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WIREFRAME DOOM

   (11 reviews)
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4 Screenshots

About This File

After thinking of how cool wireframes are, I thought to myself: "Gee, I wonder how would Doom look if the textures were made to look like they're wireframes!" This is the result.

As you've probably noticed, there are 3 colors of wireframe. Green are the normal walls. Red are used on textures often used for interactable things (namely: switches, doors, elevators). Lastly, blue ones are used on "liquid" textures, as they often are set to damage the player, so don't be surprised when a floor melts you. =P


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Nine Inch Heels

  

Have to agree with a previous review: Both the flats and the textures don't align with a size 64 grid in a map editor. Unless you can align flats as is possible in for example in UDMF, this isn't a resource you'll have a good time creating maps with, and even if you're working in a format that can align flats, you're better off using a higher quality resource to begin with anyway.

 

Flats and textures are "off grid" because they're not a black square with a green frame around it, which is how it ideally should have been. A quick look around in SLADE shows that the coloured lines are 3px wide, so something had to give as a consequence. A perfectly centered black square inside a 2-3px wide frame would have done the trick just fine.

A neat idea that was put to use for example in valiant map 32, except valiant used a better resource that is more forthcoming towards mappers. If you want a resource for wireframe stuff, you're better off looking elsewhere, or cooking your own wireframe textures from a greyscale-base, and colouring them however you want to.

 

With all that said, this isn't entirely bad: It's fun to load up doom2 and giggle at how "weird" everything looks all of a sudden, but it's a short lived laughter due to a very limited colour selection, so the novelty aspect wears off fast, unfortunately.

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Misty

  

This is the great idea, but wireframes are 2px off(or even more) and they automatically don't align well from the start. Of course, if you use more advanced mapping format, this shouldn't be a problem, because you can align flats and walls accordingly and match them, but on more conservative formats this can be irritating. 

 

Spoiler

Screenshot_Doom_20190512_154006.png

MAP01_at_2019.05.12_15-25-57.592_R3058.j

 

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Guest

Unknown date

  
5/5 I love this type of stuff. one time i did something similar with the blue tech and wolfenstein stone wall but it got kinda boring. but this wireframe idea worked out surprisingly well. wow. 5/5

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JPL

Unknown date

  
Cool! Different color for the skies would be nice.

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Guest

Unknown date

  
It's an interesting idea, but needs to be developed further. Quite simply, it's boring to have exact same texture/color everywhere on every map. And skys could benefit from special treatment. I think an earlier mod did something similar but took it farther. Was called 8-bit deathmatch or something?

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xnv

Unknown date

  
Whoa, this looks surprisingly good. I bet you can base a whole mapset on textures like this.

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Guest

Unknown date

  
Hmm... I've seen most of this about 20 years ago, so it's not original at all. I do remind having played a level (don't know the name anymore, it's too long ago) build around this concept; after having played it for 10 minutes, you've just seen it, and won't play it again. Mostly because it is too monotonous. Besides that, avoiding very ugly texture misalignments dramatically limits a level builder to using a very large grid, so details are gone. 2/5 for raising the idea.

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cs99cjb

Unknown date

  
Good concept, well executed

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Walter confetti

Unknown date

  
that's a pretty interesting concept, very retro-stylish! Playing this with some chiptune and 8-bit sounds will be awesome!

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  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
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