Classic Arcade FPSII by G.Ballblue

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Classic Arcade First Person Shooter II is the sequel to Classic I. I was pretty pleased with the results I got for my first release :D

Classic II, as you suspect, takes place on Earth -- it follows DOOM II. Unlike Classic I, which was one huge map that only ran on some servers, due to serious incompatibility, Classic II is going to be broken down into a huge map series. Each chapter (7 maps each, and don't bog me about it!) gets progressivly more hellish and crazy as you go. Here are a few of the map names I came up with:

e1m1: Gateway
e1m2: Not Quite a Level
e2m7: Classic1boss
e3m1: Hell's Fortress
e3m2: Hell's Den
e3m3: Hell's Garden
e3m6: Cyberstreet
e3m7: Sven

Screenshot 1 is a screen of "Gateway", Screen 2 is a screenshot of "Not Quite a Level" And the trashy shot of screen 3, is "Cyberstreet". Please note that I have much better areas, and more up to date, screens of Gateway, but I have recently done a full bright compile, and I'd like to get a screenshot of the map out for right now.

Looks like I have my work cut out for me!

Discussion

Posted by Dred_furst on Wed Jul 13th 2005 at 2:59pm

im looking forward to this map like the first, and woagh, thats a giant tripod hosting logo! :O
Posted by G.Ballblue on Wed Jul 6th 2005 at 6:50pm
[Author]

That would be a neat idea to implement into the maps -- very neat, but there are several issues that the difficulty room would bring up:
  • Players enter a difficulty room on every map.
  • The black box with 4 buttons method saves a lot of physical room in the map.
  • The current difficulty room is easy to edit and change, such as, if I want to put a small cutscene directly after the player chooses a difficulty. It also makes "fade effects" a lot snazzier since the player cannot directly tell where he was "fading from".
I'm not writing the idea off though --- it's something I'll consider :smile:
Posted by Dark_Kilauea on Wed Jul 6th 2005 at 5:53pm

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I personally think you should do the difficultly selection area like the one in Quake 1.

User posted image

opps, a little too big, but snarkpit should size it down, right?

Until Later...
Posted by G.Ballblue on Fri Jul 1st 2005 at 3:39am
[Author]

Dietz said:
I don't quite understand the purpose of porting a map from an old game to a new engine and attempting to make it look exactly the same. Why wouldn't you just play the original game? Chances are it would be more fun anyway. If you're going to port a map, why not rebuild it with modern details and gameplay?
It's just something I'd like to try. :razz:

Gameplay is also easily being covered by the difficulty system, which makes the map different in 4 different ways. Best of all, Sven-Coop has "random entity" triggers, that enable random events to occur in a map. :smile:
Posted by Finger on Fri Jul 1st 2005 at 3:34am

Seems like a good way to gain some simple yet valuable nuggets of game design wisdom, without the time-sink of 'this gen' graphics. It is hard to look at, though......'shivers'.
Posted by Dietz on Fri Jul 1st 2005 at 2:49am

I don't quite understand the purpose of porting a map from an old game to a new engine and attempting to make it look exactly the same. Why wouldn't you just play the original game? Chances are it would be more fun anyway. If you're going to port a map, why not rebuild it with modern details and gameplay?
Posted by G.Ballblue on Thu Jun 30th 2005 at 11:58pm
[Author]

[url]http://hlrse.net/vhe/G.Ballblue/Classic2 Promo Video.zip[/url]

Heh. Not to much more to do then post that link, really -- I'm having a tad of trouble getting a link from the site where I FTP'd it, so the link maybe b0rked for a minute or so.

It is an Alpha Promo video -- alpha only! :biggrin:

/edit: The best way to get the file, is to right click and save target as. Clicking on it seems to take a while, so "save as" for the fastest result.

In the video, you'll see multiple alpha clips of various levels -- the main "teaser" in the videa, is the Containment Area level, and the new weapon models (also notice the new shotgun towards the end of the video!) I am hoping to add a lot more DOOM lookalike monster models and weapon models, so all the models are still W.I.P. They all need to be reboned, re-animated, reskinned, and maybe a few need to be re-polygonned. :/

Also take note of the new Pinky Demon -- it no longer swings its tail or spits acid, only bites!
Posted by Orpheus on Tue Jun 7th 2005 at 11:49pm

G.Ballblue said:
You lost me :0
How is it you can cypher out stuff like this but simple humor is way over your noggin?
Anywho's, carry on the good work, but try to expand your funny bone a bit. :biggrin:
Posted by G.Ballblue on Tue Jun 7th 2005 at 11:35pm
[Author]

Orpheus said:
No worries.. I haven't figured out how to make screen shots light blue yet. :heee:
You lost me :0

Anyway. That was a somewhat bland first post I made --- here is some more info on the series -- more specifically, the difficulty system that the map series is sporting!

User posted image

Pretty simple to work out -- walk up, and press the button that you want, as in difficulty. The catch? Easy and medium are exactly the same, with the exception of that medium simply bumps up the monster count. Hard and Nightmare, will actually change the physical geometry in the level (and it works!) This gives the players a total of almost three different maps in one. There are three routes: Easy and medium share the same, Hard has a slightly tougher path, and Nightmare really makes the level a bit different.

Each level in Classic II also sports background music from DoomWorld. They are High Definition remakes of the original midis. None of the notes and sounds have been changed, except for that the instruments sound like actual instruments -- not midis.

:smile:
Posted by Orpheus on Tue Jun 7th 2005 at 10:49pm

No worries.. I haven't figured out how to make screen shots light blue yet. :heee: