Probably the best D3SP I've played so far, just because of the inclusion of the Shambler. The level was pretty straightforward without any difficult/surprising/tense areas, and the layout was very horizontal with almost no vertical movement whatsoever. Still, overall I think the quality of the areas is really good, and aside from one or two Imps-jumping-from-behind-doors places, the battles were pretty balanced also. The two different Shamblers are also pretty neat looking, the "boss" Shambler is kind of neat, but also kind of cliche'.
Not bad. Looking forward to the next one.
To Be Continued
Looking forward to that.
does anyone have a shot of this shambler model - I have to say I'm a little curious.
I Demand Screenies Of Said Shambler
I slightly edited your news post to not sound like it was written by a completely drunken irc reject. Please be a bit more... sober... in the future.
sorry I wasnt to sober at all when I wrote it...
If I can be arsed I will get a pic of the shambler, but it is quite nice and well animated too.. Its not white or furry, but has the same basic shape and attacks of "shambler classic".
did you guys forget Quake maps? roulf grrrrr who cares about this shit game? make Quake maps!!! :)
Is this the same Obiwan that used to make quake maps (back in 1997?)
Well he says that he used to map for Quake 3, but don't know about Quake. Seems the use of the Obi-Wan wall decal/sign thingy he used in this Doom3 map is like a signature, because he said he used similar in Quake 3
Are these the droids you're looking for?
maybe i'm just being picky, but i didn't really think the shambler was all that good... it didn't really resemble the original beyond having two big claw arms and shooting lightning...
much too slow, not white either. sort of the generic grey of most of the doom3 monsters.
From the screenies, it looks like a Skaarj, but without eyes.
What Necros Said
With those tight buns and rock-hard abs, that Shambler looks like it would be more comfortable in a white Dolce & Gabbana singlet, rather than a shaggy coat of hair.
It Was A Rare...
shaved subtropical breed of shambler seen only on mars.
I just finished playing the map.
I actually liked the 'shambler' alot it suited the doom3 environment well even if its not the classic Quake shambler we all love its a new monster that when paired up with some others could be quite formidable.
The level itself was OK... the construction was solid , felt like an actual location of sorts, had a few good combat moments. Could really of used more ambient sound effects to spruce things up.
One major issue I had was taking that lift down , I collected the ammo/health etc... then went back to the lift to find it was at the top. I didn't clue in at first because the texture used was only visible from one direction, so I was looking through the base of the lift. Then the 'activate lift' gui didn't function at bringing the lift back down to me. After a quick run around looking for perhaps a ladder I sadly had to resort to using noclip and floating up the elevator shaft. This really took me out of the game. :(
It was also too short for me... perhaps because of how it ended, it DID leave me wanting more to play. I would of been happier if it was released with the following maps or had maybe a bit more of a conclusion after the final showdown.
Illustrates the feasibility of new monsters amazingly well. The thing lumbered too slowly to make it that effective of a monster, though, and hiding behind cover was too easy. Great fun otherwise, though.
And if it's To Be Continued then don't fucking release it. It seems like everyone's in a race right now to be the first to do this and that, so instead of finishing their projects they're releasing them bit by bit for notoriety.
At the moment I'm downloading everything for Doom3 that comes out because there isn't much. As the tide increases in the coming months as more people start working (once the SDK COMES OUT) I'll get back into the mode of filtering the good stuff liek I do usually.
you can find extensive info on the Shambler in the WIP section of the doom3world.org forums.
I really *hate* those stupid hidden wall closet monster spawns and nearly quit out of the game right there and then when those imps appeared. Other than that it was ok.
I really *hate* those stupid hidden wall closet monster spawns
why,too challenging or too scary for you?
I Didn't Mind The Hidden Wall Monsters
Viva la Doom! The walls slide upwards or downwards, never sideways...
But that spring-loaded Imp sitting behind an ordinary door like some grey toothy jack-in-the-box really pissed me off.
ermm no... although we're playing a game based on fantasy it has to follow some inherant rules and logic based on reality, it make no sense what-so-ever for them to just *be there*.. did they spawn into those closets by mistake, did they deliberately hide in there waiting for players to pass by.. if so how did they get in there (where's the access button).... we're they locked in there by workmen, or are they wanting to find a discreat and quiet place for some 'personal' time...
people read too much into wall closet monsters. Raar.
The Shambler Guy...
I came across this forum by mistake and saw my map getting some serious feedback here!.. :)
I'll try answer some questions here.
First thing I'll say is that even though it seems like it this level is not a do someming quick to be the first to release. I worked on it for a very long time since I built the level and did the Shambler and had to figure all the technical crap out. I actually jumped into the deep end with this map, taking on all the extras with cinematics and stuff.
I did build for Quake, actually started with Doom but never released anything. I think my first Quake map was "Prepare for Hell"... something like that.. :).
With the Shambler I did not try to make a complete remake of the old one but simply a redesigned one for Doom3. It was my first venture into the normal map way of modelling and thinking so it was a bit of learning curve to go through.
Being pissed off about the "To Be Continued" prooves that you like the map and want more and then I accomplished what I wanted. Believe it or not but to make this map is alot of work and it takes time, more than I want to spend on one map so I break it. I know the map is pretty short but hopefully cool to play through. For future maps I might concentrate on something else, some other details and leave other stuff out. Don't know.
I don't care about rules and logic. I'm not a fan of "REAL" games. I do what I like and what I want. If you don't like it, don't play it. The Imps are behind the wall because I put them there, no other reason. The map is there because I made it.
That's about all of it.
Thanks for all this feedback. I always hope for at least one person to have fun with the map I release.. I always have fun building them!.. :)
Alright mate, glad u found this place :)