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Compressing Doom

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=Keep in mind this is all theoretical=

 

Hello there, today we will see if we can compress doom but keep the main idea.

 

So we need to keep the graphics in the smallest size and cut a lot of the sprites out, enemies will be half size, always face front, zombies share the zombieman sprite, spectres are cut, and last, cacodemons and imps share the same projectile.

Have 2 sprites for enemy waking.

We need to cut out sounds too, all enemies should share the zombie sounds, both unf noises should be the same sound, and there is 1 death noise, then you compress the sounds.

Remove these weapons, chainsaw, BFG, and the ssg.

Make wall texture sizes 64x64.

Remove floor texturing.

Cut most of the textures, but keep the ones with a theme

Remove animated textures.

Cut most decoration sprites, about 90% but keep the theme going.

Remove heigh variation.

Make doors disappear when opened.

Remove keys.

Remove armor.

Keep status doomguy, but don't make him look around or scream in pain.

Remove powerups.

Remove intermission screens.

OPTIMIZE OPTIMIZE OPTIMIZE

remove difficulty.

Cut half the levels.

Remove momentum.

Remove use key, bump to use.

Remove running.

Make levels small but still like the original.

Use 90 degree walls, like Wolfenstein.

Remove fog.

Make it use CGA graphics, maybe 2 colors or 4 colors.

 

Again, this is all theoretical, but should make it not have as much space, should run on a 286 or a 186 too.

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Many of the changes you list would simplify the code, but the code does not make up most of Doom's size, the graphics and other data do. Simply introducing compression to the WAD file format would already cut the size down by half or more.

 

33 minutes ago, Redneckerz said:

I saw a screenshot of this once but never knew where it came from, thanks.

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