of Starfrost", and is a snowy terrain with a cathedral at its center. The next map is also on snowy terrain, but will mostly consist of a massive castle. The map is named "In the Castle of the Winter Moon". Anyway, on to the screenshots:
Re: Temple of the Ancients: Redux
Posted: Thu Jan 09, 2014 9:28 pm
by ReX
Adding some more screenshots, as 3 is the limit per post:
Re: Temple of the Ancients: Redux
Posted: Thu Jan 09, 2014 9:30 pm
by ReX
Final screenshot for today:
Also, for a look at the original maps before and after adding GZDooM features, visit
DooM Nexus
Re: Temple of the Ancients: Redux
Posted: Fri Jan 10, 2014 2:43 pm
by Patriot1776
Ahh, thank you much for redoing this mapset! I enjoyed Temple of the Ancients a long time ago!
Re: Temple of the Ancients: Redux
Posted: Fri Jan 10, 2014 2:51 pm
by wildweasel
I am very excited to see what becomes of this.
(And I'm sorry I bailed on doing the weapons. =P)
Re: Temple of the Ancients: Redux
Posted: Fri Jan 10, 2014 2:57 pm
by Enjay
Egad! As I feared, those bench models desperately need some light sourcing done on the skin (and perhaps a better base skin texture - the red wood looks a bit fresh and new for the setting). I'll dig out Leilei's tutorial and try a bit of light sourcing in Blender. I'll send you a PM with a new file.
I can't really tell from the screenies but if you think any of the other models are really suffering from lack of light sourcing, let me know. However, from what I remember of them, most will require a bit of "unwrapping" of the UV map so I hope that it won't be too many of them.
The bench models may also be suffering from a problem inherent in using models under 3D floors. A model under a 3D floor will take its light sourcing from what ever light value is above the 3D floor, not under it. If that is the case, and if the light level above the 3D floor is brighter then under it, you can ameliorate the situation by darkening the skin image in an image editor.
Re: Temple of the Ancients: Redux
Posted: Fri Jan 10, 2014 8:42 pm
by ReX
wildweasel wrote:(And I'm sorry I bailed on doing the weapons. =P)
Never too late to jump back in. Heh.
Enjay wrote:I'll send you a PM with a new file.
The new, light-sourced models are a vast improvement. Not sure if you can tell in the following screenshots, but in-game they are definitely better:
[I ended up using a different skin for the church benches than the one seen in the screenshots above. But I didn't want to go back and take more screenies.]
Enjay wrote:I can't really tell from the screenies but if you think any of the other models are really suffering from lack of light sourcing, let me know. However, from what I remember of them, most will require a bit of "unwrapping" of the UV map so I hope that it won't be too many of them.
The only ones that could benefit from any light sourcing are the gravestone & cross set of models (take a look at the cross in screen pic 2 in this post). But I'm not too concerned about the lack of light sourcing, particularly when seen in the snowy outdoors.
Re: Temple of the Ancients: Redux
Posted: Sat Jan 11, 2014 5:30 am
by Enjay
Alrighty, PM sent with light sourced (and repaired) stone grave/cross models and another couple of attempts at a skin for the church bench.
Re: Temple of the Ancients: Redux
Posted: Sat Jan 11, 2014 6:48 am
by Nash
I was about to complain about the non-baked chairs but it looks like Enjay has it covered already. :D
EDIT: May I know where are the pine (?) tree models from?
Loving the architecture and textures in these screenshots! Good work Rex (and Enjay)!
Re: Temple of the Ancients: Redux
Posted: Sat Jan 11, 2014 7:32 am
by ReX
Enjay wrote:Alrighty, PM sent with light sourced (and repaired) stone grave/cross models and another couple of attempts at a skin for the church bench.
The new crosses are (quasi-blasphemy to follow) freakin' bloody awesome!
I've inserted the new church bench skin, but the change is quite subtle and my old eyes may not be capable of discerning the difference. I do like the skin, however. Pic showing more details of the bench.
Nash wrote:EDIT: May I know where are the pine (?) tree models from?
Developed by Latteh, and found
here. Enjay did quite a bit of clean up on those (and other) models.
On a side note, maintaining a list of credits for all the resources being borrowed for use in this game is a separate task in its own right. That's how I was able to find the pine tree reference so quickly.
Loving the architecture and textures in these screenshots! Good work Rex (and Enjay)!
Thankee, kindly.
Re: Temple of the Ancients: Redux
Posted: Sat Jan 11, 2014 10:10 am
by Batandy
Looks like a 2001 game to me, great work, maybe add some fog and sector colours to make it more realistic, i think a grey/white fog would do the job, while for the sector color i'd use a light blue just to get the "night" feeling
Re: Temple of the Ancients: Redux
Posted: Sat Jan 11, 2014 11:57 am
by Enjay
ReX wrote:The new crosses are (quasi-blasphemy to follow) freakin' bloody awesome!
Glad you like 'em.
If you think that any of the others should be done, let me know. The simple gravestones (etc) may not need it but if you think something looks bad, it's better to get it right IMO - especially if it can be done without too much effort. As I said elsewhere, my guess is that whichever engine these models were originally intended (Source Engine?) can probably do something cunning with the lighting at run time. So whoever made the models wouldn't have had a need to "bake" lighting onto the skin. However, in GZDoom it can, as you've seen, make quite a difference.
ReX wrote:I've inserted the new church bench skin, but the change is quite subtle and my old eyes may not be capable of discerning the difference. I do like the skin, however. Pic showing more details of the bench.
Well, you seem to like the reddish wood so I didn't want to change it too much. I just toned it down a little.
BTW, I should have said, I really like the look of the first shot in your first post. It's very atmospheric and quite believable as a place that could exist. Very seasonal too, (even if we haven't really had any snow here (yet), other than a little flurry back towards the end of November).
Re: Temple of the Ancients: Redux
Posted: Sat Jan 11, 2014 12:45 pm
by ReX
Enjay wrote:.... I really like the look of the first shot in your first post. It's very atmospheric and quite believable as a place that could exist.
If you remember the original ToTA, I was going for a realistic look throughout, and I've tried to be consistent in that regard with the new map(s). The castle I'm working on for the Map07 slot will be very realistic too. I abandoned the original bitmap textures I had created (based on the ice/snow textures you'd sent me) and created a whole new set of hi-res, jpeg format, ice/snow textures. You'll get to see them when I post screenshots with the WIP of Map07.
Meanwhile, here's what the light-sourced crosses look like:
Enjay wrote:Very seasonal too, (even if we haven't really had any snow here (yet), other than a little flurry back towards the end of November).
And here in the US you've probably heard in the news about one snow storm after the next passing through the continent. Not to mention record-setting low temperatures.
batandy wrote:.... maybe add some fog and sector colours to make it more realistic, i think a grey/white fog would do the job, while for the sector color i'd use a light blue just to get the "night" feeling
The map incorporates a snowfall effect, based on Jon Washburn's excellent code, which I believe lends more to the atmosphere than fog. Moreover, the effect I was going for was a crisp, clear, and very cold night; fog would completely detract from the desired effect. But thanks for your suggestion.
Re: Temple of the Ancients: Redux
Posted: Sat Jan 25, 2014 3:57 pm
by ReX
Map07 now almost complete.
Information and 6 new screenshots at
DooM Nexus.
On to Map08 in a little bit.
Re: Temple of the Ancients: Redux
Posted: Fri Jan 06, 2017 7:52 am
by ReX
Just to prove that this project is not DITW*, here are a couple more screen pics:
More information & pics at
DooM Nexus
* Dead in the water