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Are aspiring Doom 3 mappers welcome here?


Sprony

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Hello everybody, I'm Sprony and I'm new here. I used to be very active in mapping communities (under the nickname Infernis) but I've been out of the game for a long time. Recently I ran into an old acquittance on Twitter from Doom3world and that made me nostalgic about the good old days. I have to say that I'm impressed with how far The Dark Mod has come. Thief has never been my sort of game, but I respect what you accomplished here.

As you all will certainly know, practically all Doom 3 editing communities are dead. I've found one that's still up, but it lacks activity. I've also found a Discord channel with some active users, but not much else. Point is, I'm itching to make something for Doom 3 again, but that will be difficult if there's no one around to bother with questions if you can't find the answer or figure it out yourself. So I wonder if an aspiring Doom 3 mapper is welcome here and if so, what's the appropriate forum to ask question about mapping or modding for Doom 3 specifically? I already have DarkRadiant installed and setup for Doom 3 (seeing as how the in-game editor doesn't like Windows 10 much).

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See subforums:

darkradiant feedback and development

https://forums.thedarkmod.com/index.php?/forum/51-darkradiant-feedback-and-development/

and TDM editors guild.

https://forums.thedarkmod.com/index.php?/forum/54-tdm-editors-guild/

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

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Welcome and I imagine that having experience in mapping and DarkRadiant, mapping for TDM may also interest you. As you may have noticed, TDM is, although based on stealth, it offers in the missions many varieties of genre that range from adventure, shooter, survival horror, platform practically the entire panorama of games, it depends solely on you and the mission you develop.

Sys Specs Laptop Lenovo V145 15AST, AMD A9- 9425 Radeon R5 - 5 cores 3,1 GHz  RAM 8Gb, GPU 1+2 Gb -Win10 64 v21H2

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1 hour ago, freyk said:

Thank you. I will post questions there and it's a relieve to find a community that's still active. 

1 hour ago, Zerg Rush said:

Welcome and I imagine that having experience in mapping and DarkRadiant, mapping for TDM may also interest you. As you may have noticed, TDM is, although based on stealth, it offers in the missions many varieties of genre that range from adventure, shooter, survival horror, platform practically the entire panorama of games, it depends solely on you and the mission you develop.

Yes, it has a lot going for it and the sky is the limit as they say. Also the amount of assets you can use is staggering. That's definitively interesting. However, I have a lot of unfinished stuff which was meant as an add on for Shambler's Castle. I want to try and finish that which also led me here, because it goes a bit beyond mapping (what I'm planning), so I'll surely end up with questions I'll need answers to. 

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We're pretty easy going, so I don't think there will be any problem.

Note that the Dark Mod engine has changed quite a bit from the Doom3 engine. Like if you looked at the source code, it's about quadruple the size of the Doom3 sourcecode. So that means some of the questions you ask might have different answers for Dark Mod than there would be for vanilla Doom3. Well, some core engine things like scripting, visportals, rendering errors, and the like I think may be similar enough. But other things like AI or any system unique to TDM will be completely different.

So you might have to take that into account. But it still might be better for you to ask your question here than anywhere, I suppose.

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On 7/20/2021 at 2:38 PM, demagogue said:

We're pretty easy going, so I don't think there will be any problem.

Note that the Dark Mod engine has changed quite a bit from the Doom3 engine. Like if you looked at the source code, it's about quadruple the size of the Doom3 sourcecode. So that means some of the questions you ask might have different answers for Dark Mod than there would be for vanilla Doom3. Well, some core engine things like scripting, visportals, rendering errors, and the like I think may be similar enough. But other things like AI or any system unique to TDM will be completely different.

So you might have to take that into account. But it still might be better for you to ask your question here than anywhere, I suppose.

Does this mean your standalone version also addresses some common gripes with the engine like the absence of liquids (realistic water) and those hard pitch black areas that are especially apparent on rocky terrain?

On 7/20/2021 at 4:31 PM, Kurshok said:

I think it would be cool of demons inspired by Doom 3 ones were to make an appearance in background lore as illustrations in a book of Demonology, and that they are summonable "When the Red Planet waxes strongest"

Like a sort of crossover? 

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I don't think water visualization changed since Doom 3.
There is definitely some game code about swimming, drowning (including drowning guards), but I won't call it too realistic.

However, some limits and glitches of the original Doom 3 have been removed or are being removed (like entity limit or visportal dmap bugs).
That's even talking about very basic things. The game stuff is very different (including entityDef-s).

As far as I remember, DarkRadiant specifically supports mapping for Doom 3 and Quake 4.

By the way, I think I managed run old in-game editors on TDM in Windows 10.
Not all of them, however.

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