I bring to you, DOOM2's MAP01. In it's mostly finished state... There's still some texture work that needs doing and fixing some geometry. But it's playable enough that I wanted to show off the first multiplayer test of it.
My hope is that the final version of this map will feature some destructible walls and support the whole glory that is the new blood and gore system.
This is not simply a port/BSP rip of one of the many KF1 versions of the map.
Admittedly, I did start down that road, but found the process ultimately way too messy with broken geometry everywhere, so I found myself an overview map of the actual Doom map and went to work learning how UDK and KF2 Editor work. My previous experience mapping for Quake 1, 2 and Half-Life 1 (and CS) didn't help too much with this new editor, that's for sure!
List of things still to do:
Finish textures.
Finish/fix some environment meshes.
Fix the sky dome.
Fix the indoor/outdoor dominant lighting.
Figure out teleporting so player can't get trapped in trader rooms.
Get rid of the robot trader (may not happen before first release).
Convert everything to static meshes (definitely not happening before first release).
Try to script in a respawnable door so welding can be re-enabled.
Tweak spawn rates.
Here's the first multiplayer play-through! Just some lazy play while warming up to the way KF2 feels vs KF1. :D
Can't figure out how to embed video (searching), so there's the link.
https://youtu.be/iIjMOz-nrTU
NOTE: Most textures used are freely available from the DOOM High Resolution Texture Project. http://ift.tt/1HwEyVw
My hope is that the final version of this map will feature some destructible walls and support the whole glory that is the new blood and gore system.
This is not simply a port/BSP rip of one of the many KF1 versions of the map.
Admittedly, I did start down that road, but found the process ultimately way too messy with broken geometry everywhere, so I found myself an overview map of the actual Doom map and went to work learning how UDK and KF2 Editor work. My previous experience mapping for Quake 1, 2 and Half-Life 1 (and CS) didn't help too much with this new editor, that's for sure!
List of things still to do:
Finish textures.
Finish/fix some environment meshes.
Fix the sky dome.
Fix the indoor/outdoor dominant lighting.
Figure out teleporting so player can't get trapped in trader rooms.
Get rid of the robot trader (may not happen before first release).
Convert everything to static meshes (definitely not happening before first release).
Try to script in a respawnable door so welding can be re-enabled.
Tweak spawn rates.
Here's the first multiplayer play-through! Just some lazy play while warming up to the way KF2 feels vs KF1. :D
Can't figure out how to embed video (searching), so there's the link.
https://youtu.be/iIjMOz-nrTU
NOTE: Most textures used are freely available from the DOOM High Resolution Texture Project. http://ift.tt/1HwEyVw
A sneak peek at KF-DOOM_MAP01
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