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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 loveless · Posted
      An engaging map.  Thoughtful traps reminiscent of Death Destiny left me with a sense of impending doom.  I knew I was going to die and die a lot but every fight left me with a sense of reward.  Give this a chance if you're not a fan of hard or challenge styled gameplay.    On UV, a blind playthrough shouldn't take more than an hour.  If you're unfamiliar with Paul977's maps I'd say start with this one then follow with Black Room.
    • By ElfishMender894 · Posted
      well what can i say i played this in 3 ways (all on ultra violence)   1 in GZDOOM With Mouse Look crouch/jump disabled  and had a decent time the textures not Lined is pretty neat (except the hell textures) but it felt like a classic Map that might fit in DOOM 2    2 The 2nd way i played this was with Chocolate Doom with the keyboard controls and My Myyyy i had fun decent challenge!   3 the 3rd and final way was With Brutal DOOM V21 and this was probably the most fun i had on this level it was 10 mins of fun mowing down all the Demons   the only complaint i really have is the textures and for a 1994 WAD Its decent    and thats the thing this was made in 1994 when everyone was making WADS for the first time!    and from the Read Me claiming anyone can Use this WAD for additional levels   may even Remaster this WAD :D     3.5 Stars in my book!  
    • By dylux · Posted
      The Good: -  Nice, clean Maps. Nothing fancy. -  Not a slaughterfest, but loads of challenging dog fighting. -  Very little puzzles.   The Bad: - Too many small, nonlinear Maps. - WTF was with M1E8?!? - Wayyyy too many "poison ponds" for my taste. I don't think there was a single level that didn't have them. - Very few secrets - most of which were unrewarding. A Med Pack isn’t exactly what I call rewarding - unless you have less than 10 hit points. So if a reward for finding a secret is a Med Pack, what is that telling you?!?! - Wasn't into starting new chapters (with just a pistol) during the same episode. - Monsters that suddenly spawn from thin air just because you're walking towards a switch.   In Short: If you like dog fighting, then Base Ganymede Ep 1 is for you, so bring your itchy trigger finger. It’s was average as far as fun game play goes. I don’t think I ever saw more Specters and Lost Souls in any other non-slaughter game. The only things above average in this WAD was the amount of monsters, barrels and poison ponds you'll endure.   Not the best WAD I've ever played, but not the worst, either.   2 1/2 out of 5 Stars.
    • By Maximum Matt · Posted
      N.B. this is a review of GATHR2.WAD from Maximum Doom, which excludes the fifth and final map, and doesn't include the custom music   Classic minisode, map one is like a prelude to the main meat (a long road with trees and troopers either side, a tunnel, and then like a 'manhole' into the sewers) - nothing offensive, cool opener. Map two is a classic sewer map with cool switch tricks, tolerable slime tunnels, a barrel trap, cool looking marble zone and a cool final tech area. Map the third starts off the same way map two ended (always love that detail), a fight in a huge water basin, and then around the periphery of, very cool looking, with a semi-secret area that is simply iconic. (Curiously, these last two levels were merged together as GATHER2.WAD, also available on Maximum Doom.) And of course the forth map, a huge complex building surrounded by an outside courtyard guarded by plenty of beasts, nonlinear, varied, filled with memorable traps/scenarios/rooms (love that room with the bunch of thin pole crushers), loads of secrets (although only one 'official' secret), central hub room that transforms when you return to it, every enemy type except the ol' cyberdemon, there's even an outdoor 'balcony bar'.  Yeah, there's way too many megaspheres, whatever.  A classic '95 map pack. 
    • By NuMetalManiak · Posted
      Ruma surprisingly landed as one of the Top 100 wads of all time, which, judging from just playing the wad itself, is quite surprising considering how short and actually uninteresting the whole wad is. compared to Espi's more notable wads, such as Back To Basics, Suspended in Dusk, and even Laitos, which was released in the exact same year, Ruma doesn't offer much. the combat is pretty tough overall as you might expect, and it's sort of a mini-challenge with what's given, a shell-centric level in other words. but it's full of brown especially in the open field which is easy to maneuver around in and the side areas don't offer a whole lot. all Ruma is remembered for is that one bridge and that's about it. it's an average level at the very worst and at the very best.
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