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Interior Ship Design

Posted: Wed May 08, 2013 8:25 am
by Zalausai
Would anyone be against the idea of some inside shots of a spaceship?
I have some experience with Doombuilder (Level editor for Doom). Would anyone like me to try to make an interior level based on a ship in the game (or a custom ship)?
On these forums, it would be used for screenshots only.

*Tilts head and smiles* That's right, who would like to see what the inside of your ship could look like?

Re: Interior Ship Design

Posted: Wed May 08, 2013 9:56 am
by Doogie12
Inside of a minaret would be cool. High tech with blue glows.

Re: Interior Ship Design

Posted: Wed May 08, 2013 1:35 pm
by calvin1211
Doom's pretty old, so it might not look very good. Maybe give the Source engine a try - after all, it worked for Clear Skies.

Re: Interior Ship Design

Posted: Wed May 08, 2013 4:00 pm
by STARSTRUCK
Inside of a Jian, maybe. Poor lighting, rusty girders, and random gang signs stenciled onto bulkheads.

Re: Interior Ship Design

Posted: Wed May 08, 2013 11:04 pm
by Zalausai
calvin1211 wrote:Doom's pretty old, so it might not look very good. Maybe give the Source engine a try - after all, it worked for Clear Skies.
It all depends on the skill of the mapper.
I'll get to making something after the four mapmaker tabs in the handbook are finished.
First, Doogie, then Starstruck. The order they were received.

Re: Interior Ship Design

Posted: Thu May 09, 2013 11:27 am
by Zalausai
Doogie and Starstruck. These will take some time to be pixel perfect with the ship. What types of rooms do the ships have? Round, rectangular, lots of corridors, etc?

Re: Interior Ship Design

Posted: Sat May 11, 2013 12:24 am
by Zalausai
So I can't play BSF on the computer that I am on, but at least it can run Doombuilder. Maybe.
So here are the beginning screenshots for the Minaret Level. (Yes, level. There will be monsters added when it is done for the players back in doomworld forums to critique. For Doogie, he can load it into the ZDOOM source port with no monsters to explore it when it's finished (Provided he also has a copy of the original game). Unless he wants monsters anyway)

Progress less than 5%. (Big ship = Big Level)
All lighting is at the default setting, it can be changed if needed.
Starstruck's Jian will be much easier after this project is completed. There aren't many shiny metal and technological graphics in Doom, mostly rust, stone, and hell. I'm doing what I can with the game's original sprites.
Spoiler!
Your Basic Hallway
Screenshot_Doom_20130510_115724.png
The captain's chair with the side of a video dispay
Screenshot_Doom_20130510_115805.png
A curved stairway leading from the door to the bridge. Repeated on the other side.
Screenshot_Doom_20130510_115821.png
A holographic alternative to a vidscreen, also works as a teleporter and forcefield torture deice for interrogation.
Screenshot_Doom_20130510_120427.png
View from the captain's chair. The big open area will have more "bridge feeling" stuff added later.
Screenshot_Doom_20130510_120445.png
Enjoy, critique, and make comments / changes to the draft design.

Re: Interior Ship Design

Posted: Sat May 11, 2013 2:47 am
by vidboi
Looks reasonable so far. The only changes I'd make are adding some detail around the doors to make them stand out a bit more nicely, and possibly some floor/ceiling details. The texturing would be nice if it was more diverse, but then as you said there aren't that many textures available. Looks pretty good so far though. If I can get Weland working (at the time of writing I'm on the third different install of .NET framework trying to get it to work) I might contribute to this shindig with some equally old-school Marathon levels.

Re: Interior Ship Design

Posted: Wed May 15, 2013 8:56 am
by Zalausai
Updating the interior design of the Minaret. This is the area under the SS_prosectionax05 sprite. It is the reactor / fuel area. This is the scale of the entire ship. Each pixel is a 64 x 64 area in the level. Note: The doomguy character is only 32 x 32, so it is possibly able to accommodate 1000 monster of small sizes.

I have scrapped the previous map, but not the concept behind it. The blue will be kept, but with some critiques from the Doomworld forums, I am now going with a more paneled look instead of smooth.
Spoiler!
Image
Image

Re: Interior Ship Design

Posted: Wed May 15, 2013 10:06 am
by Majicnanas
That looks good, but I don't know what looks good in Doom.

Re: Interior Ship Design

Posted: Sat Aug 10, 2013 4:46 pm
by no2ironman1100
i though of the same idea as you but mine wasn't like that. i made the ship into a bitmap file which let me use some painting program on it and then paint the interior.

Re: Interior Ship Design

Posted: Mon Aug 12, 2013 4:02 am
by Zalausai
This project turned or larger than expected. I'm still working on it from time to time, however with my wife due any day now, it's not a priority at the moment.

Re: Interior Ship Design

Posted: Mon Aug 12, 2013 7:53 am
by Majicnanas
Have you heard of the Cube game? I think it ends in Saubertaten or something like that. But I know it has a very nice looking editor. You should try it maybe.

Re: Interior Ship Design

Posted: Mon Aug 12, 2013 9:44 am
by Doogie12
Starmade would be the ideal ship interior editor. I've been considering making the Arasaw in it.

Re: Interior Ship Design

Posted: Mon Aug 12, 2013 9:58 am
by Happycake
Hm...I've been playing around with Blender 3D for a while now. Maybe I can try modeling some ships/interiors. Do any of you mind?