Welcome to Gael Romanet official website where video game is art! I am designing video games for more than 10 years now, I started from scratch in February 2005 with the passion only! I work alone and design everything! This is a gift from Jesus. For me the most important in the process of creation is to transfer in your artworks all your inner pain from your personal past. To unload all this shit. All of what your life put through in, the very hard moments of being alone, feeling that you don't belong here, to feel your heart is in deprivation of love and to doubt about the truth that people want you to believe in. So you pass all your life to find what you are looking for because you feel this hope deep inside your heart that makes you understand you are not alone, someone, somewhere, is able to answer all your questions to make you feel in peace. Then, only with this all, you will be able to create something that will be legend forever and this will be your victory. Others are seeing your artworks and some may feel jealous about it because they will never be able to get there, then you envy them, because they have no idea by what you passed through. This hope is Jesus Christ, the best time to worship Him is alone in your room at 3.33 am, this is His time. If you frequently find yourself waking up at 3.33 am that mean the Lord Himself knocks into your heart and wants a personal relationship. Look at the sky, Jesus is alive!

  1. My Mapping Doom3
  2. My Mapping Quake3
  3. My Mapping Phosphor3D
  4. My Textures
  5. My Skies Design
  6. My World Machine Creations
  7. My Quake3 Map Sources
  8. Follow Me On Facebook

My Mapping Doom3

Download gaelrd3dm1, my third Doom3 map, aka Golgotha : gaelrd3dm1.PK4 (166 MB) (Release date of this 1.0 version : 17 September 2014 at 00:48 am)

I designed, textured, modeled, programed and created the sounds of this Doom 3 High Displacement Resolution technology map. 100% made in France by me. The first loading time of my hell map is 2 minutes and 12 seconds with my old system MS Windows 7 Home Premium 64-bit SP1 Intel Pentium Dual CPU E2160 @ 1.80GHz, 8.0GB RAM, AMD Radeon HD 6600 Series. The reloading time of my hell map is 130 milliseconds! Because I done everything from the start to the end, for the Doom3 engine to "read" as quick as possible the .cm file .map file and .proc file, the reloading time is 130 milliseconds! Better than all the other Doom3 game .maps. Imagine! you could load my Doom3 hell map 769 times! in 1 second. I call it a good information process. To get my own way to design the bumpmap texture that fit best for a Doom 3 map, I can tell you I passed lot of time to test and compare. This is not a generate normalmap you will find in my hell map, I designed the normalmaps with my own technic for a result I call High Displacement Resolution. (Texture_hdr) A very good understanding of the Doom 3 engine is essential. (Texture_hdr) are directly linked with Doom 3 .mtr material file, with the bumpmap, the diffusemap and the specularmap. To make it all better again, this is very essential to dispose accurately the "entity light" to here again, have the best results. God knows DoomEdit is a pain to fix the bug shadows. I have my own way to design the bumpmap texture that fit best within the Doom 3 engine. In Doom 3 the Bumpmap texture are the material name for the well known normalmap. The normalmap that come straight out of a non tweaked photographs are shit. You can get amazing results with a few adjustments for a much better visual quality within the Doom 3 engine. The Bumpmap textures I designed for my hell map, aka Golgotha, are the best visual quality you can expect for Doom 3. Have a look to my normal map textures. Default texture resolutions. (more or less 3072 X 3072 .jpg) Doom 3 game would be much more impressive if the Bumpmap textures (Texture_local.tga) would be done with a better hands. To install it, extract the .pk4 file in your base folder (in your game directory).

My Mapping Doom3

Download AspecD3dm2, my second Doom3 map, aka Inner Chamber 2 : AspecD3dm2.RAR (78.6 MB) (Release date of this 1.0 version : 14 October 2007 at 01:18 am)

This is AspecD3dm1 with new textures. Finaly, with my new Doom 3 texturing method, the graphics are equal with my Quake 3 maps. To install it, open and extract the .pk4 file in your base folder (in your game directory).

My Mapping Doom3

Download AspecD3dm1, my first Doom3 map, aka Inner Chamber : AspecD3dm1.RAR (52.3 MB) (Release date of this 1.0 version : 17 August 2006 at 22:37 pm)

My first map for Doom 3, around 30 hours for realisation part. I wanted a small tourney map, inspired by the Doom architectures, with the AspecQ3dm2 game play. The graphics are inferior to my quake 3 maps due to the restrictions of the doom 3 engine. I am waiting for The graphic engine who expresses my textures talent, at the moment, it's not the Doom 3 engine. To install it, open and extract the .pk4 file in your base folder (in your game directory).

My Mapping Quake3

Download AspecQ3compet2, my last Quake3 map, aka DEPRIVATION OF LOVE : AspecQ3compet2.ZIP (6.88 MB) (Release date of this 1.0 version : 06 December 2009 at 18:33 pm)

My last quake 3 arena map, for the NoGhost Mapping Competition. Map has been judged by Adam "Sync Error" Pyle from id Software. The map work only with the QUAKE 3 ARENA 1.32c. Adam Pyle is the judge who had the most fun with my map. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory).

My Mapping Quake3

Download AspecQ3compet1, my sixth Quake3 map, aka DEVIL PLAYGROUND 2 : AspecQ3compet1.RAR (2.92 MB) (Release date of this 2.0 version : 10 April 2007 at 16:30 pm)

I've participated to Geocomp4 Quake 3 Lives Contest organized in leveldesign web site, just to see the feedback of my first quake 3 map remix. Only six maps have been accepted amoung mine after pre judging. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory).

My Mapping Quake3

Download AspecQ3dm4, my fifth Quake3 map, aka CEPS-A BASE : AspecQ3dm4.RAR (22.1 MB) (Release date of this 2.0 version : 10 April 2007 at 16:38 pm)

My fifth quake 3 arena map. Around 150 hours for modelisation part. Started from scratch, i just wanted to make a high tech just built base. I wanted an awesome map for visuels and sounds, i think it is. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory).

My Mapping Quake3

Download MpAspecQ3dm3, my fourth Quake3 map, aka Return 2 Devil Playground : MpAspecQ3dm3.RAR (28.1 MB) (Release date of this 2.0 version : 10 April 2007 at 16:40 pm)

This map is an add-on for the AspecQ3dm3 map. That means, to run this add-on properly, you need to instal first the AspecQ3dm3.pk3 file in your baseq3 folder (in your game directory), then to instal the MpAspecQ3dm3.pk3 file in your missionpack folder. To install it, open and extract the .pk3 file in your missionpack folder.

My Mapping Quake3

Download AspecQ3dm3, my third Quake3 map, aka RETURN TO DEVIL PLAYGROUND : AspecQ3dm3.RAR (12.9 MB) (Release date of this 2.0 version : 10 April 2007 at 16:35 pm)

My third quake 3 arena map, around 200 hours for modelisation part, textures selection was easy cause it has already be done. I wanted for a few time to make a capture the flag map and the idea of retaking outside parts of AspecQ3dm1 to transform it in base attracted me immediatly. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory).

My Mapping Quake3

Download AspecQ3dm2, my second Quake3 map, aka HELL'S ROOM : AspecQ3dm2.RAR (5.86 MB) (Release date of this 2.0 version : 10 April 2007 at 16:33 pm)

My second quake 3 arena map, around 10 hours for modelisation part. I wanted a simple structure small tourney map, effective, with an axial symmetry and an ultra fast gameplay to run it on my friend Pierre Girard's server. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory).

My Mapping Quake3

Download AspecQ3dm1, my first Quake3 map, aka DEVIL PLAYGROUND : AspecQ3dm1.RAR (5.70 MB) (Release date of this 2.0 version : 10 April 2007 at 16:31 pm)

My first quake 3 arena map, around 80 hours for modelisation part. Textures selection will be done later by a hard final selection amoung more than 400 test textures after all. To install it, open and extract the .pk3 file in your baseq3 folder (in your game directory).

My Mapping Phosphor3D

Play for free my DM Crater Map for the famous Phosphor Online Game by Rasterwerks. I designed, programmed and textured this new Phosphor map using Autodesk 3ds Max 2010 and DoomEdit : DM Crater Map By Gael Romanet (Release date of this 2.037 version : 11 September 2010 at 10:47 pm)

Phosphor is a multiplayer first-person shooter in your web browser created with Adobe Director. The Shockwave Player allows the game to run within a web browser on Windows and Mac OS computers.

My Mapping Phosphor3D

Play for free the famous Phosphor Beta 2 Map by Rasterwerks with all new textures by me : Map Textures Mod By Gael Romanet (Release date of this 2.033 version : 1 November 2010 at 5:04 pm)

Phosphor is a multiplayer first-person shooter in your web browser created with Adobe Director. The Shockwave Player allows the game to run within a web browser on Windows and Mac OS computers.

My Textures

This is my gift from Jesus Christ, designing textures. Here are some of my very best textures I designed. This is not a photography, they are true textures with a perfect repetition effect. To save texture, click right save as. To see the full texture resolution, click right open new tab.

My Skies Design

This is my gift from Jesus Christ, designing skies. Here are some of my very best skies I designed. This is not a photography, they are true textures with a perfect repetition effect. To save texture, click right save as. To see the full texture resolution, click right open new tab.

My World Machine Creations

See more about Doom 3 Hell Teleporter Way Generator on my facebook : See more on my facebook.

Doom 3 Hell Teleporter Way Generator uses 5 different textures (5 X 5 X 5 X 5 X 5 differents mixing = 3125 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct). From scratch, the idea during the process of the creation of the terrain was to generate a "bridge way" with textures of skulls, going through a lava lake. My inspiration came from the twentieth level of Doom 3, Hell. Level where the player has lost all weapons and ammo through the teleporter. For me, this level is the soul of the Doom 3 game.

My World Machine Creations

See more about Mars Desert Crater Generator on my facebook : See more on my facebook.

Mars Desert Crater Generator uses 5 different textures (5 X 5 X 5 X 5 X 5 differents mixing = 3125 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct). Mars Desert Crater Generator allows you to generate an unlimited Martian desert with dunes and crater designed by the wind of Mars!

My World Machine Creations

See more about Return To Desert Dune Wind Generator Render Settings (Macro) on my facebook : See more on my facebook.

Return To Desert Dune Wind Generator Render Settings (Macro) uses 5 different textures (5 X 5 X 5 X 5 X 5 differents mixing = 3125 textures mixed) and is rendered by a very powerful macro I designed for world machine named Render Settings. My macro allows you to select in 3D real time all Texture Scale involved in the terrain, to select in 3D real time the Shadow Placement, to select in 3D real time the Lighting Intensity, to select in 3D real time the Bias and Gain and to select in 3D real time the Texture Set. Render Settings Macro by Gael Romanet, allows you to go further than the basic pre-render selection of World Machine 2 Professional. The final 3D View is rendered by Raytraced Lighting (Shadows + Indirect + Direct).

My World Machine Creations

See more about Return To Lava Crater on my facebook : See more on my facebook.

Return To Lava Crater uses 4 different textures (4 X 4 X 4 X 4 differents mixing = 256 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct).

My World Machine Creations

See more about The Island Of Skull In Hell on my facebook : See more on my facebook.

The Island Of Skull In Hell uses 4 different textures (4 X 4 X 4 X 4 differents mixing = 256 textures mixed) and is rendered by Raytraced Lighting (Shadows + Indirect + Direct). The idea is an island looking like a big skull when seen from high, in the middle of hell.

My Quake3 Map Sources

Download my seven Quake3 .MAP files I programed with Q3Radiant 202 / GtkRadiant-1.1.1 : AspecQ3mapSource.ZIP (718 KB).

My .MAP files can be helpful if you want to see how I programed my seven Quake3 maps.

Follow Me On Facebook

To follow me on facebook, click the link : Follow Me On Facebook.

Why to click the link? This website is a small sample of what I am doing. If you want to see my other creations of maps, textures, skies or terrains with world machine, you better follow me on facebook, this is the place I upload most of my artworks, so everybody know who I am.