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creedence_spillz

3D doom

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Mindless Rambler said:

And by "too hard to explain" we mean we are too lazy or you aren't worth explaining it to.

Walls are always totally vertical. That's the simplest explanation.

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Coopersville said:

Not even a little bit. There's this thing called 2.5D and it's too hard to explain.


"2.5D" isn't limited to one definition. Obviously, in (vanilla) Doom's case, it revolves around the impossibility of slopes, room over room, object over object, model-based objects, and other specific things.
If Doom becomes 3d, it's not Doom. It's Quake with a Doom palette (and total conversion).

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GGG said:
"2.5D" isn't limited to one definition. Obviously, in (vanilla) Doom's case, it revolves around the impossibility of slopes, room over room, object over object, model-based objects, and other specific things.
If Doom becomes 3d, it's not Doom. It's Quake with a Doom palette (and total conversion).


Or a source port.

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GGG said:

If Doom becomes 3d, it's not Doom. It's Quake with a Doom palette (and total conversion).

Why hasn't anyone tried to reprogram the Jedi engine used in Dark Forces? It looks like Doom - until you get to see moving platforms and floors over floors (and still you get an automap). And there are no slopes at all.

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And don't forget the sprites, wich I think are the main element of 2.5

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There are some very basic things that doesn't make Doom 3d.

* Room over room, can be faked by adding a fast moving platform that takes you between two levels in a crossroad but then you have to change direction, so it looks plain boring.

* Object over object. You can't put two objects on top of eachother building a larger object such as a truck with a driver. Putting them in the same spot would make them collide and not being able to move as one entity as it is supposed to do.

* Slopes. This can be faked by using stairs but this looks really ugly and it takes forever to load such a level. Ofcourse you can use horisontal slopes but vertical is impossible to do good in Doom.

* Sprites. No models in originally doom but rather a quite primitive way of displaying them. Think about holding up a paper with a painted picture on it and then rotate around it. Each sprite concists of 8 different angles, and that's why you can't use a full 360 degree rotation of the player in the start of a level.

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