Spider Mastermind
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Failed remake of E1M1: The Slipgate Complex
 
Author
All times are GMT. The time now is 21:04. Post New Thread    Post A Reply
KennyJC
Member


Posts: 346
Registered: 11-02


For the last couple of days I was insane enough to try and do an exact replica (more or less) of E1M1: The Slipgate Complex with Gzdoom.

It was going according to plan until I reached that part near the end that has all the overlapping sloped platforms and other details. It was just a little too much for someone with poor concentration skills such as me... as well as my novice gzdoom skills!

But it is possible right?

Here's the wad if you are interested enough to run through it, or insane enough to want to try and finish it (the part that made me give up is off the map so you'd have to noclip to it or view it in the editor).

http://i258.photobucket.com/albums/hh266/KJC1982/e1m1.jpg

http://i258.photobucket.com/albums/hh266/KJC1982/e1m1_2.jpg

Old Post 06-27-08 09:05 #
KennyJC is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
K!r4
Senior Member


Posts: 1324
Registered: 05-07


Sounds interesting, I'll test when I'll have my new computer connected.
I've also planned a remake of q1m1 but it was for a while (a year or more).

Old Post 06-27-08 09:42 #
K!r4 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7784
Registered: 01-03



KennyJC said:

But it is possible right?





You will probably have to insert a silent line-to-line teleporter somewhere. If I remember correctly some of the lower parts of the level lie below the upper parts which with Doom's map format is not doable.

Old Post 06-27-08 10:08 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Steeveeo
Senior Member


Posts: 1196
Registered: 09-06



Graf Zahl said:
If I remember correctly some of the lower parts of the level lie below the upper parts which with Doom's map format is not doable.


If I heard correctly, that could be done (although it would take time) with the linetype 160 3D Floor tag in GZDoom.

Old Post 06-27-08 10:54 #
Steeveeo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
deathbringer
Post invalidated by first word being "uhhh"


Posts: 3513
Registered: 04-02


uhhhhhh

3D floors are perfectly doable in many ports. Sloped 3D floors i'm not sure about... perhaps you could make a static MD2 of the slope and put that in place to walk on? is that possible?

Old Post 06-27-08 12:01 #
deathbringer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7784
Registered: 01-03



Steeveeo said:


If I heard correctly, that could be done (although it would take time) with the linetype 160 3D Floor tag in GZDoom.




No. Not if there are two completely separate sets of rooms at the sams x/y coordinate.


deathbringer said:
3D floors are perfectly doable in many ports. Sloped 3D floors i'm not sure about... perhaps you could make a static MD2 of the slope and put that in place to walk on? is that possible?



GZDoom can do sloped 3D-floors. The room is still quite complex.

Old Post 06-27-08 14:52 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
leileilol
dork stalker


Posts: 2726
Registered: 06-04



deathbringer said:
perhaps you could make a static MD2 of the slope and put that in place to walk on? is that possible?


That would be stupid due to the fact if you don't see the model's origin the model disappears

Old Post 06-27-08 16:34 #
leileilol is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Patrick
someone employed to clean and maintain a building


Posts: 1998
Registered: 02-07


gzdoom can do sloped 3D floors

Old Post 06-27-08 17:40 #
Patrick is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6386
Registered: 12-00



Graf Zahl said:
No. Not if there are two completely separate sets of rooms at the sams x/y coordinate.


Correct (of course) but with a lot of sector tags, a lot of chopping up of sectors into smaller pieces and a lot of patience it could be faked with 3D floors. Personally, I can't see anything in that area of E1M1 which, to my mind, would make it impossible to do in GZdoom. However, I'm not saying that it wouldn't be a little bit complicated. No more so than the 3D house in my Burghead WAD though.


leileilol said:
That would be stupid due to the fact if you don't see the model's origin the model disappears


I don't think that's correct, in GZdoom at least. If you lose sight of the sector that the model is placed in, the model may disappear in front of your eyes but I've set up many models in places where you can't see the origin of the model, but the bits of the model you should be able to see are still visible - provided the sector the thing is in is also visible. as soon as that goes out of view, the model disappears.

Old Post 06-27-08 18:37 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
K!r4
Senior Member


Posts: 1324
Registered: 05-07


I've looked your map KennyJC, and it's really a good remake, though the size seems do not looks like the original (you can rescale the entire map at the same time, as the proportions are good).

Old Post 06-27-08 18:50 #
K!r4 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
KennyJC
Member


Posts: 346
Registered: 11-02



K!r4 said:
I've looked your map KennyJC, and it's really a good remake, though the size seems do not looks like the original (you can rescale the entire map at the same time, as the proportions are good).


No, the size is pretty much exactly the same as e1m1 to within 16 units. This is because I had e1m1 open in a Quake editor and counted the lengths of each line in the Quake editor and copied it into Doombuilder.

Old Post 06-27-08 20:38 #
KennyJC is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
K!r4
Senior Member


Posts: 1324
Registered: 05-07


Hmmm so it should be my resolution on Skulltag... anyway by your answer I know that all is fine now :)

Old Post 06-27-08 21:13 #
K!r4 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 6634
Registered: 01-02


The perceived size difference might be because Doomguy and Quakeguy don't move at the same speed, see from the same height, etc.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 06-27-08 21:19 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6386
Registered: 12-00


OK, I've just been back to Quake and had a look at the final area. It is a little more complex than I remembered - I hadn't realised that quite so much of the final area had the secret directly underneath it. However, I didn't see anything that couldn't be replicated in GZdoom with a bit of time, effort and head-assploding! ;)

Old Post 06-27-08 22:59 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Imp
I'LL CUT YOU BITCH!


Posts: 939
Registered: 10-02


Impressive work. Keep it up man.

Old Post 06-28-08 10:12 #
Imp is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Steeveeo
Senior Member


Posts: 1196
Registered: 09-06



Enjay said:
3D house in my Burghead WAD

Out yet? Link?

Old Post 06-28-08 10:51 #
Steeveeo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6386
Registered: 12-00


Out for some time. You can get it from ReX's Nexus. Make sure you get the 1.1 updated version which fixes some code that only worked with the SVN version of GZdoom (r13) that was current at the time of the release, but which had to be changed for the official version of GZdoom. Although, to be fair, I haven't tried it myself on the very latest GZdooms, so I can't guarantee how well it works on them. It should be OK though.

http://doomnexus.drdteam.org/ (scroll down a bit)

http://www.doomworld.com/vb/doomwor...spects-of-doom/

Old Post 06-28-08 13:36 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
AlexMax
Senior Member


Posts: 1115
Registered: 01-03


I created an almost exact replica of Quake's DM2 using a development version of Eternity with Linked Portals, minus the shifting platforms and the like, and it was relatively easy to do. I'll dig up the map file and take a few screenshots if there is enough interest...

Of course, Eternity doesn't have sloped sectors at this point so making Quake E1M1 is still out of the question. :)

Old Post 06-28-08 14:33 #
AlexMax is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
printz
CRAZY DUMB ZEALOT


Posts: 8890
Registered: 06-06


Quite a few Quake texture Doom maps these days...

__________________
Automatic Wolfenstein - Version 1.0 - also on Android

Old Post 06-28-08 18:16 #
printz is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
KennyJC
Member


Posts: 346
Registered: 11-02



AlexMax said:
I created an almost exact replica of Quake's DM2 using a development version of Eternity with Linked Portals, minus the shifting platforms and the like, and it was relatively easy to do. I'll dig up the map file and take a few screenshots if there is enough interest...

Of course, Eternity doesn't have sloped sectors at this point so making Quake E1M1 is still out of the question. :)



I'd like a look at it. DM2 is my favorite level of all time.

Old Post 06-28-08 19:39 #
KennyJC is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 6634
Registered: 01-02


I was also working on an Eternity remake of DM4, around the same time Alex was doing DM2. If I remember correctly I had the layout pretty much done, but there was some architecture/detailing still left to do, and some of the portals need to be fixed due to changes in how Eternity handles them.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 06-28-08 23:08 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Steeveeo
Senior Member


Posts: 1196
Registered: 09-06



Enjay said:

http://doomnexus.drdteam.org/ (scroll down a bit)

http://www.doomworld.com/vb/doomwor...spects-of-doom/



That...was totally wicked...

Old Post 06-29-08 03:14 #
Steeveeo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Nuxius
Forum Regular


Posts: 751
Registered: 02-05


About the only thing I can think of that you couldn't do is the slide out bridge (shot 2). In that case you could do like Saturn Quake and have it fall from the ceiling.

Quake's doors could probably be faked with models, though. Or you could do something similar to Saturn Quake again and just use polyobjects and forget the interlocking aspect of it.

Old Post 06-30-08 02:06 #
Nuxius is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 21:04. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Failed remake of E1M1: The Slipgate Complex

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.