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esselfortium
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Posts: 1858
Registered: 01-02



magicsofa said:
So who wants to remake doom according to the doom bible :D

Approximately 7,000 different people before you, including myself 5 or 6 years ago, all of whom either failed or ended up with something completely different than what they originally set out to do. The Doom Bible has some cool ideas and descriptions in it, but a lot of it just makes for a much more interesting read than it would actual gameplay. (Plus, working on something without much room for your own creativity gets pretty dull)

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Old Post 09-09-08 16:34 #
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Csonicgo
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Got another find for you kids!

Bounding boxes required for the first revisions of id's map editor?

From what I have gathered (and this is pure conjecture here), the old editor either required the mapper to draw a bounding box (or polygon) around the level, but during the last part of development, that limitation was removed.

This is from pure observation of the alpha maps, and doom v1.0 maps.
The things to look for are lots of clean, horizontal /vertical lines near the "invisible" box surrounding the maps.

http://toastytech.com/dooma/b2level.gif here's the map from the first tech demo. box box box.

http://doom.wikia.com/wiki/Image:E2M7_map.png Here is Map E2M7. notice the boxy-ness. the only things sticking out are the exits and the little teleport area, possibly added later.

Well, let's just look at the alpha maps themselves to see if I'm right.

http://img519.imageshack.us/img519/8586/e2m7alphams2.png

Well, looky there.

http://doom.wikia.com/wiki/Image:E3M3_map.png here is Map E3M3. notice near the edges, the perfectly horizontal and vertical lines. It also appears that an area was planned in the bottom right corner!

Let's look at Alpha 0.4 to see!
http://img521.imageshack.us/img521/3609/e3m3alphapv1.png

eeer.. maybe not.

http://doom.wikia.com/wiki/Image:E2M2dots.png This is E2M2. the boxy-ness (no, not the crates!) is immediately visible. In fact, in the 0.4 alpha, there WAS a box.
http://img110.imageshack.us/img110/8819/e2m2alphagi6.png


Here's a good one. This is E2M3- Refinery. Here it is now:... http://doom.wikia.com/wiki/Image:E2m3dots.png

here it was THEN:

http://img513.imageshack.us/img513/7949/e2m3trapkz2.png

Wh-- a Trapezoid?

http://doom.wikia.com/wiki/Image:E1M4dots.png Ah, E1M4. (in)famous for the swastika room.

And here is the alpha version.
http://img440.imageshack.us/img440/6659/tictace1m4ac6.png

Reminds me of a certain currency of a certain popular NES adventure game.


Ok, now that I've bored you to death with circumstantial evidence, there is only one question to ask: Why were the bounding boxes added? were they to help keep the maps within the even-then arcane space requirements Tom Hall laid out? would that have made any difference?
Was it to help the old renderer (before BSP was added)render the maps faster? was it the editor?

OR: (thanks essel)

The boxes around the maps might have been an intentional thing to make them fit the shape of the building they were going to appear as in the phobos/deimos surface map.

http://img526.imageshack.us/img526/3130/interpicnc5.png

looks like the Alpha E1M4 in the middle there. that would be Command Control.

The "Waste" building looks an awful lot like the Alpha E2M2 level....

What about that ref building....

why, it's E1m3! look what happens when we rotate it....

http://img527.imageshack.us/img527/5963/toxinrotaterj5.png

the secret area with the tall elevator (shown in the interpic) lines up perfectly, and so does the basic shape and entrance area. I imagine this looked even more convincing during development.

But, this could all be nothing. Who knows? it's just cool.

EDIT: During discussion in IRC the possibility of less-than-stellar clipping code was brought up. Sure would explain the clean, never-deviate-from-the-grid design. (I suppose it justifies keeping the automap Grid in.)

Last edited by Csonicgo on 09-12-08 at 05:02

Old Post 09-12-08 04:28 #
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Captain Red
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Posts: 4585
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Just getting back to the alpha walking, if somebody know a way to simulate that in Zdoom or Gzdoom, I would be very interested in hearing about it.

Old Post 09-12-08 10:51 #
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Fisk
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Posts: 318
Registered: 02-07


movebob -0.02

Old Post 09-19-08 03:46 #
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Captain Red
Pants


Posts: 4585
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Sweet! uhh, is there a way to make it bob faster?

Old Post 09-19-08 04:00 #
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Reinchard666
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Posts: 58
Registered: 05-08


Some time ago I working on project "Doom: Evil Unleashed" , ( http://forum.drdteam.org/viewtopic.php?t=2736 ) based on Alphas and Doom Bible. I waste lot of time on study Doom Bible, Alphas maps, some mails with Tom Hall. But I was trying to remake this project without high-res textures and dynamic lights, just more in old alpha's atmosphere. But for only one person, this is too much work (decorate with new stuff, graphics for enter cinematic etc..). Some features I want in Evil Unleashed:
- helmet hud, like this from Wild Weassel (is tis possible to make them with auto-map??)
- decorate things like sandwich, heart of lothar (more of them I have in actuall version of Evil...)
- levels from Alphas with realistic looking locations (Hangar, Depot, Officers Quarters)
- 4 different characters to choice

I spend 2 years on graphics and levels, but this version don't have atmopshere from Alphas. I want remake them, but not alone.

Old Post 09-19-08 07:22 #
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