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Topics - douglas quaid

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1
Strutt your stuff! / Back from the Dead
« on: June 13, 2019, 08:17:42 PM »
Hey guys,

Hope all's well to whoever is still active. It's been a long time since I posted in these forums and I almost forgot the name of this site. I've had some life hardships to get over these past years and also my PC went kaput so I couldn't do any work on anything related to mods which was a pain in the arse.

It's 10 years ago since I started modding, and while away from the PC, I always had that twinkle in my eye and love in my heart to finish maps and the Total Recall mod at some stage... and maybe even join a team too.

I bought a new gaming rig (at last) so I can start getting back working again but I have a problem. It's a gaming laptop with no CD/DVD drive so I can't install my version of D3 for modding. I've also heard (not sure though) that Steam's version of D3 isn't moddable so I'm asking for help if you can.

I tried ripping my D3 CDs onto my old PC using Alcohol 120%. My plan was to copy the files from the PC to my new rig via an external hard drive but I'm not sure how to combine all 3 ripped CDs of D3 into a single installer. The CD install asks to inserted the CDs 1, 2, 3 and then 1 as you install. Can anyone help with this... Or... Do any of you have an *exe file of the D3 full installer that I could download. I have my own serial code.

Thanks,

Quiad.

2
Strutt your stuff! / Camping Grounds Doom 3 Remake
« on: September 11, 2016, 10:38:18 AM »
Hey guys,

I'm currently working on a remake of the Qauke 3 Arena/Live map, Camping Grounds for Doom 3. This is an iconic map for Quake players and I wanted to see if it could be pulled off using DoomEd. The theme of the map is an abandoned facility on Earth that has now become overgrown with foliage. So far it's shaping up nicely and I intend to add waterfall particles and bird/nature ambience to really give the Earth feel to it. I've been using some of Zombie's textures and I'm searching for a good grassy/rock texture for the floors but can't seem to find a good one so if any of you know of some nice grass textures let me know. Anyway, tell me what you think from the two little screenies. :)




3
Haunting of Deck 12 / Camping Grounds Doom 3 Remake
« on: September 11, 2016, 10:28:15 AM »
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4
id Tech 4 WIP / Hypercube - MP Map
« on: February 20, 2016, 08:54:20 PM »
Hey guys,

I'm currently working on a new multiplayer map. Inspired by TRON, I wanted to get the grid match kind of feel using Doom 3, with tons of jumppads and weapons. There is a hollowed out rotating cube containing the megahealth in the center of the map which gives the player a safe room for firing out at enemies while taking little damage behind the glass windows of the cube. I'll have it done within a few days but my concern is the grids, which I hope work smoothly online. I've added a coliseum crowd cheering ambiance sound effect with some electronic music to boost the player experience which I think sounds cool. Here's some screenies of the map so tell me what you think... :D










5
id Tech 4 Level Editing / Editing Gravity in Doom 3
« on: January 16, 2016, 11:27:42 AM »
Is it possible, when editing a water material to make it more like low gravity?

6
id Tech 4 Level Editing / Chaingun ROQ Movie
« on: January 11, 2016, 08:17:09 AM »
Hey guys,

I'm working on another multiplayer map and am trying to set up an in-game gui that showcases the chaingun video. The trouble is, I can't seem to find it in the gui search. Any ideas?

Thanks.

7
id Tech 4 WIP / Chain Reaction - MP Map
« on: December 23, 2015, 02:55:10 PM »
About ten days ago I was watching people playing Quake 3 Arena maps on YouTube. Back in the day, one of my favourites was 'The Very End of You' or for the more modern Quake Live player, Beyond Reality. From this inspiration, I set about on a level design quest to see if it could be pulled off in Doom 3 as the main thing that was missing from multiplayer in my opinion was jump maps. I wanted the theme of the map to represent the arena style similar to QL/Q3A while adding elements from the D3 universe.

The map is set in a reactor style UAC space facility, where rival companies Mixom and Moxim (Red Team/Blue Team) are fighting for ownership of the facility's precious energy resources. The level has been changed and adapted to Doom 3 with new ways of playing the map. There are additional jumppads that hurl players high in the air to a platform holding the Megahealth, which respawns every 60 seconds as opposed to the default 3 minutes. There are also moving platforms for strafe jumping from high to low with fluidity. I'm still working on weapon placment though.

The map will be called Chain Reaction as players will have the ability to access a computer terminal and cause a meltdown. The timer will count down to total destruction so it will be panic trying to teleport to the reactor safe room before the time runs out, thus killing all players unfortunate enough to not make it. The map supports DM and TDM and I'm creating a new soundtrack for the map too so I'll probably be finished tonight or tomorrow for testing with some current D3 clan members. :D

Here's a few screenshots using Sikkmod... 










8
id Tech 4 Level Editing / Optimising Multiplayer Maps
« on: December 23, 2015, 12:34:22 AM »
Hey guys, back again. :D

I'm just wondering is there any difference in selecting brushes as 'Make Detail' or making the brushes a func_static, or perhaps even both, to further optimize a map?

Thanks.

9
id Tech 4 Level Editing / Simple moving platform script...
« on: December 17, 2015, 09:16:06 PM »
Hey guys.

As I've just started modding again after a long absence, I appear to have forgotten how to code (script). I was wondering what script I would need to make a moving platform ie. moves on it's own with no triggers when the level loads. Also, what code do I need to add to the script file for the mover to move forward, and then move back to it's starting point, and then repeatedly do so while the level is being played. I know this is probably very basic for most of you but I do forget sometimes, and I've done a search but haven't found what I'm looking for. :D

Thanks,

Quaid.

10
id Tech 6 SnapMap / SnapMap on Facebook
« on: November 25, 2015, 03:37:24 PM »
Hey guys,

I've created a Facebook group for SnapMap. I know you guys might not use FB much but it's great for quick talk, images and video shares, as opposed to Forums. It can also be used for WIP shots, tutorials, advertising your own works and other related information. I'm just starting the group up and I'm not trying to steal Friars users :D

I'm interested to find out would any of you be willing to team up to make a few 'Maps' for SnapMap when it's released? I've a few ideas running around in my head but it would be great to collaborate with original Doom makers.

If you're interested, here's the link below...

https://www.facebook.com/groups/Doom.SnapMap/






11
id Tech 4 Level Editing / In-Game All Black
« on: November 18, 2015, 01:32:37 PM »
Hey guys,

Hope all's well. It's been a while since I posted here but I've finally got a bit of time to work on some levels again. My problem is that I'm having trouble after loading maps. The map seems to load okay but the in-game world is all black (I also checked flashlight) and the only thing going for me is that I can hear jump and movement sounds so what do you think could be the issue?

Thanks,

Quaid.

12
id Tech 4 Level Editing / Rotating func_mover_amodel
« on: March 06, 2015, 11:25:51 AM »
Good morning! :)

It's a while since I've been on the forums and I hope everyone's getting things done and helping fellow modders. I come to you with an enquiry about rotating models. It's probably the easiest fix but for the past few months I've only been focusing on blocking out the maps I'm working on for Total Recall, and because of this I usually forget how to script not long after learning, as my mind is else where on the project.

I'm right now working on the final level for TR (Yay!) and I'm trying to make use of the rotating rings from Enpro Plant.
Code: [Select]
func_mover_amodel (models/seneca/reactor/reactortube.ace)
My aim is to have Quaid running through a centrifuge while these models rotate around him and was just wondering what I need to make the model rotate on the axis shown below.



Thanks,

Quaid.

13
id Tech 4 WIP / [WIP] Blackout - A Free Indie Horror Game
« on: October 15, 2014, 12:54:08 PM »
Hey guys,

I've had a bit of time to work on a small indie horror game recently. My plans are for a two to three level game where you play either as a private investigator or a six year old girl. I haven't fully decided as of yet, although a little girl with low height field of view would look cool in game. 

I'm considering a setting in a fictional ghost town where a string of child disappearences in an adjacent town have prompted parents to hire an investigator to check out the ghost town after rumours of some mysterious man or creature has been sighted on the outskirts.

Still a bit vague at the moment but I think you may start the game as ye olde investigator. As he makes his way down into hell to find the girl. Then maybe when you finish his mission you play a role reversal of the girl escaping hell back into daylight. If all goes well I plan for the investigator to have weapons but the girl can only use objects and hide to make her escape. It's slowly coming together and I'll keep you guys up to date on any progress.

Anyway, feedback is always welcome. Screens below :)






14
id Tech 5 Modding / Doom 3 Prefabs to Rage
« on: October 11, 2014, 10:18:39 PM »
Hey guys, I just bought Rage an hour ago. Can't wait to play it, and more importantly, to make maps for it. I was just wondering if anybody has successfully imported Doom 3 prefabs into the Rage editor and if so, how does it turn out?

Thanks.

15
Welcome! / Toronto Game Industry
« on: October 04, 2014, 06:03:49 PM »
Hey guys, I couldn't find a more appropriate sub-forum so I'll post here.

I was just wondering would any of you guys know what the Canadian game industry is like, in particular, Toronto. You see, I'll be moving there in the new year and I'm just doing some research now about possible work in games. Anybody here have any experience in Toronto or know of anyone who has worked there in games?


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