first doom3 map, stability is not guaranteed.
room is sparcely populated with explosive canisters, which can be blown up to kill an unsuspecting civilian or enemy without wasting too much ammo. There is very little lag on this map which is always good, and there are only two rocket launchers in the center of the map, which is bad for people that love to use excessive force to destroy the opponent. Good for people that hate the flashlight, and for people that don\'t like to be blown to pieces.
for some Deathmatch-Action will be quenched with the addition of this map, developed by club sandwich to your collection. Not to worry, you won't be reduced to throwing rocks at your opponents, there are weapons located behind most of the doors...the trick is to stop running for your life long enough to collect them. This download is great if you're in the mood for some mindless violence...it's time to lock-n-load and get ready! Enjoy.
contains 5 floors. Look for strange things. P.S. there is a sniping post for really crafty people.
it is made pretty good, maby not with dazzeling detail or titilating textures, but with the amount of ducking and weaving you'll be doing, stopping to check out the area won't be an option. This three level map will offer you some challenges as you begin your fight for survival on the lowest floor, a definate advantage can be had from the upper levels, however, make sure you have your fill of ammo, as there is none laying around up there. The only way to access the upper levels is by rocket jumping. Just because there are lots of ammo and health packs laying about the lower level, doesn't make it the best place to run around...beware of the laser in the center of the map. Laser is a fun map for you and four or five of your friends to meet in and take out some frustrations, but don't get any ideas about pwning your opposition by fragging them after they spawn, as there are 16 spawn points...will you walk away with bragging rights? Refer to the readme for more information.
facility, but the marines cleaned it up and kitted it out to be a training facility for any new recruits that arrived on the base.
facility, but the marines cleaned it up and kitted it out to be a training facility for any new recruits that arrived on the base.
all with ammo. The only powerup included is megahealth. Body armour and medkit are also included. The map is suitable for deathmatch, tournament etc. Please feel free to contact me at info AT darkhelmet DOT co DOT uk. I am looking to map with a purpose, so if anyone needs a hand with maps for a mod, drop me a line.
more than 70.000 tris per frame, it runs quite ok on my rig (at least when using performance settings ;) Former serving as communication outpost for uac facilities on mars, its now nothing more than an abandon building somewhere in the middle of nowhere. Don´t get doomed ;).
com ----------------------------------------------------------- ZIPFILE CONTENTS : Psodm4.pk4, Psodm4.txt ----------------------------------------------------------- INSTALLATION //Copy the Psodm4.pk4 File into your Doom3/base Directory. ----------------------------------------------------------- * CREDITS * Textures by Sock Date: 26th November 2001. author: Sock email: sock AT planetquake DOT com URL: http://www.planetquake.com/simland Version: 1.5 Special Thx goes at gut-bockig, bufu and Calomatic from the clan #rapz-europe.net (se.quakenet.org) http://www.pd3m.de http://www.Doom3maps.de http://www.Doom3.de Have Fun
was designed to recreate the intense action that you got with earlier ID games (such as quake 3 arena). This map was also designed to run with the included mod. 2-4 people recommended
[i]d3ctabernacle_white[/i]). The black version includes teleporters, the white one has platforms.
DM1[/file] and it\'s layout and design has been influenced from lessons learned from the original. Unlike the original, the layout and design of this map was built from the ground up to make strong use of [b]DOOM 3[/b] rendering optimization techniques (using vis portals more effectively), allowing for a higher level of lighting and geometric detail without any significant sacrifice on frame rates. It boasts a well lit and open free-flowing feel about it and is fairly simple to learn due to its symetrical layout.
and TDM supported Music taken from the Quake2 soundtrack, the level just didnt seem right without it. :) Ill probably add the escalator in a later build if anyone bothers to play it. Please somenone do a decent grapple mod, hehehe Deathmatch would be great with it.
contain the megahealth and invisibility.[/i] which is so clear that I had to read it 5 times to understand it! lol...Don\'t review maps at 0320 when you\'re tired, simple sentences become complex statements that you spend 15 minutes trying to understand until it clicks it\'s a really simple statement! So this map of two floors of 9 rooms and two floors of 1 room (told you it was simple!...blonde me)...although after playing it I was totally confused! The way it is designed really makes you think of sci-fi films set in some weird alien space station; everything is beautifully crisp with strange light patterns - I was in awe of that to be honest when I saw the map; as far as details in the map go, there are none but the simplicity of this map is its greatest feature. You get rooms that are identical in style connected to each other with corridors; each room has a ladder and the separation is done by doors. You can probably see in the screenshots these rooms are big enough in size that if you have 9 of these rooms spread over 2 floors...you\'re going to need a fair few people to be able to frag frequently! Lighting wise while I can see the darkness is part of the map; I think maybe it\'s just a bit too dark; you\'re going to rely a lot on listening to which doors are opening around you to work out where people are coming from so if you have surround sound you\'re in luck! [i]Reviewed by: WadeV1589[/i]
shots. My only complaint would go towards the FPS which remain steadily choppy on my system and maybe those saturated textures inside a few buildings (with a bright white light). But this is minor regarding the overall good quality of this map ;) [quote]The reason i made a Realworld Map is just i wanted to show that you can do Realistic Maps/Shooters with the Doom 3 Engine, and its not limited to indoor Games. However to made a map like this (alone) its a real pain in the ass. And to think to made a Shooter like Medal of Honor, Call of Duty ect. must be a Horror ;). However i hope you like my little "updated" Version.[/quote]
light stream al over the room . ;) [quote] Launch Pads began as a test to bring the quake 3 feel of pads into doom 3, and turned out to be a small close quarters MP map. It features 2 floors, main floor, and a 1st floor, with 4 stair sets going up to each, but of course, why use the stairs to go up when u can launch urself up :)Theres a pit in the middle, with a rocket launcher above it, i'd gank the rl before someone shoots out the glass floor above the spike pit :D [/quote] A good map for a fast frag fest . :D [i]-loky[/i]
20 people , a large amount of textures was used and thats the main reason the loading takes a few more seconds . There's also music playing in the backround and it was probably taken from the Doom 3 singelplayer camping and it fits in perfectly with the map. While playing the map i encountered a large amount of lag when moving from one room to another (the main reason for that is my Radeon 9200SE wich isent worth a dolar) , so i woulden't recommend this map to users with slower machines and not so great gfx-cards , unless they want to have a ping up to 400 . :eek: [b]The map itself[/b] : The map includes alot of dark coners to hide and wait for the right moment , its high enough so if jumping from on ladder to another you take 25 damage . There are at least 5 diffrent wall textures used in the map but not all rooms in the map have a proper light source and looks strange going from one room thats totally bright to an underground sewer . Its great for both Deathmatch fanatics aswell as for those who like slower gameplay and like to camp . None the less the map is great and fun to play especialy with alot of people :D if you have a good enough gfx-card and enought system RAM to run its smothley . :rolleyes: [i] The map was reviewed by Loky [/i]
custom textures. Thank You for releasing it for Christmas Eve =) -Bluehair
textures are a huge no no. Also those missing textures made it really hard to see lighting quality as a lot of the map uses them and there are more, that appear in the console as you move around. This map also has what I think I can now say the token music changing consoles, no idea where this came from but it seems to be in most of the D3 maps recently! Also, as usual, heavy metal type music which is going to really appeal to some and make others cringe - I have to say I'm of the latter. Texturing is nicely done throughout however this could be to do with the fact most of the things/walls etc are square, it has a UAC feel to it but it needs some more odd shapes, especially on the walls, more decals too would be a great idea, random pipes seem to be a big thing with the UAC. Some rooms are done superb, boxes, consoles, pipes behind wire mesh, it really feels UAC...then some places are just square and lacking in much at all. It's going to be good for a large DM game when it's done, plenty of space to run around with a large selection of nicely placed weapons; the multi-level design makes it much more than a regular hit and run DM game because you hear people from different levels, not just different corners. What I couldn't test was vis/tri count/FPS correctly and so on because there is no info_player_start in this map; for the next release please add one in so the map can be loaded with devmap directly from the console! [i]Reviewed by: WadeV1589[/i]
run around, by small I mean you'll struggle to fit two people side by side which can be a problem in DM, especially TDM. Everywhere is pretty dark making it a good map for DM in Doom 3 because it makes it harder to just shoot when you can't see, you have to plan an attack to be successful. The lighting is well thought out and suites the map very well, this fits well with the textures that in many areas are dank and filthy, fitting for a waste facility. I will say in some places though there should be more light, places where the textures are clean would suggest workmen would be found there and they wouldn't work in absolute darkness, it just feels out of place. There's plenty of ambient sounds going on, no silent steam or flames, noise wherever you go - I always find this is great for immersion into a game, makes it feel more 'real' if that's the right word. One thing I couldn't get used to is the music...there's a button in the map to turn it on and off and damn that is some odd music! [i]Reviewed by: WadeV1589[/i]
overlook the outside where the sky is flashing constantly (mostly - amazingly I found a place where the sky didn\'t flash), the \'bright\' side of this means all room have light, the two ideas go hand in hand, windows=light. The rooms vary in style from some nicely done cafe areas to a room that almost looks like an amphitheatre. The use of hell decals I feel is somewhat overdone and there is bloody absolutely everywhere - that bit I don\'t mind, much. Lighting is sufficient to make it easy to see where you\'re going without detracting from the Doom feel. Texture wise it\'s all nicely done and I only saw a few brush/texture faults, nothing you\'ll notice during a DM however. Definately a large map worth playing on, it will very happily suite a larger DM game, plenty of powerups - without being overkill. [i]Reviewed by: WadeV1589[/i]
released to anyone so any comments on improvements etc are very welcome.[/quote] This is probably the strangest map I have ever seen yet! To put it straight, it simply consists of a boxing ring. Period. There isn't any items to pick up, it is pretty small and the best you can do is getting into the ring and use your fists to defeat your opponents. Frankly, I don't really understand it and in particular how it could be interesting from a gameplay perspective. Sure, it is nice to see maps settled in unusual settings like it but in this case it just doesn't work. But given that DM_Ring1 is Lab Rat's very first attempt @ map making, forgiveness is de rigueur. You will do better next time =) -Bluehair
for fun without the fragging side of Doom 3 MP. I like the architecture, it\'s nothing overly fancy but it does fit in completely with the Doom 3 style but I can\'t help but feel I\'ve seen it elsewhere. The only thing that makes this map \'below-par\' is the huge advertisement for a website, it\'s not too instrusive and it is well above the playing area but it is there and it is big. The lighting is good however an ambient light to remove the pure black shadows would be a good idea in the future, the downside to this (as a lot of mappers are finding out) is that means you have 2 lights for the sun which is already starting to have an effect on performance which means you have to be extra careful with any extra lights. [i] - Review by WadeV1589 - [/i]
made, with the right amount of detail for a DM map. Well worth the download if you play Doom3 MP!
or 4 players.
beginning mapper. Simple to use !Next thingy i first worked with are the Terrain Option (Simple Patch Mesh) what was also realy easy to use and looks realy good.
remains of a wreck and its layout is arranged in the style of an arena. I find it well designed for the purposes of a multi player map, even if I was - initially - a bit surprised to see that the first floor lead to a dead end... until I noticed those small lifts scattered at two or three places in the map; they nearly share the same color as the walls so they ain't much visible. I mainly see two problems with it: - bad FPS count; you might think that I often gripe about them, but this one generates worst fps than the ones I get with the original D3 levels; this is probably due to the use of volumetric fog. - bad items placement. I think Toireht should have better taken advantage of his interesting design. Obviously, the ground floor is a strategic area and yet most of them are located on the first level. Good map however, especially when you know it has been wrapped up in just 3 days! -Bluehair
castle! Heavy use of normal mapping yet, so you may need to revise your graphics settings a little bit. Its geometry is pretty researched even if some design choices are questionable: for instance, in the "lava room", it is not all that easy to avoid the lava especially during fast-paced action. And there are those strange teleporters: they look like graphics glitches and they don't noise when you use them. But don't get me wrong: this is good map. Tip: I was told that to jump between the two balustrades (the 4th screenshot below), you need to do 2 strafe-jumps. -Bluehair
Added more lights, sound effects and a extra room. Also changed item placements, added Rocket Launcher & BFG, change the name and added a preview photo.[/quote]
reinforced when you see that you can only pick up hand grenades in there as if your goal consisted in throwing them over the dividing wall to crush the players from the other side! This idea is interesting on a gameplay perpective but DOOM 3\'s grenades don\'t behave enough well for this to work properly. Yep, that would make a funny idea for a mod e.g. \"DOOM 3: Tennis Party\" lol This map stands for c0ld_phuz10n\'s first attempt and because of that I won\'t rate it. There are indeed some problems with it. At first blush, you will find it way too small, then if you take a closer look at the textures, you will see some oddities as well. Nonetheless, I would like to see a second version of this map in the future! -Bluehair
only made of corridors at one exception. Graphics-wise, it looks great and lighting is good and varied. No audio ambience on the other hand. Otherwise, given the small extent of the map, I don't find items placement very consistent. Actually, they are just too many of them and in particular there are too many kinds of weapon available! All in all, this is a good map for 1v1 matches, but it has yet to be fine-tuned to be really good. PS: if you were to update it, please make that model in the pentagram room not solid; this is just a graphical ornament and bumping into it too often really gets annoying eventually! -Bluehair
lighting has also been enhanced. The clipping brushes near the 2 elevators are still annoying yet! Besides, there is that warning logged into the console after it is loaded: \"no_info_player_deathmatch entities marked initial in map\" ... Has it been tested online? Ultimately, this doesn\'t change my opinion about it: I find it very successful. -Bluehair
as I was testing it. There is not much room where you can hide in there. Pros: - lighting, fps, graphics (nice details :)) Cons: - player inherits of all the game\'s weapon at the beginning of the game - geometry design: how do you access the 4 dark areas located at the corners of the map? -Bluehair
game: a small, symmetric sci fi arena with 2 elevators at its ends that enable the player to access an upper level. Its straightforward geometry is furnished with very thin details which is somewhat unusual for a multi player map. The bad news is about FPS and you will probably have to adjust your video settings to something different than High Quality unless you have a powerful system of course. If D3 had come with this map in between its default loading of maps, you wouldn't have ever guessed it has been made by a fan! -Bluehair
this is one of my first maps I hope you\'ll forgive me.
just a map I through together in about 2 1/2 weeks time, this also being my first map ever made. Changes made: Added more lights, sound effects and a extra room. Also changed item placements, and added a preview photo. Every weapon is in the map except the (Rocket Launcher & BFG). [/quote]
of a prison due to the towers with spot lights. The map is very dark and it could of used some more light in some areas. I was amazed by the map designers ability to put terrain into the map. I haven't seen that before in a map and i've been itching to try to figure it out on my own. The weapon and item placement was very well corriographed making this an over-all well put together design. One thing that bugged me however was the fact that i could jump onto a pipe and look beyond the map. An atmospheric killer but only noticable if you jump on that certain pipe. The textures are well placed with an even mix of them. Over-all I like this map and i'm happy it's in my collection. -- Slathe I rate it the following: Item/Weapon Placement: 9 Texture Use: 8 Design: 8.5 Lighting: 7.5 Creativity: 8 Over-all: 8.2
I have a cool idea and a little present for you :) But till this next version will be released I hope you will enjoy playing my Map.
only a few flaws. It's not a huge map so it's going to fit in with 4 players, size wise I'd say it's close to the size of the default DM maps if not a little more cramped in certain areas. There's a couple of weapons here and there and the atmosphere is pretty dank, dark and...well Doom 3 style. [i]Reviewed by: WadeV1589[/i]
health ...) and when there are many people in such a map ... well you see the picture ;) It looks exactly like in Quake 3; actually, only some audio ambience is missing to it and that charismatic announcer voice. Too bad that Doom 3 doesn't support bots ... -Bluehair
efficient audio and whose geometry fits to a challenging gameplay thanks to a layout opened to multiple strategies. The *only* drawback - that can be easily overlooked btw - lives in its performance: many visual effects (flying dust, fog and normal mapping) inevitably leads to quite bad fps especially since this map takes place in an open area and we don't know for sure if the D3 engine is optimized for rendering such environments (indoor and outdoor environments require specific rendering algorithms). Last but not least, there is a funny secret in this map. No I won't tell you but I'm SURE if I did so, you would rush to download it :) Great map Shamino; I am not surprised though, your first attempt was already convincing ;) -Bluehair
gameplay i.e. no useless detail in it and a special attention was brough to lighting and audio. I still find it a bit too dark though. There is not much to say against it: this is a well-done map that leaves a good impression. PS: if you can tell me how to get back to the space station once you are on the ground surface, let me know! -Bluehair
them first)! Compact, close-quarters gameplay. If you can win this one with a goose egg in the loss column…damn you’re good! Real fast online gameplay, even those with PCs that have the minimum Doom 3 requirements. This one will keep you and your friends coming back for more and more! Enjoy!
for Doom 3 to see how well the engine can handle a fairly detailed and large outdoor area\". -Bluehair
little too easy to fall off the edge, but other than that, it is a fun and unique map.
that hold lots of powerups; both mazes are dark and would be good for sneaking up for frags. One of the other ways off the main room has a small opening for you to squeeze through, in here you'll find a 200 health powerup followed by a transporter which takes you straight back to the centre of the main room. Finally there is the lava path where you'll get another power up if you brave it and before you know it end up...you guessed it, in the middle room. Structurally, besides the mazes it's very square. While it's good for a quick frag round you most likely will get bored of it quickly as it is small and quite repetative. Lighting is OK. It seems the bright light with no shadows is here again which I would seriously avoid in the future but you can just about see your way around and it has more of a Doom feel to it. [i]Reviewed by: WadeV1589[/i]
will be higher if you turn FSAA off... but not much, as the speed hit from what I can tell is due to lighting. The map itself is one large area with 4 rooms, one in each corner that each hold one weapon plus a lot of ammo. Then there is a central room that holds armor shards and one of the 200 health powerups. I have to say this is very odd placement - bright side is you'll definately get frags in as there is only one source of health, down side is the frank simplicity of it all. Light wise...at a guess it's one large central light flashing away with shadows turned off. This means that all the floors are fully lit and so are any wells...except those not facing the centre - they're totally black. Potentially a fun quick frag fest map - if you can cope with the low FPS and bright lighting. [i]Reviewed by: WadeV1589[/i]
pillar and then jump from one to the other, if you fall you're seriously hurt yourself. The small stairs leading up the central pillar is a bit of a pain due to their small size, it's easy if you're moving too fast to run off them and have to start over. However I think this may have been intentional to make it hard to get up there in the first place. I can see a problem being the first person to get up there could very easily camp the stairs making it near impossible for ther other players to get up there. The FPS are fine in this map and the lighting is gloomy, a few more variations in the textures would have been nice because a pure red map quickly feels 'icky'. [i]Reviewed by: WadeV1589[/i]
modifications that should not effect gameplay. My younger brother and I spent hours upon hours fragging it up on the original Quake\'s E1M7 map. The very small space made for some great matches and I thought it might lend itself well to the 4 player limit in Doom 3 (at least out of the box). I hope you enjoy this recreation as much as we did the original!
map and enjoy If you have any questions/Comments? Email me at firstname.lastname@example.org
there way to freedom (I say this in terms of roleplay, this is not a mod of any kind that lets you choose Prisoner/Guard teams, just a DM Map). With overturned tables, weapons galore, and everything in general chaos, this promises to be a fun filled frag fest :)
with boxes in each corner of the map -fixed wall bug (we could just see a black wall) -deleted the hellknight -fixed all the ammo and weapons to be just on the floor(not higher)