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node_builders

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27 files

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  1. ZenNode Version 1.0

    ZenNode updates the BLOCKMAP, REJECT, and/or NODES/SEGS/SSECTOR resources of your .WAD file. It supports DOOM / DOOM II / Heretic / and Hexen. It will generally rebuild the BSP tree faster than any other program around.

    7 downloads

       (2 reviews)

    Submitted

  2. NodeNav v0.81 - DJGPP Port

    NODES navigator for DOOM-Engine .WAD files

    Lets you graphically see any map's BSP node-tree at work.

    Source code included (DJGPP v2.0+ and Allegro 3.1 required)

    9 downloads

       (0 reviews)

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  3. bsp23bug.wad

    This (bsp23bug.wad) is a pwad that exercises what I think to be two spectacular bugs in BSP 2.3. Recipe :

    1) At the start, look at the red wall in front of you.

    2) Outside, near the candle, you can see a red wall that shouldn't be there, since there is no linedef at that spot. It's still solid enough to hide the dead marine behind it. Also, for a psychedelic trip, take a walk along the long red wall nearby.

    I've tested the wad with XDoom, LxDoom and the original Doom. I think the bugs are in BSP 2.3, not in the wad or in Doom because, when using Warm to build the nodes, they don't show.

    1 download

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  4. BSP version 3.0 dos extended

    Changes in 3.0x:

    Lee Killough 9/98:

    Fixed many cases of slime lines by going back to using slightly slower BSP21x splitting algorithm.

    Removed approximate visplane overflow detection code, as being too inaccurate to be useful. If visplane overflows need to be detected, then modifying the Doom source code to display them exactly in real-time would be a better idea. The visplane counting code in BSP22x and BSP23x was never 100% accurate, but was about as close as I could make it based solely on empirical evidence.

    NOTE: this change does not remove the -vp option, which attempts to reduce the chances of visplane overflows by using a special node line heuristic, and which is the more useful of the visplane-related options. This change only removes the -vpwarn and -vpmark options, which attempted to detect where visplane overflows occurred, but which were too crude. Exact detection of visplane overflows is unnecessary to remove them, because techniques are available which reduce the probability of visplane overflows without having to know whether they actually occur.

    5 downloads

       (0 reviews)

    Submitted

  5. BSP version 2.3 dos extended

    This builds a BSP node tree for your DOOM wad files.

    3 downloads

       (2 reviews)

    Submitted

  6. JBSP 1.02

    JBSP 1.02, a new Node Builder based on BSP, but with new features like:

    - REJECT compilation, for speed large levels.
    - Graphics. You view how the builder works on your level.
    - Level view, for view maps in a wad.
    - Now you can view the nodes and the REJECT of your levels.

    And more...

    I am now working in implementing more perfomance and a 3d previewer.

    4 downloads

       (0 reviews)

    Submitted

  7. BSP version 1.5 DOS

    This builds a BSP node tree for your DOOM wad files.

    1 download

       (0 reviews)

    Submitted

  8. RMB the Reject Map Builder version 3.0

    This version of RMB can process Doom 1, Doom ][ Heretic and Hexen files.

    RMB can be used to speed up large WADs with many monsters.

    RMB can be used to generate special effects with the reject map. If all you need to do is to speed up the wad I suggest you find out how to turn on reject map building in ZenNode or WARM, as these reject map builders are faster than RMB. The force of RMB is all the options and special effects.

    7 downloads

       (2 reviews)

    Submitted

  9. ZenNode Version 0.98a

    ZenNode updates the BLOCKMAP, REJECT, and/or NODES/SEGS/SSECTOR resources of your .WAD file. It supports DOOM / DOOM II / Heretic / and Hexen. It will generally rebuild the BSP tree faster than any other program around.

    3 downloads

       (0 reviews)

    Submitted

  10. WAD Auxiliary Resource Manipulator

    WARM's main purpose is to build the NODES, SSECTORS, SEGS, BLOCKMAP, and REJECT resources from the basic resources that compose a level.

    6 downloads

       (3 reviews)

    Submitted

  11. BSPCOMP v1.0

    This program is a cross breed between many of the other node compilers out there. It incorporates code from DEU, BSP12X, WARM14, and IDBSP, as well as a few other tid-bits that I threw in. It will automatically detect which type of WAD file you are compiling.

    2 downloads

       (0 reviews)

    Submitted

  12. idbsp11b.zip

    Long-awaited public BETA test of IDBSP v1.1.

    1 download

       (0 reviews)

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  13. REJECT.EXE version 1.1.0

    REJECT.EXE is a command line based utility used for building the REJECT resource in a DOOM or DOOM 2 PWAD file. It post-processes a PWAD which has been created using a level editor such as DEU. Its main purpose is to speed up slow PWAD files by reducing the number of line-of-sight calculations performed by the DOOM engine.

    1 download

       (0 reviews)

    Submitted

  14. IDBSP 1.0.2 DOS binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    This is a newer upload of the DOS binaries with the DOS extender included.

    ibsp102d.zip has all the DOS binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    6 downloads

       (0 reviews)

    Submitted

  15. idbspwat.zip

    IDBSPWAT.ZIP is a descendant of Ron Rossbach's DOS port of id software's BSP node building code. There are a few reasons that I have done to this program that I have found useful, so I thought I would upload it.

    1 download

       (0 reviews)

    Submitted

  16. IDBSP 1.0.1 Linux binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101l.zip has all the Linux binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    1 download

       (0 reviews)

    Submitted

  17. IDBSP 1.0.1 source

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101s.zip has all the source with a makefile for each OS.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    6 downloads

       (0 reviews)

    Submitted

  18. IDBSP 1.0.1 DOS binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101d.zip has all the DOS binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    1 download

       (0 reviews)

    Submitted

  19. IDBSP 1.0.1 OS/2 binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101o.zip has all the OS/2 binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    2 downloads

       (0 reviews)

    Submitted

  20. BSP version 1.2 OS/2

    I ported this to OS/2 because for some wierd reason, I'm not able to get any node builder that uses EMU387 working on my 386. The nodes build, but the levels come out scrambled. Since EMU387 was the common factor with BSP11X, BSP12X, IDBSP10 and DEU521GCC, I thought porting it to OS/2 would take care of the problem. It did.

    If anyone else out there uses this, let me know of any bugs you run into. It was a VERY easy port. Guess that speaks wonders for Colin. I had to comment out 2 includes, one macro, define M_PI and change the inline declaration. It was compiled with CSet++ and does seem to run slightly slower. But I didn't time it or care to track the problem down anymore (and it could all be in my imagination.) But if it seems too slow to use and you really want to use it, let me know and I'll see if there's anything more I can do for the speed.

    1 download

       (0 reviews)

    Submitted

  21. bsp4linx.zip

    This is BSP version 1.2 dos extended, written by Colin Reed.

    It has been converted to compile under Linux by Sam Lantinga. Thanks Colin! It was easy to recompile. :)

    New version due to bug found by Mark Harrison that caused some problems with flipped segs having their textures buggered up.

    The GO32 dos extender has been pre-pended to the executable.

    This builds a BSP node tree for your DOOM wad files.

    1 download

       (0 reviews)

    Submitted

  22. idbsp10.zip

    IDBSP10.ZIP is version 1.0 of my DOS port of id's own BSP builder for DOOM. The zipfile contains two programs, both with full source included.

    id's BSP builder takes a DWD file as input, and generates a WAD file. A DWD file is bascially an "ASCII WAD" file; it is a text file describing the linedefs, sidedef, sectors, and things on a level. The BSP builder creates the remaining resources.

    Note that IDBSP automatically builds the REJECT resource, to help speed up all those line-of-sight calculations.

    4 downloads

       (1 review)

    Submitted

  23. BSP version 1.1 for Windows

    This is BSP version 1.1 for Windows. This builds a BSP node tree for your DOOM wad files.

    2 downloads

       (0 reviews)

    Submitted

  24. BSP v1.1TC

    This is v1.1TC of the BSP nodes builder that I recieved direct from the author himself. For those of you that downloaded BSP11X.ZIP and find that it wont work because you dont have a Math Co-Processor chip, then download this version that wont use a Math-Co.

    4 downloads

       (2 reviews)

    Submitted

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  • File Reviews

    • By VanaheimRanger · Posted
      I have played this, and I plan to play it again.
    • By Ashurion Neonix · Posted
      Valiant is one of those rare megawads that gets the difficulty balance just right. It's able to create a challenging experience whilst not being difficult to the point of being unbeatable. Valiant features several custom monsters which all fit in well and compliment the already existing ones. There have also been some changes to the pistol and chaingun making them more balanced (the chaingun is no longer a direct upgrade from the pistol) as well as more satisfying to use. The sprite work, texturing and levels are all very pleasing to look at. Valiant is divided into five episodes each with their own distinct themes ensuring that the gameplay doesn't dry up. These episodes include: Techbase, Catacombs, Industrial, Helltech, and the moon   Overall, I highly recommend valiant and I consider it to be one of those wads that everyone should try. Favorite maps: Almost all of them, but especially the ones in episodes 1 and 5
    • By Li'l devil · Posted
      So this is the kind of map that I got to like from just how it looks. The screenshots alone sold it for me and gave a good first impression. And the map has a lot going for it, it's one very large, rather non-linear level with a distinct setting and tone. The setting is great, actually, there was a lot of work put to make it feel like a real place (there are distinct building like a church, a supermarket, etc.) and it excels in this regard, and I also like the depressing tone it has.
      Unfortunately, after replaying it thoroughly (I didn't give it a proper go the first time I played it years ago, and just assumed it's great throughout), it didn't really live up to expectations. It's not bad, but it's not remarkable (except for the good things I said about it above), and it has shortcomings. My main gripe is that, despite exploring seemingly everything, eventually I reached a point where I didn't know where to go, and the computer area map didn't help either. After over 1.5 hours of playing I just gave up on it. The other complaint is music: it's too repetitive. This is bad considering you'll definitely be playing this map for at least an hour, and the music will become annoying. As for the difficulty, can't complain. It was rather easy on ITYTD, as it should be. Tho there's a rather difficult platforming segment, at least if you aren't good at it. One more thing: this map had FPS drops for me, even tho I played on Eternity, and it seems to be the problem with the map, not my computer.
    • By roadworx · Posted
      this is a big ol' exploration map heavily inspired by e2m2, the doom 1 map of the same name. this map takes the concept of the crate maze and not only runs with it but improves heavily upon its inspiration; this map is bigger, harder, and more fun than the original in just about every way. it doesn't use doom 2's bestiary to its full potential - the arachnotron and pain elemental are nowhere to be found - but what it does use it uses well (though i do feel like the mancubus is a bit over represented in this). despite that, it's still fairly easy, with the hardest bit likely being the very start of the map when you have nothing but a shotgun and have to deal with dozens upon dozens of hellspawn, as well as the various encounters with the cyberdemon.   while it is large and it is comprised primarily of crate mazes, it's actually pretty easy to navigate your way around the map. it's divided into several distinct areas, all of which have landmarks to help the player know where exactly they are. i will say, however, that having almost nothing but crates does make the map feel a bit samey after a while, which for a map of this size isn't ideal.   overall, if you're big into exploration and aren't super concerned about not being challenged to an extreme degree, then there's no reason not to check this out. it's fun, rewarding, and while the looks can be a bit monotonous the gameplay is varied enough to keep things interesting.
    • By UAC guy · Posted
      One of the best megawads I've ever played. I especially like map05, though the  
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