The Port [abbuw's city map]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
abbuw
 
Posts: 50
Joined: Sat Jun 15, 2013 11:01 pm
Location: My House

The Port [abbuw's city map]

#1

Post by abbuw » Tue Feb 10, 2015 11:01 am

Spoiler: Screenshots (Open)
ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage
The city map is a fairly large map that my friend CaptJ3 and I have been working on for about 6 months. The map is composed of 17008 linedefs, 32253 sidedefs, 4457 sectors and features about 300 new textures. The map is compatible with Zandronum and GZDoom.

What is the purpose of this city map?
I figured that there are alot of city based maps in Doom, but there aren't really that many that let you go almost everywhere. This map allows you to go almost anywhere you see, no invisible walls or anything of the sorts. This means that you can hop on roofs and stuff. I'm also planning to add interiors to more of the buildings.

When will this be released?
It'll be released RIGHT NOW. Please report any issues to this thread, that'll be very helpful. Run this in OpenGL mode, it's developed for it.
Spoiler: Download the prototype (Open)


Spoiler: Credits (Open)
Valve: Textures
Skulltag Team: Textures
CGTextures: Textures
CGSkies: Skybox
3D Realms: Textures
MisterT: Images for textures
Zeberpal: Inspiration
Rockstar Games: Inspiration
CaptJ3: Mapping, textures
abbuw: Mapping, textures
Last edited by abbuw on Thu Dec 03, 2015 1:02 pm, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3582
Joined: Tue Jun 05, 2012 6:12 pm

RE: abbuw's city map [working name]

#2

Post by Ænima » Tue Feb 10, 2015 12:31 pm

Image


I'm blown away. But with mappers like you and my homeboy CaptJ3 I expect nothing less! Great job guys.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Mr.T
 
Posts: 19
Joined: Fri Jul 18, 2014 4:27 pm
Location: Sweden
Contact:

RE: abbuw's city map [working name]

#3

Post by Mr.T » Wed Feb 11, 2015 4:13 am

With the very little contribution i did, i'm so proud to somehow have my name there. Abbuw is not only a great mapper/texturer but also a great helper and a great friend! :razz:
I hope i'll continue to help in the near future and finally play this when it's officially released. :smile:
nuff said, 10/10! *applauses* :v:

User avatar
abbuw
 
Posts: 50
Joined: Sat Jun 15, 2013 11:01 pm
Location: My House

RE: abbuw's city map [working name]

#4

Post by abbuw » Mon Feb 16, 2015 3:20 am

Thanks, guys!

CaptJ3 added this giant hotel to the map, and here it is with some modifications.
Spoiler: Hotel (Open)
Image
As you can see, it's pretty huge...
Image
Image
Image
Image
Image
It's so huge that it towers over buildings that are on the other side of the map!

User avatar
Kaminsky
Developer
Posts: 203
Joined: Sun Apr 14, 2013 7:17 pm
Location: Canada

RE: abbuw's city map [working name]

#5

Post by Kaminsky » Mon Feb 16, 2015 3:48 am

That's a nice looking hotel. The textures are well used and the architecture is symmetrical to that of a real urban hospital. I can't wait to see this map finished.

User avatar
nax
Lead Administrator
Posts: 116
Joined: Fri Aug 30, 2013 4:06 am

RE: abbuw's city map [working name]

#6

Post by nax » Mon Feb 16, 2015 7:42 pm

Would be neat to have superpowers and zip through the map with. Kinda like Prototype with the super jumping and such.

Looks awesome!

User avatar
MrSetharoo
Forum Regular
Posts: 330
Joined: Wed Oct 24, 2012 4:27 pm
Location: Florida

RE: abbuw's city map [working name]

#7

Post by MrSetharoo » Mon Feb 16, 2015 7:58 pm

Looks like a Battlefield sized kind of map. Would be interesting to see TDMs with the military based mods be played on it or even Hideous Destructor if that ever gets to zandy.

Lollipop
Zandrone
Posts: 1124
Joined: Tue Jul 24, 2012 10:34 am
Location: Denmark

RE: abbuw's city map [working name]

#8

Post by Lollipop » Tue Feb 17, 2015 5:00 pm

or the bfv7.pk3 (it is actually called battlefield IIRC), which I would definitely play!

This is very interesting and I hope it will get the recognition it deserves :)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

User avatar
NachtIntellect
Forum Regular
Posts: 480
Joined: Mon Jun 11, 2012 9:20 am
Location: Bienenstock, Germany

RE: abbuw's city map [working name]

#9

Post by NachtIntellect » Thu Feb 19, 2015 3:54 am

My jaw just dropped, I can't get it back up simply amazing, I love the way everything is so detailed.
Did you just bite me? Come here, I will bite you back bastard.

Flareon
Banned
Posts: 26
Joined: Thu Dec 20, 2012 11:04 pm
Banned: Permanently

RE: abbuw's city map [working name]

#10

Post by Flareon » Thu Feb 19, 2015 11:34 am

this is good ;)

User avatar
abbuw
 
Posts: 50
Joined: Sat Jun 15, 2013 11:01 pm
Location: My House

RE: abbuw's city map [working name]

#11

Post by abbuw » Fri Feb 20, 2015 5:06 pm

Thanks for the positive feedback, everyone! I do appreciate it. A smaller update.
Spoiler: Screenshots (Open)
ImageImageImage

User avatar
Sean
IRC Operator
Posts: 983
Joined: Thu Jan 16, 2014 9:09 pm
Location: United Kingdom
Clan: Zandronum
Clan Tag: [Za]
Contact:

RE: abbuw's city map [working name]

#12

Post by Sean » Fri Feb 20, 2015 8:54 pm

To be honest, the map looks pretty bland and looks like it could get boring very easily.
I'd suggest adding some more detail, especially outside.
<capodecima> i dont say any more word without my loyer jenova

Unholypimpin
 
Posts: 92
Joined: Tue Nov 27, 2012 8:53 pm
Location: In the shadow of the most unspeakable evil ever!

RE: abbuw's city map [working name]

#13

Post by Unholypimpin » Fri Feb 20, 2015 9:10 pm

Nice city screenshots abbuw, I could see people making content mods for this.

User avatar
abbuw
 
Posts: 50
Joined: Sat Jun 15, 2013 11:01 pm
Location: My House

RE: abbuw's city map [working name]

#14

Post by abbuw » Fri Feb 20, 2015 10:13 pm

CoffeeScripter wrote: To be honest, the map looks pretty bland and looks like it could get boring very easily.
I'd suggest adding some more detail, especially outside.
More details, such as power lines and streetlights will be added when the layout of the city is complete, that way, if I have to make a large change, nothing gets in the way.

Capt.J3
 
Posts: 78
Joined: Wed Jun 06, 2012 1:51 pm
Location: United States

RE: abbuw's city map [working name]

#15

Post by Capt.J3 » Sun Feb 22, 2015 3:56 pm

If I add to much detail, it will surely lag the map. Honestly, I am actually trying to limit the sector count of this map.

User avatar
Kaminsky
Developer
Posts: 203
Joined: Sun Apr 14, 2013 7:17 pm
Location: Canada

RE: abbuw's city map [working name]

#16

Post by Kaminsky » Sun Feb 22, 2015 4:49 pm

Capt.J3 wrote: If I add to much detail, it will surely lag the map. Honestly, I am actually trying to limit the sector count of this map.
I find that you can include around 4000 to 5000 sectors in the map before you can experience any significant issue's with the game's performance, so you should be all right for now with adding some detail.
Last edited by Kaminsky on Sun Feb 22, 2015 4:50 pm, edited 1 time in total.

User avatar
abbuw
 
Posts: 50
Joined: Sat Jun 15, 2013 11:01 pm
Location: My House

RE: abbuw's city map [working name]

#17

Post by abbuw » Sun Feb 22, 2015 6:12 pm

Dr.Robotnik wrote: I find that you can include around 4000 to 5000 sectors in the map before you can experience any significant issue's with the game's performance, so you should be all right for now with adding some detail.
That is true, but having too many visplanes really lags. There are about 2000 visplanes out in the open, I'm trying to cut down on the amount of them rendered by including structures composed of 1 sided lines.

Capt.J3
 
Posts: 78
Joined: Wed Jun 06, 2012 1:51 pm
Location: United States

RE: abbuw's city map [working name]

#18

Post by Capt.J3 » Sun Feb 22, 2015 8:52 pm

Dr.Robotnik wrote:
Capt.J3 wrote: If I add to much detail, it will surely lag the map. Honestly, I am actually trying to limit the sector count of this map.
I find that you can include around 4000 to 5000 sectors in the map before you can experience any significant issue's with the game's performance, so you should be all right for now with adding some detail.
With my type of detailing and a map this large, I can easily get past 4000. I need to watch-out.

User avatar
Ænima
Addicted to Zandronum
Posts: 3582
Joined: Tue Jun 05, 2012 6:12 pm

RE: abbuw's city map [working name]

#19

Post by Ænima » Sun Feb 22, 2015 10:29 pm

abbuw wrote:
Dr.Robotnik wrote: I find that you can include around 4000 to 5000 sectors in the map before you can experience any significant issue's with the game's performance, so you should be all right for now with adding some detail.
That is true, but having too many visplanes really lags. There are about 2000 visplanes out in the open, I'm trying to cut down on the amount of them rendered by including structures composed of 1 sided lines.
Good idea.


And yeah it's not just total sector count, it's how many are visible at any given time. My old rig couldn't handle the desert level in Epic2 when it first came out. :p
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
abbuw
 
Posts: 50
Joined: Sat Jun 15, 2013 11:01 pm
Location: My House

RE: abbuw's city map [working name]

#20

Post by abbuw » Sat Apr 04, 2015 4:42 pm

Added a cliffside to the park area.
Spoiler: Screenshots (Open)
ImageImageImage

Post Reply