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Doom 3 Downloads > Maps > Multiplayer:
After the War (1.0)
Filename: after_the_war_v1.zip


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54.5 MB
1.0
Mordenkainen
http://www.doom3world.org/p...
3014
08-13-2005
Maps > Multiplayer


Average User Rating: 9.6
Number of Votes: 12
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Other Files by Mordenkainen:
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After the War (1.0) - File Description  


Description:
After the War is a map/mod set in near-future Earth. It's a MP map and a techdemo showcasing outdoor areas with water. Windows and Linux binaries are included. 4 players or more recommended; good for team games. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise.

--------------
Remarks:
--------------

This level is very demanding on the hardware and a DX9-level card (ATI Radeon 9500/nVidia GeForce 5200 or above) is required to see the proper water and all the other special effects. DX9-level cards have been available since August 2002 so come on, join the party. On the other side of the spectrum, and if you have computer power to burn, you can type "r_bloom 1" or "r_bloom 2" at the console to enable light blooms.



After the War (1.0) - Screenshots  
Screenshots:
Click to enlarge Click to enlarge Click to enlarge Click to enlarge


After the War (1.0) - Readme  
Readme File:
AFTER THE WAR v1.0
==================
August 2005 - Techdemo and custom MP map for DOOM 3

by Mordenkainen
http://www.doom3world.org/phpbb2/profile.php?mode=viewprofile&u=41&sid=a928422fdc8076cdbd9ac24441b9b6f1

A dedication to the original After the War game I spent countless hours playing in my youth: http://www.worldofspectrum.org/infoseek.cgi?regexp=^After+the+War$&pub=^Dinamic+Software$

INSTALLATION
------------
You need to have DOOM 3 v1.3.

1) Install the contents of 'atw10.rar' to your DOOM 3 folder (NOT in the 'base' folder). You should now have a folder called 'ATW10' there.

2) Start DOOM 3 and select 'After the War v1.0' from the mod menu.

OPTIONAL: Start DOOM 3 with the following parameters (substitute path with your own):
'D:\Doom3\doom3.exe +set fs_game atw10'

3) The map is available from the Server menu. If you want to walk around in the map in singleplayer type 'map atw1' in the console.

MAP INFORMATION
---------------
Game Types: Deathmatch, Team DM, Last Man Standing, Tournament
Editor Used: DOOMed
Build Time: 29 days

Total Brushes: 4137
Total Entities: 505
Compile Time: 27 seconds (Pentium 4 3.2C)

LEGAL INFORMATION
-----------------
This work includes elements from different third parties. These elements are under various licenses. Make sure you read all the information in all the files inside the 'credit_readme' folder. For instance, the majority of the custom textures which were created by berneyboy are covered with a license that prohibits CD-ROM or similar physical distribution.

Where my own work is concerned (the map and the textures I created) it is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. To view a human-readable summary of the license visit http://creativecommons.org/licenses/by-nc-sa/2.5/ . To view a copy of this license, read the atw_license.txt file or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.

DOOM is a registered trademark of id Software, Inc in the U.S. Patent and Trademark Office and/or some other countries.

DESCRIPTION
-----------
This level is more of a techdemo showing off water and large outdoor areas in the DOOM 3 engine than an actual map. Despite this I've added MP gameplay functionality. After installing you'll find the following files inside the 'ATW' folder:

description.txt
Name of this mod with version number.

atw_readme.txt
This file. Surprising, isn't it?

atw_license.txt
The Creative Commons Attribution-NonCommercial-ShareAlike License. To view a human-readable summary of the license visit http://creativecommons.org/licenses/by-nc-sa/2.5/

credit_readme\*
All the readme files from all the third-party mods/assets included.

atw_game.pk4
The actual mod. Win32 and Linux binaries are included.

atw_defs.pk4
Materials, guis, particles, sounds, etc. used by this mod. Where relevant, credit information is present.

atw_data.pk4
All the textures used.

atw_maps.pk4
The ATW1 map.

KNOWN ISSUES
------------

1) The map is slow.

Don't expect to play this map at the same settings as DOOM 3. This map showcases situations the game never had to. Even after removing a lot of detail the map is still a bit too slow for most systems. Despite all my best efforts, water and visportals don't mix so the main optimisation provided by the engine is not possible in the big outdoor area. You may want to try the following CVars in order from smallest to largest performance benefit (and quality degradation), YMMV of course:

'r_useTurboShadow 0'
No discernable quality decrease, very minor speed increase.

'r_useFrustumFarDistance X'
Doesn't draw shadows and entities don't receive light until they are within X distance. I recommend a value of 800 or higher. Over 8fps increase in worst case scenarios.

'r_shadows 0'
Should only be used as a last resort but doesn't look too bad since the level is set outdoors where harsh shadows are not expected. Turning this off will make the level look like something out of a Quake-engine game. Very large speed-up.

2) The water reflections sometimes look wrong.

Inolen and idiom did their best but AFAIK without access to the renderer this is the best that can be done.

3) The map appears brighter in single player compared to multiplayer.

I raise the r_lightScale factor slightly when the map loads in singleplayer to make it appear a tad brighter because it is set mostly outdoors. Unfortunately this CVar cannot be changed in multiplayer.

CREDITS
-------
People that have made this map better than it would have been or that made it even possible in the first place. In no particular order:

BNA!: For creating a haven for us DOOM 3 engine junkies long before the game was even out.
http://www.doom3world.org

bb_matt: For your insightful comments and tutorials, one texture.

rich_is_bored: For your excellent tutorials.

binaryc: For your untiring support of the community.

inolen: For the fresnel water effects, crate model and textures.
http://www.inolen.com

idiom: For the fresnel water effects and four textures.

Lloyd: For the water physics and the proper 3D skybox script.

Danteuk: For merging portal skies with inolen/idiom/Lloyd water mods and some textures.
http://homepages.nildram.co.uk/~danteuk/

berneyboy: For releasing his Photorealistic texture pack and allowing map makers to use it.
http://www.planetquake.com/berneyboy/textures.htm

Marko Dabrovic: For additional textures.
mdabrov AT rna.hr

gw: For two textures.
wrdgrg AT yahoo.com

The following people gave me suggestions on how to improve the map: ART, Blaker, breakerfall, Dismal, =NoMercy=, pbmax, Rich, Sparky and SumDumD00d. Also many thanks to everyone who showed interest in my WiP thread:

http://www.doom3world.org/phpbb2/viewtopic.php?t=10469&postdays=0&postorder=asc&start=0&sid=962e4474751e3095fc8f8056cad62b58

Remember, whenever you distribute third-party mods/assets with your work always give credit where credit is due. Support the modding community, you're a part of it.


After the War (1.0) - File Download Options  
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After the War (1.0) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 10 | Last comment: 07-22-2006 at 18:24

 #1 - Posted by: GIJesse7 (Member) on 08-13-2005 at 16:05
Yes, i saw this in the potd and i was like, " Man i got to get that map."

Thnx for suprising us, DLing nnn...nnnow


 #2 - Posted by: GIJesse7 (Member) on 08-13-2005 at 21:32
Ahem, is there a way to turn off the special effex for the water becuase everytime i even just have the pool at the corner of my screen, it gets super lag.

 #3 - Posted by: Herr_virus (Member) on 08-17-2005 at 13:05
Too laggy but great map!
You should remove the breathing sound when you dive in the water (Check the soundshader file to see)


 #4 - Posted by: raheel (Member) on 08-19-2005 at 21:06
freakin awesome map !! How you made this is beyond me. Did you use models and textures and skybox from elsewhere ?? and the buggy ? Really great A-1 level map Two Thumbs Up!

 #5 - man this map rules!!!! - Posted by: cool_kid_matthew (Member) on 08-20-2005 at 23:11
this map rules!!!!!! Two Thumbs Up! Rock

 #6 - this rules! - Posted by: cool_kid_matthew (Member) on 08-20-2005 at 23:21
man i played this map so much i have noy eat.............i realy need a beer Beer! Beer!
but man this map rules! Two Thumbs Up!
rock on !!! Rock


 #7 - Posted by: music25 (Member) on 08-29-2005 at 01:33
This map is high quality s*$#, and it doesn't really lag a whole lot with me, altough it really should (I have an ATI RADEON 9000 64MB card, FYI).

I believe this could be that my card is also DirectX 9-compatible, and as for what Mordenkainen says in the description, not very many people (myself included) can afford to upgarde their video cards to at least an ATI RADEON 9500 or nVidia GeForce 5200. Even though my video card is old, it's still very faithful.

On a side note, maybe that's why ATI cards are way, WAY better than nVidia cards, because the older ATI cards can still produce quality, if not high quality graphics, than older nVidia cards with regards to today's games.


 #8 - nice........................ - Posted by: cool_kid_matthew (Member) on 09-16-2005 at 18:26
Pimp! Resistance is Futile! Beer! Beer! this game rockes!

 #9 - Posted by: dwayndibly (Member) on 12-23-2005 at 10:37
i like the look of the shadows are they included in this mod or is that a different mod and if so then were could i find the mod for soft shadows?

the map looks good too and the other effects


 #10 - Posted by: jwilliams407 (Member) on 07-22-2006 at 18:24
The screen shots make this look like a bright map. Although it is lighter and not as gloomy as most Doom maps are, there are still plenty of dark places. Most of the map, from the screenshot, looks like it is outdoors, but there are sewers and buildings that I think players will spend alot of time in.

The map really needs 6 people to play it, and not 4 as the author suggests. God help you if even 2 of them are campers, because this map is pretty big. There is plenty of armor and health, although some more of the big stronger armor would be nice. The weapons are spread too far apart from where you spawn in my opinion. I would have put more shotguns in the map to offset that. In fact, why not just have the players respawn with the shotgun and machine gun? That way there would not be so much down time in playihg. With bigger maps and with weapons not spread out evenly and proportionately, there will be greater Warm Up times.

Overall, this is a good map if you can get 6 people to play it. The designer has talent.




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