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Realme will be a singleplayer orientated mod with probably coop singleplayer availability.

Realme is an older english word for Realm / kingdom.

Plan
As you may know Realme will be a Doom iii mod. Now Doom iii wont be released for a time which is our advantage and disadvantage. We can allready start working on the models, textures, intro, maps. However the coding part wont be able to start when doom iii is in our hands, as well as the testing. However we can allready get coding experience with Quake iii.

Races / story

In Realme there are 2 main races. The Shra and the Quaenox. The Shra are the worst race the universe has ever known. They wipe out other races with a small army. The army is backed up by shots from battle moons circling around the Shra's planet(Shra'Aa).

The Shra are technologically extremely advanced however when fighting they prefer to use their body instead of weapons. The Shra's main weapons are their claws at the hands and elbows.

The Quaenox from planet Nequin are less advanced then the Shra. The Quaenox however accidentally found a way to kill and destroy the Shra.

when the Shra leaders find out about this, the Shra Elite are summoned for a mission to Nequin. Backed up by fire from the battle moons at Shra'Aa the Shra Elite lands on Nequin.

Campaigns

On Nequin the gamer will have control of all 8 Shra but 1 for each of the 8 campaigns.

When playing the player can switch between campaigns and thus fighters. When a campaign is completed the player can get him transported to another campaign and finish that campaign with 2 fighters.

Each Shra fighter will excel in what the player has chosen at the start.

Weapons

Weapons will be usable however very limited. The focus is on slaughtering the Quaenox with the claws.

Ammo will be in the sort of plant life. Some plants will only grow in certain areas. Combining certain plant life will give the player availability of new weapons thus making transportation of fighters more strategical.

Fighters

Each fighter will look a bit different from one another and have unique names.

The commander of the Shra elite will be Commander Seraphim. He is the most important fighter and his death will make the game much harder.

So far this info, more will be available soon.

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Comments  (0 - 10 of 14)
Tei
Tei Mar 27 2003, 9:08am says:

I like willy hallmes Testmap2 for Tenebrae with similar look. I think Doom3 will be cool because the new lighting system is perfect for dramatic games. Maybe not for deathmach, but for singleplayer terror will be amazing.

+1 vote     reply to comment
bolle
bolle Nov 23 2002, 2:45am says:

ok the forums for the website are up, check the website for the news and link to get there.

+1 vote     reply to comment
Sajt
Sajt Nov 17 2002, 3:53pm says:

Go doom3... this mod is going to rock just because of what doom3 can do, which is applicable to so many game styles other than arcade shooters... I wouldn't be surprised if it overthrew half-life! But then there's them system requirements...

+1 vote     reply to comment
bolle
bolle Nov 14 2002, 1:32pm says:

i assume u got all that pretty detailed info from the alpha eh? ;)
anyways thanx but some of it i allready knew, and others i was to find out.

this weekend me and a teammate are gonna start working on the menu(well make it in Team Arena and convert it to doom iii later)

+1 vote     reply to comment
hansschmucker
hansschmucker Nov 3 2002, 12:36pm says:

Sorry the models are not in MB, but in ASCII format, too.

+1 vote     reply to comment
hansschmucker
hansschmucker Nov 3 2002, 12:26pm says:

1. Doom3 uses a modefied q3 map format... without compiling it.
2. The used level editor is still qeradient, but now it's included in the doom3.exe
3. ID uses a combination of qeradient/lightwave/maya:
a) qeradient for levels (data is stored in these files, which are all ascii format:
map for brushes similar to q1/2/3
aas32 for bot data
cm for collision data
proc for scripted events)
b) lightwave for details and objects (exported to 3dstudio ascii format)
c) maya for models and animation (the md5 files include information on bones and animation in ascii format, but the models are imayabinary format)

Other infos:

The good ol' CFG format with console commands is still in place

TGAs are Envmaps, fonts (along with dat for letter positioning), cubemaps for soft lights, skins. level textures

Textures are still being made as TGAs and then converted to D3T, the doom3 texture format
Textures are: heightmaps, normal maps, sprites(/decals), ui elements.

Scripting is done QC style with a definition and possible scipts and/or stat files for every object group (weapons/enemies...)

effects are done using fx files which look similar to shaders

particle effects use simple .particle files which define sprite, number, speed, weight, direction and so on

sound use wavs wich are defined via .sndshd sound shader

menues use simple .gui scripts which include background, buttons and that's about it

video is binary and still in roq format

demo format is binary, so don't mess with it until id is giving out tools

That should be enough information to get you started

+1 vote     reply to comment
bolle
bolle Sep 3 2002, 8:25pm says:

well I've uploaded the realmetest on the website, its a solid 14mb. If your going to download it, read the howto start aswell because the mp3 should be converted with a provided program to a wav file in order for q3 to use it.

I'm not satisfied about the terrain in the map thus I will try harder to learn the terrain plugins and make a second test with a huge terrain.

+1 vote     reply to comment
bolle
bolle Aug 20 2002, 9:21pm says:

I've been working hard on a map for quake 3 to test some styles etc, i've posted 5 screenshots in the screenshot section over at the website:

Xs4all.nl

+1 vote     reply to comment
bolle
bolle Aug 5 2002, 1:25am says:

when u go watch the E3 legacy movie u can see Tim Willits working on a doom 3 map and the program which he uses looks very, VERY similar to radiant, eg the row of buttons on top etc. later on in the movie when robert duffy starts talking you can see someone else from ID working on a map again with a program very similar to radiant, the row of buttons on top etc the 2d views, the way the lights are visible in 2d views the texture view etc so it highly unlikely that they use lightwave for the maps.

I know I start the mod very early however what u must know is that the idea for this kinda mod/game has been in my head for about 3-5 years now. the quake/quake II engines wouldn't be able to create the world that I wanted. I had good hopes for the Q3 engine but again the engine just wasn't suited. when I researched some things about the doom iii engine, watched the doom iii movies over and over again i knew that this engine would do the trick and thats why I allready started the mod so soon.

+1 vote     reply to comment
mochumbo
mochumbo Aug 4 2002, 4:53pm says:

I thought doom3 stuff was all made in lightwave, apparently carmack and his crew have made doomIII tools that tie in with existing packages very good... Which is a god send because working with quake3 can get very ugly. I.e. i heard that maps were made in lightwave and then exported straight into the game...

I always find it very weird that people start "modding" an engine before it comes out. I mean one or two months i can understand, you can do all the planning and concept work. But to request help of coders and stuff, what are they going to do when they don't have access to the engine?

Aside from that, it sounds like a cool mod and i'm sure you will hit the ground running when the game comes out (apparently everything needed to mod the game comes packaged with the game)

Anyways goodluck.

+1 vote     reply to comment
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Platform
Windows
Game
Doom III
Developed By
bolle
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Official Page
Xs4all.nl
Release Date
TBD
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First Person Shooter
Theme
Western
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Last Update
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