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D3W's articles are disappearing from the Google cache, and I see that the search function doesn't work via the Wayback Machine, so tricky times for those of us trying to access the various Doom 3 mapping tips.
Just seen this. Very good news indeed- I played through Ruiner a while ago and thought highly of the concept but was disappointed to read that it had been discontinued after the first half-dozen levels. I'm looking forward to this as I thought the original release showed a lot of potential.
Thanks for this! It looks like it's the version that was demonstrated on YouTube (28 August 2013):
I'm not sure if a later version did appear on D3W- but good to get my hands on a version of it to try while we wait for D3W to get back online.
I'm reminded a bit of the "Train Hunters" mod for Half-Life- I recall that being a lot of fun.
I'm guessing you mean the Euro build which was derived from the "Doom 3 can do it too" project?
I tried, but he hasn't been online since 8 Jan so might be a while- looks like I'm probably best off just waiting for D3W to go back online.
In my case I'm particularly interested in downloading and testing BloodRayne's Doom 3 Map Builder- I didn't find out about it until after Doom3World went down, but unfortunately it isn't possible to retrieve the download from the cached version of the thread. As I am busy creating a lot of props/models based on Doom 3 assets (which I intend to share with the community) an editor that semi-automates the "room/brushwork layout" process and allows customising/adding details on top could speed up the map work considerably.
Good news thanks- I thought nothing of it for the first couple of days but I'd been starting to wonder if Doom3world.org had been discontinued or permanently compromised. I'm currently doing another revamp of my mod so am checking out various info on Doom3world- fortunately the Google cache seems to pick a lot of it up, but it'll be far more ideal when the site comes back online!
Would like to apologise to everyone for the lack of updates after having promised so much.
Work on the mod slowed down somewhat (with having a PhD to finish etc). But no, the mod isn't dead, and hopefully the next release will offer rather better gameplay than Duke Nukem Forever. I won't make any promises for the next release bar "when it's done", but will be releasing new screenshots shortly.
As compensation there is rather more to the mod than in the previous release, with alternate fire modes and enhanced capabilities for many of the weapons fully implemented and working.
I remember BloodRayne over at Doom3World.org posting about how the team asked Raven Software for permission and got the go-ahead in the very early days of Hexen: Edge of Chaos.
Would like to apologise for the lack of updates this year, and the failed promises (perhaps a shot at the 2011 Vaporware awards now that Duke Nukem Forever is finally out lol?)
But I can assure you all that the mod isn't dead, just progress slowed down somewhat earlier in the year due to having a PhD to finish and other issues. The 4-5 map release is deferred to early 2012. I'm hopeful that the next release, despite all the delays, should be better received by the community than Duke.
Excellent stuff, just a couple of criticisms:
1. Polymer slows my machine to a crawl and causes the CPU to overheat (I'm certain it's Polymer, because when I turn Polymer off my FPS goes up by a factor of 5 or 6 and I have no problems at all). The performance patch doesn't seem to help.
2. The "DNMONSTERS" cheat still doesn't get rid of Protozoid Slimers- a bug that I also noticed in the previous version. It's a bit unnerving wandering around maps with "no monsters" mode on only for a Slimer to suddenly attach itself to Duke!
I agree with the criticisms of that puzzle too, it wasn't very intuitive- I actually progressed a lot further in the map, wondered where the Dungeon Key was and eventually found that I'd missed that puzzle! However, I think on the whole the EoC team did an excellent job, especially considering that it's only the first release- the atmosphere and architecture in particular are very well done.
I'm stuck on that area too, but I think there is an indication of where you can die: hint, spikes come shooting out of the ground like in the original Hexen.
I should add that the next release is set to contain three large, fully playable maps (again the monster randomization will help increase replayability). Skill levels are now implemented, to mean that monsters are spawned with slightly lower frequency at lower skill levels. I won't give too much away but Map 2 is strongly Hexen-themed, which will give you another bout of Hexen-nostalgia (I say "another" because Hexen Edge of Chaos looks like it's due a release very soon). Can't yet commit to a definite release date for the forthcoming release but it is highly unlikely to fall beyond the winter quarter of 2010/11.
Apologies for the lack of updates/info- the mod isn't dead, I'm afraid progress slowed quite a lot in the middle part of the year but I'm back working on it now, I hope to bring an update out soon.
You can get the Atomic Edition for $5.99 for download off Good Old Games.com. It's DRM free and once you've purchased it you can re-download it and re-install it as often as you like.
Hopefully coming out with a release this evening.
It's not dead, but real life and all that has got in the way of completing the second map as yet.
However since those of you watching this mod have been waiting so long for a release I've decided I will release the first map over the next few days (it's complete and all, so I may as well get something released!), and all of the custom monsters I've created will be included in their own .pk4 file (including those that aren't included in the first map). Modders will be free to use them in their own mods, the only request being that credit is given upon release.
The map is pretty large so hopefully it should give people an idea of where the mod is going.
For my own mod I used some scripting to bring about the "instant spawn" effect. Within a spawn function you would have:
and this would automatically spawn a monster into the map without any special effects, and send it after the player. The downside of this method is you need to load each monstertype into the map on start, otherwise they won't be precached and the game may freeze temporarily when it loads the monster to be spawned.
I don't know if this helps.
By "Zdoom monster pack" I mean the monsters.wad pack you can get over on idgames. A Doom 3 version of the Stone Imp and Nightmare Cacodemon are fully implemented for example.
Btw after feedback from Doom3World I have decided that I will indeed release a "teaser" after the first 2 or 3 maps are "finalised" (it may be either depending on the time it takes and the size/length of the maps).
Thanks for the thumbs-up!
The mod is definitely for D3 and not RoE- it's built upon Denton's Enhanced Doom 3 mod, which includes a "super shotgun" (essentially a version of the DB shotgun). Some other mods (Ruiner for example) are also using JCDenton's features.
As a result the mod may not work under Linux, but it certainly doesn't require RoE.