3DGE64 [WIP]

Feel like undertaking your own EDGE project/mod? Announce and discuss it here! You are also free to talk about past EDGE projects from the days of yonder.
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RUNSABER
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3DGE64 [WIP]

Post by RUNSABER »

RUNSABER presents:
Image
Image
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Welcome to the official 3DGE64 thread. This is a work-in-progress project designed to bring the 64 experience of Doom to the 3DGE sourceport. Not just another gameplay mod to spice up old Doom, but a package of user-created levels alongside conversions of Playstation Doom levels lost or not included in the official releases. Overall, the goal of the project is to maintain Doom 64's legacy while adding a few special effects & features to the game.

Features & Details:
-Original Doom 64 weapon selection, with additional appearances of a Lightning Gun, Battle Rifle, Dartshot & the Unmaker.
-Original Doom 64 monster roster. Cacodemons, Imps and Demons will transform into Nightmares if pissed from pain damage.
-Smoke, particles and lighting effects are added to enhance Doom's atmosphere.
-New original levels alongside a few modified maps created by Samuel Villarreal.
-Deathmatch & Splitscreen support
-Higher difficulties have stronger monsters, but moderate population. Creates tension and challenging situations for experienced players.
-Little to no usage of techbases. Maps are created and arranged to simulate a gothic-industrial atmosphere.

I work on these mods in my spare time (I try not to), but I may slow down or stop mapping and modding altogether. Time management is very important, so updates will come occasionally. Please download and test for anything out of the ordinary or strange. It will help in finetuning the mod and making it as fresh as possible for new 3DGE players.

Jumping & Crouching isn't allowed, but you can turn these settings on via the Options menu if you wish!
Included is the Redeemer Edition, a stand-alone WAD for other PWADs such as Requiem, Memento Mori, Scythe, and other levels.
This mod will work on Boom-Compatible wads, all Doom IWADs and vanilla maps. 3DGE 2.0 or later is recommended.

Current Map Rotation:
MAP01: The Mansion by Midway converted by Samuel Villarreal, modified by RUNSABER
-I Own Doom for casual players. Watch Me Die for a true challenge.
MAP02: Hell Gate by Midway converted by Samuel Villarreal, modified by RUNSABER
-I Own Doom for casual players. Watch me Die for a true challenge.
MAP03: Crathes by RUNSABER(In-Progress)
-I Own Doom for casual players. Watch Me Die for tough players.

For updates and more on 3DGE64, visit http://www.dreardev.wordpress.com for RTS/DDF stuff and much more.
DOWNLOAD(includes 3DGE64 & standalone gameplay mod @ 12MB): https://dl.dropboxusercontent.com/u/41220053/3DGE64.7z
Last edited by RUNSABER on Tue Dec 04, 2018 5:04 pm, edited 10 times in total.
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.

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Corbachu
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Re: 3DGE64

Post by Corbachu »

Use 3DGE 2.0.0, that's literally using the same libraries and features that the Dreamcast version is using. We are still working on the Dreamcast port, and I don't think you want to use 1.29 because that's ancient history by now. ^_^

This mod is freaking awesome though! It warms my heart to see more and more mods coming forward for 3DGE, like a second wind that I needed. This is what really motivates me to keep going! If you haven't checked out Hypertension, give it a looksee (it's by my own development team) ;)

Anyways, this is great. Personally for internalized DDFs I use XWE, but I'm just oldschool like that. I don't use SLADE unless I'm importing/exporting LUMPS, but for me personally I duplicate the doom_ddf folder and create a BATCH to point the -ddf to another folder so it can be external. Having internal DDFs is just too much of a hassle and editing them is much easier through Notepad++/Notepad, but that's just me =)

Don't forget to check out the 3DGEwiki if you get a chance, as well. I'm constantly working on it and so far it's replaced everything but EDGE's own RTS website.
\(סּںסּَ` )/ۜ

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RUNSABER
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Re: 3DGE64

Post by RUNSABER »

Thanks a ton, Corbin! I downloaded 2.0 the MINUTE you guys released it and had a blast. I'll definitely replace the current version with it right away. XWE is ancient, but if I can find a working version of it, I'll definitely use it. The editors either need updated configs for 3DGE, or it just needs a stand-alone editor :D

I'm glad to be using this port and it has matured so quickly in the past year since development began. I'm a huge fan, so keep up the fantastic work, you're molding a new generation of game designing!

I bookmarked the Wiki due to Doom Wiki/a linking to old EDGE websites and forums, even searching "3DGE Documentation Wiki" won't yield any search results. Thank you for responding, I will be frequently updating this project with new images and progress!

My next game, I plan to make a Hunter from the Metroid Prime series have his own story-line and perspective!
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.

Sandstormer
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Re: 3DGE64

Post by Sandstormer »

Wow, this is awesome, Runsaber! I'm looking forward to playing this when it is released!

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RUNSABER
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Re: 3DGE64

Post by RUNSABER »

Thank you Sand, now that I got the base of the game coded, the rest comes to mapping! Would you like to be a playtester for a 3-level beta?
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.

Sandstormer
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Re: 3DGE64

Post by Sandstormer »

Sure! I'd be honored to help out!

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Corbachu
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Re: 3DGE64

Post by Corbachu »

Holy crap these latest batch of screenshots are looking AWESOME Runsaber! I also adore the logo :-P

May I suggest you replace the SKY patches with actual Skyboxes? It would help make this mod more amazing, from a 3D perspective, than it already is ;-)
\(סּںסּَ` )/ۜ

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RUNSABER
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Re: 3DGE64

Post by RUNSABER »

Thank you! I have not slept yet, it's been 40+ hours since I began mapping after coding. I think I will give myself the little rest I need to work another day (tomorrow) :lol: It has a Perfect Dark feel, and the letters magically corresponded with one another. Logo design and promotional artwork is my forte' outside of slaying demons.

YESS, I need to add them very badly. Sky textures just end up butchered by 3DGE. Is it possible to define them in DDF? I could probably find a decent skybox of space, or make my own. Decisions!
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.

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3rd_3ye
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Re: 3DGE64

Post by 3rd_3ye »

@RUNSABER: Great screenshots, love the lighting! I've never played doom64 before, I'm certainly looking forward to your iteration of it. Keep those screenies coming!
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RUNSABER
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Re: 3DGE64

Post by RUNSABER »

@3RD_EYE Big hugs to you, man! Wicked name btw ;) I played Doom 64 extensively as a child coming up. My dad had the PSX version, and while that one was fun, D64 just stole my heart and attention. It was the newer weapons, monsters, music, and environment. Playing games like Dead Space and Metroid Prime have a heavy influence on the mapping style for this mod. As the levels progress, they become bigger and require you to break comfort zones with platforming, puzzles and swimming! I don't want to reveal too much, the screens will do that for me! Map 01 is almost complete, with monster placement being done now while I make additions to the Tutorial section in the Wiki.
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.