[RELEASE] Hollywood Holocaust Rethinked
#151 Posted 26 November 2017 - 07:49 AM
Ferinstance.... this is a recent model by Mark for the Doomsday 2.0 project. It will look a lot like this in game.
#152 Posted 23 December 2017 - 01:13 PM
Merry Christmas.
#153 Posted 29 December 2017 - 09:03 AM
Although mine also had a responses from Duke in the call which was different. Plus one of the secret areas shows LoWang making the calls.
This post has been edited by Mark.: 29 December 2017 - 09:05 AM
#154 Posted 22 February 2018 - 12:05 PM
Tea Monster, on 26 November 2017 - 07:49 AM, said:
Ferinstance.... this is a recent model by Mark for the Doomsday 2.0 project. It will look a lot like this in game.
Any links to some project page of forum regarding that model?
I think it looks awesome and I'm curious to see more Doom 3d model work done at that level of quality.
#155 Posted 22 February 2018 - 12:10 PM
#156 Posted 22 February 2018 - 12:19 PM
Mark., on 22 February 2018 - 12:10 PM, said:
But that's an Energy Cell Pack 3d model made after the original Doom sprite.
Is there no project page related to that model?
I would have expected to be some forum link somewhere, where more of that stuff is posted.
If you made it, then it looks very detailed, really like it.
Doom is in desperate need of detailed looking 3d models since forever.
I never to this day undestood how from such a popular game with such a huge modding fan community, was there nobody talented enough to actually go through with a full HRP for Doom, that's at least as good looking as the Duke Nukem HRP if not better.
Everything I've ever seen is very low quality and very amateurish looking.
I never used 3d models in doom, precisely because by my standards they're very low quality low poly, very poorly animated amateurish shit.
This post has been edited by Dacoolguy: 22 February 2018 - 12:24 PM
#157 Posted 22 February 2018 - 12:27 PM
#158 Posted 23 February 2018 - 01:37 AM
We've tried to mention stuff a few times over on Doomworld, but I think that's a bit of a lost cause generally
I post pics occasionally on our own Doom thread here as well.
#159 Posted 24 February 2018 - 05:50 PM
#160 Posted 31 March 2018 - 04:57 PM
#161 Posted 26 April 2018 - 01:09 PM
This post has been edited by Tea Monster: 26 April 2018 - 01:16 PM
#162 Posted 15 May 2018 - 07:54 AM
Mark., on 01 September 2017 - 09:10 AM, said:
As I promised, I spent only a few afternoons this week to see what I could come up with before I move on to my next major project. After spending so much time on HHR it seems I just don't have the will to do another map properly. That plus trying to do this without making many more required models and textures is making this look too much like the first map. So I guess this is just a teaser. Its loaded with a lot of half done areas with half assed ideas. But I said I would release what I have by the weekend. Because it was heavily W.I.P. try not to judge it too harshly. This was just a fun experiment for a few days for me.
I was looking through my project folders and decided to attempt to finish what I started with the remaking of Red Light District. I have been working on it a hour here and an hour there. It shouldn't take more than another week or 2 if I stick with it. Like in the above post, it will still use existing HHR assets. Like HH, I'm adding a few new areas, retexturing original ones and of course adding more eye candy to the map.
#163 Posted 24 May 2018 - 06:57 AM
#164 Posted 05 October 2018 - 03:17 PM
https://forums.duke4...post__p__301678
#165 Posted 29 October 2018 - 05:36 AM
The first video has no narration and played without the Polymer lighting which was a main feature of the mod. Other annoyances in his gameplay but I won't go into detail.
The second video is from a guy that has experience doing game reviews and it had the potential to be a great review. But he had massive stuttering and lockups from his computer. HHR does push a comp hard along with recording slowdowns. But he also had trouble finding new areas of the map. Some which were needed to complete it. He also got killed a bunch of times because the areas he missed contained weapons and health. He also missed 4 of the 7 secret areas and other not secret but new areas. Overall he had some nice things to say but HHR would have been better served with a litlle pre-recording practice round. It would have allowed his video to show better gameplay and some of the stuttering would have been gone since his cache would be present for texture loading after the first play.
And last, both guys mis-spelled the title of the mod. But luckily Youtube was smart enough to present them in a search anyway.
This post has been edited by Mark: 29 October 2018 - 05:37 AM
#166 Posted 29 October 2018 - 04:14 PM
Mark, on 29 October 2018 - 05:36 AM, said:
The first video has no narration and played without the Polymer lighting which was a main feature of the mod.
This is why some EDuke32 mods put up a big screen on top of the hud telling the player when they are using the wrong renderer. It sucks to have to do that.
Mark, on 29 October 2018 - 05:36 AM, said:
And this is why so many modern fps games are just fancy looking corridors, where people can't miss anything.
#167 Posted 29 October 2018 - 04:32 PM
#168 Posted 29 October 2018 - 04:41 PM
Mark, on 29 October 2018 - 05:36 AM, said:
The first video has no narration and played without the Polymer lighting which was a main feature of the mod. Other annoyances in his gameplay but I won't go into detail.
The second video is from a guy that has experience doing game reviews and it had the potential to be a great review. But he had massive stuttering and lockups from his computer. HHR does push a comp hard along with recording slowdowns. But he also had trouble finding new areas of the map. Some which were needed to complete it. He also got killed a bunch of times because the areas he missed contained weapons and health. He also missed 4 of the 7 secret areas and other not secret but new areas. Overall he had some nice things to say but HHR would have been better served with a litlle pre-recording practice round. It would have allowed his video to show better gameplay and some of the stuttering would have been gone since his cache would be present for texture loading after the first play.
And last, both guys mis-spelled the title of the mod. But luckily Youtube was smart enough to present them in a search anyway.
That's not unique to your mod. I remember someone doing a playthrough of the DNF DLC; Davox's excellent bike ride through the city in the 2nd map. However, the player is simply incapable of making one of the jumps, and keeps trying it over and over again, only to fail each time. It's actually pretty funny and worth a watch (the interesting bit starts around the 3 minute mark).
https://youtu.be/5u_Cf0RJPRg?t=190
This post has been edited by Micky C: 29 October 2018 - 04:42 PM
#169 Posted 30 October 2018 - 02:54 AM
#171 Posted 30 November 2018 - 04:41 PM
#172 Posted 01 December 2018 - 07:49 AM
Tea Monster, on 30 November 2018 - 04:41 PM, said:
Ol' caco looks particularly awesome. Very nicely textured.
It's really tricky to bring those old 8-bit arts up to modern standards since a lot of the character and charm comes from some of the inherit limitations of that era. The 'grit" that people often refer to as being lost.
#173 Posted 06 January 2019 - 07:57 PM
Just unzip the file to your main directory. It will place only the logo.ivf file and nothing else so its easy to remove if you wish.
Attached File(s)
-
logo.zip (128.5K)
Number of downloads: 294
#174 Posted 07 January 2019 - 12:28 AM
As to Mark's post, I did a fair bit of concepting around the end boss fight and how the rooftop would be constructed. The original design was going to be more multi-level, with Duke fighting his way up the last 3 floors till he got to the topmost platform, where he'd meet the Battlelord. This was when we realised that we didn't have the technology for our technology demo since ICD disappeared (the first time!). Did we want to just have a vanilla reconstruction of Hollywood Holocaust, or did we want to provide something extra? Considering that there were only 3 of us, and one of them was very part-time, we chose the foolish option and decided to push the envelope out!
The end battle went through a variety of different designs, some of which I've shown here. I got the old HRP models and built a version of the rooftop in Blender based on what Mark put together in Mapster. With this in place, we could now easily visualise where health could be put as well as obstacles and attack angles for Duke. That's Hellbound's Battlelord model in there.
This is one of the original arrangements, where the Battlelord was on top of the helipad.
We decided that things would be more exciting if Duke had to go directly toe-to-toe with the bad boy and we opened the arena out and added some visual flair by creating a structural steel basis for further floors.
Later on, we started to work on the lighting and mood for the level in Blender. We'd decided that the aliens landing on the roof would have knocked over most of the steel.
Before we decided to torture ourselves even more and provide an animated cutscene on board the ship, Duke was going to RPG the alien cruiser after killing the Battlelord.
"Those alien bastards are going to pay for shooting up my ride!"
This post has been edited by Tea Monster: 07 January 2019 - 12:33 AM
#175 Posted 30 January 2019 - 02:08 PM
Anyway, there's a few problems I encountered:
Entering the Arcade for the second time, I hear another liz trooper, that starts shooting me straight through the ceiling... :wtf: Anyway, that allowed me to find the stairs upward in the next room; killed some protozoid slimers and some goner babes; but no liztrooper, indeed I can still hear the liztrooper and it's still shooting me through this room's ceiling? I've gone around trying to push/use everything but nothing opens up from here.
Where the heck is the jetpack? It's usually in that room behind the theater screen; there's nothing there now. Opening up the room to Bombshell doesn't give me my jetpack either. There's a switch there that says, "unlocked", but what the hell does it unlock? I can't figure out what it does; the security camera doesn't show me a clue either.
Where's the yellow keycard?
#176 Posted 30 January 2019 - 03:16 PM
3D Master, on 30 January 2019 - 02:08 PM, said:
Anyway, there's a few problems I encountered:
Entering the Arcade for the second time, I hear another liz trooper, that starts shooting me straight through the ceiling... :wtf: Anyway, that allowed me to find the stairs upward in the next room; killed some protozoid slimers and some goner babes; but no liztrooper, indeed I can still hear the liztrooper and it's still shooting me through this room's ceiling? I've gone around trying to push/use everything but nothing opens up from here.
Where the heck is the jetpack? It's usually in that room behind the theater screen; there's nothing there now. Opening up the room to Bombshell doesn't give me my jetpack either. There's a switch there that says, "unlocked", but what the hell does it unlock? I can't figure out what it does; the security camera doesn't show me a clue either.
Where's the yellow keycard?
Here is some sort of walkthrough (copied from a few posts above). You can also find the place with the yellow keycard in there.
This post has been edited by fuegerstef: 30 January 2019 - 03:16 PM
#177 Posted 30 January 2019 - 04:11 PM
There is no jetpack in the game. It would break flow and allow you to see map perimeter glitchery.
In the actual HH map it is in a room above the strip club. There is a second version of the BONUS map that allows you to get the yellow keycard. I forgot to make an access door to get to it in the first map.
The "hidden lizard" is most likely a ROR glitch. Slimers will occasionally glitch thru the ceiling too.
Here is the link to other maps for HHR.
https://forums.duke4...post__p__301678
This post has been edited by Mark: 30 January 2019 - 04:17 PM
#178 Posted 30 January 2019 - 11:10 PM
#179 Posted 31 January 2019 - 08:40 AM
This post has been edited by Mark: 31 January 2019 - 08:42 AM
#180 Posted 31 January 2019 - 09:52 AM
Mark, on 31 January 2019 - 08:40 AM, said:
Come on, just admit that you are jealous about all keycards being picked up, it was like that on Decay, isn't? (btw thanks again for that fix).
Just let alone his keycards or "someone's gonna pay for picking up these frigging keycards".