🕹️ Bon ben voilà j'ai terminé Jedi Fallen Order et j'attaque The Invincible.
Au moins un jeu terminé.
Le 10 avril sort Planet Crafter, mais je vais peut-être attendre quelques patchs avant de m'y mettre. Ça me laissera peut-être le temps de finir The Invincible.
Amongst the smatterings of not even half finished Duke Nukem maps in the DNF2001 leak there were a lot of fragments of Duke's penthouse. I thought it would be fun to recreate one of these fragments in the Doom 3 engine with borrowed assets from the leak, and the results weren't half bad.
It's difficult to "glow up" an old game's assets in a more recent engine. It's clear how much Quake's original assets depended on achromatic lighting, and even just a touch of colour can easily overpower a scene. Red hell skies also muddy the textures; the original purple sky would make this pop.
I just made a fantastic excuse for you all to avoid interacting with your in-laws this holiday season: The DOOM 3 Heckmas Holiday Jam!
Another story-focused jam, this time with a holiday theme. Make a cute little story up about delivering presents, or re-imagine a classic holiday tale in Doom 3. Details on the jam page:
I kinda had an epiphany just now where I was counting down hours and I was thinking y'know everyone's probably at work right now and can't see me doin' this countdown and then it struck me that it was ass to end this thing on a weekday, so the deadline is extended to the end of this weekend!
Deadline for entries has been extended to Nov 10th!
Turns out there were some nasty bugs in TrenchBroomBFG that might impact entries, so the bugs have been fixed and new packages are available for download.
There's also a nice upgrade to the in-game light editor in RBDoom.
Download link can be found on our Jam page, and in our Discord pinned under the rbdoom3bfg channel
It's been a long while since I used it, but it feels like the #DarkRadiant in-world preview got a lighting upgrade sometime in the recent past, because I do not remember it looking that good.
Been taking a break from my main map's geo to focus on gameplay-specific tweaks for my #Doom3 map jam.
Doom 3 had a slow but steady grind. It didn't feel like you were being strategic or solving any puzzles. It was a simpler time.
I'm wondering how much of that I can change without modifying hard code. Been playing a lot of #GTFO, and it leaves me wondering about how well some mechanics could be "backported", so to speak.
Just tossing it out there that if you are partaking (or waiting for the results of) this year's Doom 3 Spooky Season Map Jam, there's approximately 12 days and 8 hours left for entries to be turned in!
And we're live with our #Doom3 Spooky Season #MapJam
There's still time to join! We are accepting entries for both the original Doom 3 release as well as the BFG Edition, the latter which has support for the #TrenchBroom map editor and #Blender
So come on over and spin us a spooky little tale of your own creation, or do something completely silly; we'll take it all just as long as there's some kind of environmental storytelling going on:
If you've got a #MappingJam itch to scratch, why not show off your skills with some simple environmental storytelling in our #DOOM3 Spooky Season Map Jam!
Details on our itch page, which also has oodles of links to vids and other resources to help get you started on your mapping journey.
You've only got a month, so don't overthink it, and have fun!