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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Doom Town Idea.
Thread: Doom Town Idea. This thread is 2 pages long: 1 2 · «PREV
potterlive
potterlive

Tavern Dweller
posted May 24, 2014 02:18 PM
Edited by potterlive at 16:23, 31 May 2014.

Working on a Doom faction in VCMI (Update 05-29-14)

N.B.  I'll update this reply every now and then for anyone interested in my progress.

Update 06-01-14
I've just finished creating the in-town graphics.  Nothing is animated in the town, and sadly I only had access to low-res for a lot of graphics - so nothing fancy.  I may update the town to look better once I've finished the mod. Here's a taste of what it will typically look like when you start a game with a Fort, Dwelling Lvl1, and Village Hall: [url=http://i59.tinypic.com/awvv5c.jpg]The Shores of Hell[/url]

I've also begun writing the json files for the creatures, to the point that they'll have basic functionality.  Next step is to add DEFs to them all.

Update 05-31-14
Thanks to Macron1 who clarified how DEFs work in VCMI, I don't have to learn C++! Woo!

I found a good tutorial on how to prepare the graphic files for a faction [url=http://heroescommunity.com/viewthread.php3?TID=37785]here[/url].


And will combine that with the code from [url=http://wiki.vcmi.eu/index.php?title=Modding_guidelines]here[/url].

Hope this helps others. And back to work I go


Update 05-29-14

I'm researching DEF files tonight, and how to compile them.  This is going to be an interesting exercise for me.  The template code is on the VCMI wiki, but my coding experience is limited to HTML, CSS, and AS3.  DEF files seem to contain the assets as well as the code, based on my attempts to reverse engineer other Factions added via VCMI.  Looks like I'll also have to familiarise myself with a C++ IDE and compiler.  Lovely

Original Reply
Classic Doom in HOMM3 is something I've longed to see and imagined since HOMM3 first came out!

I actually found your post while searching for Doom sprites to begin work on this myself, after seeing how much simpler it's become to make factions using VCMI instead of HOMM3's own engine.

So, as it's been a few months since the last post on this thread, I just wanted to see if you're still working on this?  If so, care to team up? Otherwise, I'll keep going with it, and you'll hopefully see it pop up somewhere sooner than later

If I can make the workflow simple enough I'll like to also do a Zelda faction (or two), and a "The Walking Dead" Faction/Object/Map Asset pack.
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murphy0512
murphy0512

Tavern Dweller
posted May 28, 2014 04:24 AM

Hey. I give credit to the people who come up with these ideas and implement them it's good to have people come up with ideas and share them, because someone else may have had that idea or even a different idea and looking for other "like minds" to discuss it

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Macron1
Macron1


Supreme Hero
posted May 29, 2014 08:44 PM

potterlive said:

Update 05-29-14

I'm researching DEF files tonight, and how to compile them.  This is going to be an interesting exercise for me.  The template code is on the VCMI wiki, but my coding experience is limited to HTML, CSS, and AS3.  DEF files seem to contain the assets as well as the code, based on my attempts to reverse engineer other Factions added via VCMI.  Looks like I'll also have to familiarise myself with a C++ IDE and compiler.  Lovely



For VCMI you nothing more than a notepad for JSONs and graphical editor for graphics.
And you need H3DefTool to make defs from bmp.
No C++ or CSS is needed

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potterlive
potterlive

Tavern Dweller
posted May 31, 2014 01:09 AM

Macron1 said:

For VCMI you nothing more than a notepad for JSONs and graphical editor for graphics.
And you need H3DefTool to make defs from bmp.
No C++ or CSS is needed



Awesome! Thanks for the tip
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Macron1
Macron1


Supreme Hero
posted August 22, 2014 06:55 AM

By the way, a lot of doom creatures made by fans:
http://www.realm667.com/index.php/beastiary-mainmenu-136
They can be converted to HMM3 (some are too small altrough).
They are more fitting to be in Succession Wars style Doom Town

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Sal
Sal


Famous Hero
posted August 22, 2014 07:11 AM

But how open wad files? I can't find any tool on their site.

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Macron1
Macron1


Supreme Hero
posted August 22, 2014 07:20 AM

Sal said:
But how open wad files? I can't find any tool on their site.


Unwad
http://forum.zdoom.org/viewtopic.php?t=18804

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Sal
Sal


Famous Hero
posted August 22, 2014 07:31 AM

Hola, that's not easy to do

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Macron1
Macron1


Supreme Hero
posted March 18, 2015 10:16 AM

There is project on making HD monsters for Doom:
http://www.moddb.com/games/doom/addons/doom-hdv03
I suggest these sprites can be used

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Haregar
Haregar


Famous Hero
of destruction
posted March 26, 2015 05:41 PM
Edited by Haregar at 17:47, 26 Mar 2015.

There were many ideas of new creatures and towns, my friend. Only few of them escaped from the sphere of project and advanced to something serious. Sadly, you can count on the fingers of one of your hands how many of them made it to the end (good that they exist).

Those towns are called the Grove and the Cove. Second one is based on the topic of pirates. In my oppinion it  is the best fan-town ever made: professional (graphics, unit stats etc.) and supported by a huge unofficial expansion called Horn of the Abyss.

I'd like to focus on the 1st one, because it's based on faction from another game, so basically it's closer to your conception of Doom-like town. Grove was inspired by Night Elves' faction from Warcraft world. It was also the first town to be made. I won't write you the history of it, but I can say that I liked how it was made. When it came out there were no 3D models, but you could feel the charm of town. Units also looked kinda fine (well recoloured parts of other creatures, including using the parts of Might&Magic creatures). This town proved that mixing universes of games can be successfull.

I agree with Salamandre. Stargate mod compared to the game it mods is something from space (tliterally). Noone is mad with it though, because some people who are interested in the mod are propably going to play it, and those who are not - they will likely leave it, without even playing.

Every town is welcome, especially towns that have a good team behind them or are finished (as mentioned before the Grove and the Cove towns). It is not fair when people discourage other people just because they don't like their idea or they look at the age though. I do understand that many times enthusiasm was bigger than abilities or talents to finish many projects that looked interesting, but come on - everyone can design a sketch of his idea and present it. As I read Negas5 posts he emphased that he has no experience or he didn't play with graphics and programming. What's more, he said he wants to learn by himself some stuff connected with modding, so I don't see any reasons to be shabby.

Kipshasz wrote an interesting thing that for me is kinda not good for the fandom of Might and Magic. The canon. It all began when the Heavenly Forge was announced to be a new town in the Armageddon's Blade expansion. Fans were divided to two groups: pro- and antiForge and it was only their fault. Stuff used as a fundament of that town was present in the M&M universe years before Heroes of Might&Magic 3 came out (it was in the good ol' times when people were not so aggressive towards a mix of sci-fi and fantasy, i.e. He-Man). All because fans were not more or less united and some of them disliked the idea not because it was contrary to the actual world of Might&Magic, but because in their oppinion it was bad. Having an oppinion is our right guaranteed in the free world, of course, but raging without arguments is silly and can lead to even more silly situations as removing the Forge and making it non-canon for Heroes of Might&Magic series.

Anyway, good luck on the work. As I see potterlive started something, so we might see the Doom town one day. If you are still making it then I'd be happy to see some graphic samples or screenshots of it.

By the way, Macron1, the Zikkurat town looks amazing!

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