Friday, April 28, 2006

This Is So DOORING!

In my quick editing stint, today, I added a door to the Shipping Area that I had been meaning to put in since last week, but it always slipped my mind and came back in the middle of the night when I'm trying to sleep.

Well, it's added, now and it really provides a sense of scale! You enter the Shipping Area and see this huge door at the back of the room. It gives so much more depth and realism! I even had the presence of mind to put in a little ramp for delivery vehicles and such to travel over. If I can find a forklift model, I'll definitely be putting it in, especially if it's movable! Oh, by the way, it's just for show, so don't try to find a way to unlock it -- you won't get anywhere.

I've changed a few of the door sounds depending on what type they are so that you don't keep hearing the same old default door sounds.

The hallway leading to the cafeteria has been given some new textures. I'm still deciding on the floor textures, but that's for another time.

Jumbo Door

New textures

I'm off to hopefully find a forklift truck model or something similar. *Crosses fingers*

Wednesday, April 26, 2006

I Hate Titles, Now

Nothing much to report other than I've got a small room for the exit switch (if I decide to end it with a switch) and added a couple more blood splats and corpses to the cafeteria area. I still haven't put up any permanent lights for that room, yet, but I'll get around to it, sometime.

Oh, and monster animations are fun! You can really surprise the player by using a certain animation, like a Pinky jumping around the corner by having it play one of its 'dodge' animations when activated. Some animations need to have levels built in a certain way to work, since they were designed to traverse the original id maps, but if you can work around them, then good job!

You may have some trouble with the main character's animations, though, since he will sometimes fly around the place rather oddly for no reason. Why they didn't just have him stay in one place, I don't know. I mean, it just seems unnecessary, having him float about. It makes it really hard to use him in your own maps, too.

Well, what do I know? You can bugger off now, if you want.

Thursday, April 20, 2006

Gettin' Peckish

This part is just before the exit. On my original paper plan, you faced a Mancubus in this area. As you can see, it's far too cluttered for big fatso, so I'll have to think of something else. Something challenging, yet not too hard. I'm still adding dead bodies, blood smears, various amenities and deciding on a better ceiling.

I also put a sign over the Research Archives' door. Just for the hell of it, really.

Cafeteria

Research Archives door sign
The map is just about fully complete. All I'll need to do is add some detail -- pipes, wires, signboards, what have you -- and it'll be ready for release.

Tuesday, April 18, 2006

First Word... Sounds Like...

In an attempt to bring my map to life a little, I'm adding roomtones which should give them a bit more character. I've had to bring their volume down to -10 so that they don't drown out everything else.

I've also added a little onto my map. Just three or four more brushes to add to make the last couple of rooms and that's it playable all the way through!

The shipping area has had a lot added to it and I'm still touching it up. The second picture shows the newest addition to my little level. Oh... *sniff*... she's growing up so fast...!

Expanded shipping area

Newest hallway

And that's the end of that chapter!

Friday, April 14, 2006

Nice Shot!

My level is now taking a bit of time to load, so I thought I'd add a levelshot so I could virtually see my level being built. For those who don't know what a levelshot is, I'll explain it:

In the orignal id maps, you'd see a screenshot of the level you were about to enter along with text and a loading bar. Thanks to someone on Doom 3 World, I found out how to add one in. It's not that hard. E-mail me if you want to know how to do this surprisingly easy task. There's basically only two steps past adding a couple of folders.

Anyway, here's my levelshot (click to enlarge). I took an old picture (just to test it out), converted it to *.tga and added in a bit of scripting (actually, I modified someone else's script). The text is also a test and will change slightly on release.

Research Labs Sublevel 13 levelshot
I also added a little extra section onto my map. I only have a couple more rooms to add and it'll be ready for... adding detail.
Oh, and Happy Easter, just in case I forget.

Tuesday, April 11, 2006

Crates and Such

I've been busy over the weekend, which is strange, since I usually only edit Doom 3 on weekdays and play Doom 3 on weekends, as I've mentioned before.

What I've done is made the new area I showcased in my last post look a bit better. I've added hanging lights, put in metal girders to support the roof and added some crates for the player to fight around. I didn't take a picture because I'm too tired.

Not much of the level is left to build! I'm starting to get a little excited, now, but it won't be ready for release until I add more details to the rooms and corridors.

Oh yeah, I also added a script which gives the player unlimited stamina for one section of the map. Not that I can script, mind you. All I did was take it from Doom 3: RoE and pasted it into my own *.script file.

Thursday, April 06, 2006

Update! Whee!... Or Something

The reason I haven't updated is because I've mostly been too tired to post. Other times, I've simply forgotten. Not to worry, as I've continued working on my map (as if you care :P).

I've recently added a huge shipping area and you can just tell that there's going to be a big battle in it, can't you? I've also been experimenting with slicing walls up to put different yet matching textures onto them, making the walls a little more realistic.

New hallway

Shipping area

It's a bit dark, but you should be able to see the differing textures. Looks a bit better than a single repeating texture, doesn't it?

--End of Update--