Remnant

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
BloodyAcid
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Remnant

#1

Post by BloodyAcid » Sun Aug 26, 2012 6:59 pm

Remnant is primarily a large SP explorational map with heavy inspiration from Dead Space. It is probably the largest map I've ever made so far. It's more of a personal mapping limitaitons test than anything. The main thing is that this map is built with and for software, rather than many atmospheric wads that require GL.

August 17: Project is born.
August 26: 10k sidedefs (finally)
September 03: 10k linedefs and 20k sidedefs
December 08: Progress resumed. Transition to GL (not a taxing map)

The first shot shows the opening hallway.
The second screen shows off some lockers I whipped up with a door varient.
The last shot is another hallway.
Spoiler: Credits (Open)

Code: Select all

A huge thanks to the following for awesome resources (even though I took only 1 image from some of them :P):

CC4 Textures - Essel
Doom 2 Recoloured - DefconRazor32
Wrecked Computer Textures and coding help - Enjay
Wrecked flat20 - Blox
Cage Texture Pack - Cage
Clean Ickwall and Dark gray - NiGHTMARE
Screams - BouncyTEM
Mortiser Texture Pack - Nick Baker
Doom Potpourri Texture Pack - FuzzballFox, Enjay, EarthQuake, Captain Toenail
NMN Corporation Texture Pack #1 & 2 - Pawel Zarczynski
Ogro Texture Pack - FrançoisX Delmotte
Dusk Texture Pack - Dusk
Deconstruct Industrial Texture Pack - Nightmare and Stecki
Eternal Doom Resource Pack - Team TNT
Malice Texture Pack - The Malice Team
Too Much Brown Texture Pack - Ives Allaire, Frank, Francois "OgroX" Delmotte
Doom 3 Blood Decals - Ghastly_Dragon
Sorting out Doombuilder crap - Kappes Buur

Two huge thanks to LoganMTM for letting me borrow resources from Legacy of Suffering and Tormentor667 for hosting many great texture packs!
Spoiler: Screens (Open)
Image
Image
Image
Last edited by BloodyAcid on Sun Dec 09, 2012 3:26 am, edited 1 time in total.

one_Two
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RE: Remnant

#2

Post by one_Two » Sun Aug 26, 2012 7:07 pm

Looks impressive, are there any outside, space, pics?

Neewbie
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RE: Remnant

#3

Post by Neewbie » Sun Aug 26, 2012 7:10 pm

Y u no dynamic lights ):

EDIT: still looks good tho i don't say it's shit :p
Last edited by Neewbie on Sun Aug 26, 2012 7:31 pm, edited 1 time in total.

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Ænima
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RE: Remnant

#4

Post by Ænima » Sun Aug 26, 2012 7:14 pm

oh god i cannot wait to play this
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

BloodyAcid
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RE: Remnant

#5

Post by BloodyAcid » Sun Aug 26, 2012 9:21 pm

Hmm, hi-res or no? I'm honestly afraid that it will take away the Doom feeling. I'll most likely leave them for a future project.

Image
Last edited by BloodyAcid on Sun Aug 26, 2012 9:25 pm, edited 1 time in total.

Lollipop
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RE: Remnant

#6

Post by Lollipop » Mon Aug 27, 2012 2:10 pm

leave the high res alone, the doom texes are high enough res, else they wouldnt have any point :\
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

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Zeberpal
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RE: Remnant

#7

Post by Zeberpal » Mon Aug 27, 2012 5:28 pm

Great job so far. Keep working on it! explorational map sound very sexy.
Image ImageImage

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Ænima
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RE: Remnant

#8

Post by Ænima » Mon Aug 27, 2012 6:09 pm

BloodyAcid wrote: Hmm, hi-res or no? I'm honestly afraid that it will take away the Doom feeling. I'll most likely leave them for a future project.

Image
Looks pretty damn good to me.

But there's just one thing to remember about mixing hi-res and low-res textures: When you make one or several textures hi-res, they grab players' attention. This can be good or bad, depending on what effect you're trying to achieve.
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

BloodyAcid
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RE: Remnant

#9

Post by BloodyAcid » Tue Aug 28, 2012 1:43 am

Small engine room in the works. I used idbeholdl to get a brighter shot.
Image

BloodyAcid
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RE: Remnant

#10

Post by BloodyAcid » Fri Aug 31, 2012 5:28 am

Something to keep it from slipping to the next page :) Done with idbeholdl since I haven't decided what to do with the lighting yet.

Image

Lollipop
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RE: Remnant

#11

Post by Lollipop » Fri Sep 07, 2012 7:04 pm

I look forward to playing :D
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

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IdeIdoom
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RE: Remnant

#12

Post by IdeIdoom » Fri Sep 07, 2012 7:35 pm

Lots of details, nice textures and other good stuff.
Hope this map will come out :)!
Good luck making this map!
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

Pottus
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RE: Remnant

#13

Post by Pottus » Fri Sep 07, 2012 7:45 pm

This is pretty good, I really liked that you sectored out parts of the overhead light in the first screenshot I think that is a real testament of your affinity to detail.

BloodyAcid
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RE: Remnant

#14

Post by BloodyAcid » Sun Dec 09, 2012 3:25 am

HUZZAH

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Ænima
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RE: Remnant

#15

Post by Ænima » Sun Dec 09, 2012 3:35 am

That granite floor tile texture looks cool.
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

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Marcaek
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RE: Remnant

#16

Post by Marcaek » Sun Dec 09, 2012 3:36 am

You are filling this with monsters, right? :P

How much more work is left?
Last edited by Marcaek on Sun Dec 09, 2012 3:38 am, edited 1 time in total.

BloodyAcid
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RE: Remnant

#17

Post by BloodyAcid » Sun Dec 09, 2012 3:46 am

Marcaek wrote: You are filling this with monsters, right? :P

How much more work is left?
1) Maybe :P ala deadspace maybe
2) Too much...
That granite floor tile texture looks cool.
Thanks, I mugged it off of some random texture file from idgames.

BloodyAcid
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RE: Remnant

#18

Post by BloodyAcid » Mon Dec 17, 2012 12:42 am

Image

katZune
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RE: Remnant

#19

Post by katZune » Mon Dec 17, 2012 4:06 am

reminds me to valhalla: http://www.doomworld.com/idgames/index.php?id=16255

maybe the wad can help you for inspiration, and of course, i can't wait for play this!
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

Lollipop
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RE: Remnant

#20

Post by Lollipop » Tue Dec 18, 2012 4:12 pm

Valhalla sure is creepy, dont make this one another horror wad...
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

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