Jump to content
The Dark Mod Forums

Gildoran's Application: Beta Mapper


New Horizon

Recommended Posts

I'd like to be a mapper for the Dark Mod if possible. I've played all three Thief games and I think Doom 3 is my favorite engine to map for. As an example of my work, I made a post (as Gildoran) a while back giving a link to a map (well, room) I made, though nobody responded, so I figured maybe I should email you. Yesterday/today I got around to fiddling with my map some more, so I improved the texturing of the room a little. Currently, the map is at:

http://www.xprt.net/~wooster/s/d3/delta.pk4

Some screenshots are:

http://www.xprt.net/~wooster/s/d3/pic1.jpg

http://www.xprt.net/~wooster/s/d3/pic2.jpg

http://www.xprt.net/~wooster/s/d3/pic3.jpg

 

To view the room, put delta.pak in its own directory, run it as a mod, and type "map volunteer" from the console. The idea is your boss moved your office to a storage closet (which was previously a tunnel access point).

 

I'm a newbie to Doom 3 mapping, so I don't know the most effective ways to do things, but I think I can learn quickly, especially if there's people who can answer my questions.

 

I've programmed in several languages (including C/C++, LPC, Java, and assembler for a Sun Sparc), and the scripting language for Doom 3 looks easy and fun. I've made a tiny script for the map (in order to synchronize two lights and a sound for the desk lamp and setup a couple of other things). Once I get more experience, I could probably help with GUIs and AI.

 

I haven't worked much with declarations (materials/particle effects/etc) in Doom 3. I understand that materials are usually composed of diffuse/normal/specular maps and know what each one is, but I don't think I could write a good material file or shader any time soon. I have access to a digital camera and live in Oregon (which is often cloudy) so I might be able to help with getting source material for textures.

 

I'm terrible at modelling, and always ended up frustrated whenever I've tried to use a 3D modelling program.

 

The type of maps I'd prefer to make would be indoors or underground, because of how it's easy to block visibility in such maps. However, given that Doom 3 can do scissoring with portals, maybe I won't be so afraid to try my hand at outdoor/city maps. I usually like to come up with ideas for "undead" maps.

 

Thanks for taking time to read this email. If you have problems loading my map, please let me know (the fact that one of the speakers has the "shakes" setting and an ogg file has me a little worried).

 

-Steve Wooster (aka Gildoran)

Link to comment
Share on other sites

I don't know to what degree beta maps are supposed to be "final" (or not), but if beta-mappers have mantling, it could make it easier to make climbable walls or piles of crates or support beams, etc with a lower chance of needing to redo them later. (since we can easily test whether or not they're in reach in-game) Also, I like to romp around areas I make to get a feel for what needs to be changed and mantling is a pretty major part of moving around levels in a Thief-style game. :)

 

PS, since this is being discussed in my application thread, I'm assuming it's ok to voice my opinion. If I'm mistaken, please accept my apologies.

Link to comment
Share on other sites

Beta mappers are supposed to do maps with our tools. One aim is to get early feedback about stuff that may be still needed, that we may have forgotten, or that we simply did wrong. Another aim is to have maps as early as possible when we release, so that players wont have to wait another two years until the first playable map appears. :)

Of course we try to change not to much, so that beta mappers constantly have to change their maps, but this is a risk that you must take as beta mapper, even though we try to minimize it. Depending on the changes we may be able to help with some scripts to automize some changes, but in worst case you may need to redo a part of your map because we may need to change something if it doesn't work as intended. So far this didn't happen though. :)

 

Of course it is ok to answer. I just responded here because it was brought up here.

 

As for your application, since Renz said it is fine, it is also ok for me. :)

Gerhard

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
    • nbohr1more

      Please vote in the 15th Anniversary Contest Theme Poll
       
      · 0 replies
    • Ansome

      Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
      I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
      · 4 replies
×
×
  • Create New...