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Agentbromsnor

Parallel Doomensions - Quake 1 Styled Community Megawad

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So, it's gonna be similar to "Dimension of the Boomed"? That's a magnificent WAD with tweaked monsters! I'd like to see some more. Maybe with tweaked weapons as well.

BTW, that WAD is open and you can build your maps with the resources used in Dimension of the Boomed.

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1 hour ago, Agentbromsnor said:

Also! We should probably come up with a catchy name for the project. :)

 

"Quad Damning"

 

I agree with you about the sprite replacements etc., as well as custom enemies/weapons -- it's far better to use the normal Doom stuff than to have something new but bad IMO. Also Quake's weapons were not very animated, I don't think emulating that would be a good idea necessarily.

 

@DJVCardMaster for now just use q1tex: https://www.doomworld.com/idgames/graphics/q1tex

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Just now, Agentbromsnor said:


If you look at the opening post, I was also thinking of "QOOM" but I'm hesitant because it sounds a little bit silly. :p

Custom weapons and enemies would be cool, but it would take some work. The weapons should be pretty easy to replace since most of them, aside from the lightning gun and the grenade launcher, have some kind of Doom counterpart. However, I'm afraid that if this isn't implemented really well, it would come off as janky and gimmicky.

I agree with the final boss; it would have to be something special. I'm still not sure if we should go for a Quake-style version of the Icon of Sin, or if we should use DeHacked to make something special.

The statusbar should be fairly easy to replace I think. Actually, I'm fairly certain I've seen this done in the past in another WAD.

We could borrow the statusbar from DOTB. That's the best-looking one related to Quake imo. 

I'm not willing to have all weapons replaced, just some (1-3) to spice the pacing up while also keep the overall gameplay balanced.

 

And really, custom weapons and monsters aren't a big deal. I've worked with Dehacked in the past and am fairly experienced with it. The problem here is, mainly, the behavior and the enemy we are replacing.

 

@DJVCardMaster https://www.doomworld.com/idgames/graphics/q1tex

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3 hours ago, Agentbromsnor said:

I'm still pondering about a catchy name for this project.

 

Maybe Parallel Doomensions? First map song name + Doom?

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Just now, piesunisko said:

 

Maybe Parallel Doomensions? First map song name + Doom?

Amazing. This one is perfect.

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34 minutes ago, piesunisko said:

 

Maybe Parallel Doomensions? First map song name + Doom?


Ooooh this is perfect! :D
Yes, let's go with that!

 

32 minutes ago, DJVCardMaster said:

Sign me in for MAP02 then, thanks.


Alright!

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44 minutes ago, Dimon12321 said:

So, it's gonna be similar to "Dimension of the Boomed"? That's a magnificent WAD with tweaked monsters! I'd like to see some more. Maybe with tweaked weapons as well.

BTW, that WAD is open and you can build your maps with the resources used in Dimension of the Boomed.

 

Yeah, it will be similar but bigger I suppose. People have made Quake inspired WADs before but as far as I know there hasn't been one that was completely community made.

 

Really? I didn't know it was open. I looked at it in SLADE3 already but it was a bit of a chore to pick out all of the textures... Will it work if we just copy every graphic starting with Q to our WAD? I think most of the textures start with a Q but I'm not sure.

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4 minutes ago, Agentbromsnor said:

Yeah, it will be similar but bigger I suppose. People have made Quake inspired WADs before but as far as I know there hasn't been one that was completely community made.

 

Really? I didn't know it was open. I looked at it in SLADE3 already but it was a bit of a chore to pick out all of the textures... Will it work if we just copy every graphic starting with Q to our WAD? I think most of the textures start with a Q but I'm not sure.

Did you read that post? I don't quite understand the reference guide 'cause I'm not a mapper.

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1 minute ago, Dimon12321 said:

Did you read that post?


I have now. That naming convention is actually really handy; good to know!

I have a question though: DOTB has "only" 9 maps. Does that mean that it still lacks a lot of the Quake resources, or does the pack include all of their unused Quake textures as well?

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1 minute ago, Agentbromsnor said:

I have a question though: DOTB has "only" 9 maps. Does that mean that it still lacks a lot of the Quake resources, or does the pack include all of their unused Quake textures as well?

Even if there is some unused stuff, I'm not aware of it. While playing DOTB, I didn't feel like there's a lack of textures or something else.

Also, Urthar (the creator of DOTB) was online 14 hours ago. It won't be worse if you contact him for some development questions you may have.

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18 minutes ago, Dimon12321 said:

Even if there is some unused stuff, I'm not aware of it. While playing DOTB, I didn't feel like there's a lack of textures or something else.

Also, Urthar (the creator of DOTB) was online 14 hours ago. It won't be worse if you contact him for some development questions you may have.


I sent him a message just now.

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I would be interested to prepare some smaller map for Base theme, but lack of time could ruin my plans :) Is there some deadline till when the map needs to be ready?

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Just now, damned said:

I would be interested to prepare some smaller map for Base theme, but lack of time could ruin my plans :) Is there some deadline till when the map needs to be ready?


If you can finish it between now and 6 months from now, you should be fine I think.

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BTW since Quake has medieval-ish visuals, I think using medieval skins for Mancubus and Arachnotron as seen in "Ancient Aliens" wad would be a good idea. I have even seen the revenant medieval skin in "Order of the Odonata" wad.

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8 minutes ago, ReaperAA said:

BTW since Quake has medieval-ish visuals, I think using medieval skins for Mancubus and Arachnotron as seen in "Ancient Aliens" wad would be a good idea. I have even seen the revenant medieval skin in "Order of the Odonata" wad.

I second this.

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46 minutes ago, Agentbromsnor said:


If you can finish it between now and 6 months from now, you should be fine I think.

All righty then. I should be able to manage even with the baby behind my neck :D Give me slot for MAP3 please. ;)

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24 minutes ago, ReaperAA said:

BTW since Quake has medieval-ish visuals, I think using medieval skins for Mancubus and Arachnotron as seen in "Ancient Aliens" wad would be a good idea. I have even seen the revenant medieval skin in "Order of the Odonata" wad.

I think it'd be out of place for we'd be reminded of Ancient Aliens, and I'm pretty sure AA also uses its own palette.

 

Apparently there's only Base, Runic and Medieval...

Are we just going to ignore THE Lovecraftian episode??? It'd make more sense to have one level of each episode have a Techbase, and so it'd open slots for Episode 4's theme. That's how it is with Quake, anyways.

Anyhow, I'd like to take slot 14. I'd love to make another level if the Lovecraftian theme is considered.

 

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9 minutes ago, Juza said:

I think it'd be out of place for we'd be reminded of Ancient Aliens, and I'm pretty sure AA also uses its own palette.

 

Apparently there's only Base, Runic and Medieval...

Are we just going to ignore THE Lovecraftian episode??? It'd make more sense to have one level of each episode have a Techbase, and so it'd open slots for Episode 4's theme. That's how it is with Quake, anyways.

Anyhow, I'd like to take slot 14. I'd love to make another level if the Lovecraftian theme is considered.

 


I thought about doing that, a Techbase at the start of every episode or whatever, but I'm not sure if spreading the base theme out so thin is a good idea to be frank.
This isn't helped by the fact that Doom 2's episodes are very uneven in level count, but as always I'm open for better suggestions.

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2 minutes ago, Agentbromsnor said:


I thought about doing that, a Techbase at the start of every episode or whatever, but I'm not sure if spreading the base theme out so thin is a good idea to be frank.
This isn't helped by the fact that Doom 2's episodes are very uneven in level count, but as always I'm open for better suggestions.

If anything, techbases are something Doom already has tons of. I see more benefit in an abstract, horror Lovecraftian-like design, which we haven't seen much of in this community afaik.

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Anything more Quake inspiration in Doom is good to me. Ill write something about this.

Some general points:

  • For a name i would go with something that's inherently Quake but it does not use the Quake name. A deviation like Kwaak could do, but referencing a monster or an iteration on a map name (Dimension of the Boomed was mentioned as one example) is a good one.
  • If you are going to use .DeHackEd, is DOS compatibility then guaranteed?
  • If DeHackEd is used, consider supplying just the .deh file for inclusion in source ports, but also a ''vanilla'' way of inclusion for the original DOS executables, so through a .bat file, DeusF and DeHackEd to make a custom executable based on DoomHack. Well, if you want to recreate the 1996 atmosphere of things, that is ;)

Love the idea by the way Bromsnor!

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I always hoped that BOOMQTEX might get picked up for community projects, and would be happy to provide additional support if needed.

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5 minutes ago, Redneckerz said:

If you are going to use .DeHackEd, is DOS compatibility then guaranteed?

If Dehacked is implemented in the wad, DOS compatiblity is likely to fall under the "Boom-compat source ports" category. I mean, this project is meant for Boom and above ;)

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32 minutes ago, Juza said:

I think it'd be out of place for we'd be reminded of Ancient Aliens, and I'm pretty sure AA also uses its own palette. 

 

AFAIK those skins are not exclusive to AA. I have seen those in other wads as well and are probably also available in Realm667 I think. I think those skins look more in line with Quake 1 style asthetics compared to vanilla mancubus/arachnotron/revenant skins.

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16 minutes ago, Juza said:

If anything, techbases are something Doom already has tons of. I see more benefit in an abstract, horror Lovecraftian-like design, which we haven't seen much of in this community afaik.


How would you propose the theme layout should look like then?
 

8 minutes ago, Redneckerz said:

Anything more Quake inspiration in Doom is good to me. Ill write something about this.

Some general points:

  • For a name i would go with something that's inherently Quake but it does not use the Quake name. A deviation like Kwaak could do, but referencing a monster or an iteration on a map name (Dimension of the Boomed was mentioned as one example) is a good one.
  • If you are going to use .DeHackEd, is DOS compatibility then guaranteed?
  • If DeHackEd is used, consider supplying just the .deh file for inclusion in source ports, but also a ''vanilla'' way of inclusion for the original DOS executables, so through a .bat file, DeusF and DeHackEd to make a custom executable based on DoomHack. Well, if you want to recreate the 1996 atmosphere of things, that is ;)

Love the idea by the way Bromsnor!


We would have to use DeHackEd for adding the map names properly. I was thinking about including a DEH file with the WAD, and a MAPINFO lump inside of the WAD since I'm sure lots of people would want to play it on a ZDoom derivative. I'm actually not familiar with anything else other than that, I'm afraid! And thanks! :D
 

7 minutes ago, Urthar said:

I always hoped that BOOMQTEX might get picked up for community projects, and would be happy to provide additional support if needed.


Yes! @plums is working on the resource file, but perhaps he could look at using BOOMQTEX instead and maybe add any other optional textures to it?

 

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27 minutes ago, Agentbromsnor said:


I thought about doing that, a Techbase at the start of every episode or whatever, but I'm not sure if spreading the base theme out so thin is a good idea to be frank.
This isn't helped by the fact that Doom 2's episodes are very uneven in level count, but as always I'm open for better suggestions.

 

Regarding the uneven episode issue, one can always employ the death-exit technique to create episodes like in Scythe 2, Valiant or Eviternity. 

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