Doom Reborn is a total conversion of the original Doom Series. Our goal is to recreate the original Doom & Doom 2 in the idTech4 engine with new textures and new models of the original weapons and monsters with the maps redone and retextured. We also want to bring back the orignal doom music along with the sounds remade in a higher quality. Doom Reborn is and always will be a non profit project. I hope that you will enjoy the project as much as we will enjoy making it for you.

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E1M7 Development
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T-F
T-F - - 139 comments

It's hard to say but I think ceiling is too high, and the corridor looks bigger (less claustrophobic), and it's not just in this level only. I'm a great fan of Doom and I dont see how you want to recreate "feel" of the original Doom with so large rooms. I know it's a different engine and it's hard to make everything exactly the same but I'm sure you can do it better. That's the only thing which is wrong for me. Textures and lighting are awesome. Best of luck with the project

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gamehacker Author
gamehacker - - 552 comments

Heya Thanks btw :)

I completely understand where your coming from, In This screenshot I have raised the roof higher than I originally wanted it, This was because The pinky wouldn't go up the stairs.

And this looks even more stupid when there's nothing noticeable blocking the pinky.

The extra space i've provided is to compensate pretty much just for the pinkies in higher difficulties

when playing in ultra violence and Nightmare difficulties in single player and hopefully co operative the corridors will be filled with extra pinkies that should not freeze (stuck) in every corner

obviously there will be more monsters than just pinkys so its going to be even more packed again lol

I just wanted to add, The pinkies in doom where more memorable for trapping the player rather than trapping themselves :)

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gamehacker Author
gamehacker - - 552 comments

Was just thinking there,

I may provided a nightmare difficulty Test version soon. So everyone including myself can see what it's going to be like. :)

I'm about to head to work so i'll not be doing it right now

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T-F
T-F - - 139 comments

thanks for the answer, two more things that I want to ask.

1) Is there a possibility to downscale the model of pinky from Doom III, so we would not need this extra space? In order to get the lower ceiling and smaller rooms.

OR option number 2

could you make a new model of pinky based on the original doom model ? or do you know someone who could do it? This is technically possible, right?

these guys may help - Moddb.com

2) How about the number of the monsters on the level? In original Doom we could have even 20-30 monsters (if not many more:) ) simultaneously on the screen. Do you plan to recreate that in this remake? (this is probably gonna kill every single computer because of 3D models)

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gamehacker Author
gamehacker - - 552 comments

Down scaling the pinky is something I have thought about before

And possibly getting a modeller to redo the pinky

Both of which would mean pausing development of the levels until there would be a test to run.

What I expect to happen with down scaling the pinky would be the animations would want to run to the standard scale of the pinky. And all the animations would need to be altered frame by frame.
(which is a long task)

Remaking the pinky.
Is also a very long task.

Taking into consideration your remaking and not altering the original Pinky

You'll need to recreate the all the animations and corresponding scripts

This would be a longer wait for a test

which could run into more errors down the line.

The Doom3 pinky has its problems because of the animations.
The pinky in default Idle stance (Idle stance is still a animation) Looks small enough to get around but in most cases isn't

In the editor You will see a clear outline box around the pinky. This box indicates the widest/highest points the pinky can hit determined by the animations.

Even though the pinky isn't using the animation that could get the pinky stuck or bump into something, It'll just not go there because that invisible outline would run through the wall.

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gamehacker Author
gamehacker - - 552 comments

2nd part of the message

About the extra mosters and framerate.

Well ultra violence and nightmare have a lot of monsters

And the levsls are trying to stay pure to the originals i'll be putting them in.
Computers are always getting better and by the time the Beta\Final versions are done I expect the majority of people to have 1-2 upgrades
Since it's getting to that time again to upgrade. (DirectX 12 announced with similar improvements like AMD Mantel OpenGL saying they'll be doing the same thing)

Not only that, Framerate improvements to the levels themselves aren't complete

Also again lol

I don't think E1M3 And E1M4 E1M5 will hold the right amount of monsters in certain areas that they are supposed to according to Doom1

Anyway I'm going on a bit to long.

I've thought a lot about it and I'll be continuing too :)

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E1M7 Development