Q3DM17 for DooM ]|[ by T^kon

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This is the homepage for my projekt, the conversion of my favorite Quake3 map q3dm17 for DooM3. I wanted a map with an original look and feel. To keep the map-pk4-file as small as posible I used a lot of textures included in DooM3. But it was necessary to convert the original models and sounds to get a good result.

The 'conversion' of the jumppads was even more difficult. It took me more then one sleepless week to write a script that provides all the features I know from Quake3 ( handling within the Radiant, playing sounds in the right way, pushing the player at the right moment for continuous jumping at the center pad ;-) and so on..).

 

   

17-05-2005

Added some RoE support (q3dm17_v.0.16.RoE.pk4):

Doe to the fact that ID released a mission cd for DooM ]I[ with a double shotgun in it I made a minor modification to my map. Now it is avaible for RoE, too. It's the same map, but I have replaced the old "single" shotgun with the new double one.

   

10-14-2004

Falling-damage reduced (q3dm17_v.0.16.pk4):

I have reconsidered the usage of a falling-break-script that reduces the common falling-damage. This script was written by RaVeN. He did a great job with it. But I did not wanted to use it, because it interferes with the game-physic to much from my perspective and it cost performance a bit all the time a map using this script is running.

After all: the map was not playable with the falling-damge and I already did something I was not happy with. I hope I'll find another way for this and my sound problem...

   

10-13-2004

Bug fixed with q3dm17_v.0.151.pk4:

After a close look it was clear: the jumppad-script did not cause this bug! (...and of course codelines without comments are realy hard to understand even if you wrote them by yourself only two months ago...)

I tried to rewrite the sound function of the script by using other methods to generate sound. But I was just able to make it worse. The best result I got was similar to the one implemented in q3dm17_v.0.15.pk4. Sound was only played on connected clients after a map-reload. I guess the DooM3-scripting-functions are meant for singleplayer and that's why I finaly removed the sound-function from my jumppad-script and added a few speakers to the map instead.

I'm not happy with this solution, but it seems to work....

   

10-10-2004

Bug found in q3dm17_v.0.15.pk4:

It seems that the jumppad-script does not play the sound in the right way. Only a listen-server playes the sound und just for itselfs. None of other connected clients do have the jumppad-sound, even if they are connected to a didecated server (linux or win32).

I'm working on it...

 

 

10-08-2004

New Version out (q3dm17_v.0.15.pk4):

There was no escape from the new DooM3 version 1.1 . It's a pity, map-based gravity settings do no longer have any effect to game's physic in multiplayermode, but still to my jumppad script. That's why I needed to remove this setting and rearrange a few of the jumppad-destinations.

Thanks to ID so far. This new 'feature' increases the fallingdamage a lot and the movemnet goes one more step away from the original.. :-\