invictius Posted June 16 What I want to see is a map that's vanilla compatible, then the next map is identical to the last one, only it goes "Hey here are some boom features". Then the last map is again identical but uses zdoom features. Something like a low/medium/high quality demo, but as a wad. We have heaps of examples of features in ports, but have to compare arbitrarily. As a non-mapper a lot the architecture in boom wads looks like it could be done in vanilla. I'm after something more obvious. 2 Share this post Link to post
houston Posted June 17 (edited) Actually, there's this guy called "Veddge"... Jokes aside, one pretty obvious thing which his two maps don't deign to demonstrate is that when it came to room-over-room in Doom, you pretty much either had to use super-jarring teleports, or just use architecture that implies room-over-room even when it's not. 2 Share this post Link to post
Shepardus Posted June 17 I had a similar idea myself, but transitioning from Wolfenstein 3D to Doom, adding things like textured floors/ceilings, differing light levels, height variation, angled walls, etc. as you progressed. I think it could be cool, but it'd be difficult to convey the differences in feature sets to someone who's not already aware of vanilla's limitations. When you say: 21 hours ago, invictius said: As a non-mapper a lot the architecture in boom wads looks like it could be done in vanilla. I'm after something more obvious. that's because a lot of the architecture in Boom WADs can be done in vanilla (or at least limit-removing). The most powerful features of Boom are invisible to the player, like generalized linedef actions and voodoo doll scripting. These solve problems you wouldn't realize you have unless you've looked into mapping for vanilla. I remember when I was new to Doom I didn't understand the difference between vanilla and Boom WADs except that I couldn't play the latter in Crispy Doom. When mikoportals were a new discovery and people were sharing GIFs of vanilla conveyor scripting, I didn't understand what the big deal was because I didn't know you couldn't do that in vanilla. Boom does have more visible features like translucent walls and the deep water effect, which you can see in BOOMEDIT.WAD, but those aren't the main reason people map for Boom. Also complicating matters is that vanilla mappers have gotten very good at hiding or working around the limitations (see: KDiKDiZD), further blurring the line between the formats. 4 Share this post Link to post