Doom via Quake2 engine?

Long time ago(2002), I tried to implement the Doom look via the Quake2 engine - to make it look less sterile, due to higher resolutions, I rebuild most of the textures via geometry... which made it look acceptable but was also its downfall........
too SLOW - the map had ~4000+ brushes.... also hard to swallow for the dynamic lighting + unacceptable cause it would have been DM only.


Have a peek.... victim was DoomII - Entryway.






Unluckily I lost the map-file, but the brush-textures are still alive.
An nice feat to breath life into low-poly worlds at high resolutions, would be effects like dust, weather and HDR - lighting, heat effects, etc. just the basics that were there, in your head, but visually expressed - a delicate issue to balance... like making a film out of a book.

Maybe I'll give it another try... *he, he*

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Hey, that looks great!
I see what you're saying by adding geometry to what are just plain textures; if you wanted to do that, perhaps it'd be better suited for the Q3 engine.

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Bucket said:

Hey, that looks great!
I see what you're saying by adding geometry to what are just plain textures; if you wanted to do that, perhaps it'd be better suited for the Q3 engine.


I hate Q3 with a passion - except Q3DM17 of course...
O1/Q2 felt sharp as a knife controlwise - Q3 kinda wobbly.

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Wasn't this already done? Not to be mean, but what'd be the difference between this and playing on Jdoom?

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On thing with doing the detailing on the textures is that it breaks up the surfaces into hundreds more, drastically reducing your render speeds. You could turn those into brushes, but your shadows and lighting would suffer. This really isn't worth the time and effort, if you want my opinion. I'd move onto something else.

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This isn't Quake2.

Doom in Quake* never works out because of doom's physics vs quake's precise brushes

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Interesting input + every opinion is wanted.
The idea was more about transfering Dooms textures, via primitive tools, into 3D, because I like them soooooo much.*sigh*
More of an art thing - gameplay would, of course, never be the same.

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_bruce_ said:

More of an art thing - gameplay would, of course, never be the same.

Are you sure? What about Quake2-specific entities running through a Doom 2 map remake?

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printz said:

Are you sure? What about Quake2-specific entities running through a Doom 2 map remake?


?

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printz said:

Are you sure? What about Quake2-specific entities running through a Doom 2 map remake?

It's actually been done already, but I don't know where to find it.

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woah, that screenshots look f***ing awesome. I whish I could map that good for quake :D

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Bloodshedder said:
It's actually been done already, but I don't know where to find it.

I remember that. I think it included all three episodes of DOOM. Someone linked it in an EFNet IRC channel ages ago. André Majorel (the DeuTex guy) recently posted in the rec.games.computer.doom.editing newsgroup about half a dozen DOOM levels done in Quake 2, by one Ben Glover, as well.

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It's not awesome for the unoptimal detail that was implemented. Have you seen a Quake map before?

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leileilol said:

It's not awesome for the unoptimal detail that was implemented. Have you seen a Quake map before?


No. Could you explain, Einstein? ;-)

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Very nice work. I particularly like the first screenshot.

FYI - there used to be a tool around which converted Doom maps to Quake 1 BSP format. Maybe this could be of use if you were looking to re-create the map again. I believe it also converted the original map textures as well.

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Big thanks for the link.
I tried the prog, it's very handy for a basic sketch to build upon - in most cases it creates a map that leaks + it recreates the "linedefs" via 1-unit brushes.
I rebuild the map(s) differently - I take my texture-brushes and build everything from scratch using the original for the dimensions + a walkthrough.

@r_speeds - it's pretty clear to me that a playable map on old pcs(Voodoo1/2 era) had to be in the 300-500 max.range of wpolycount for DM and max. 700 for SP-levels(in software maybe even lower).
Though my main concern, as pointed out already in the original post, is to be as close to original as possible... in this case looks > "gameplay".... this is just4fun.
To all r_speeds-nazis' dismay -> computers + gfx cards got a lot faster and additionally sourceports can handle higher geometry counts more efficiently....

...so let the games begin! *he, he*

p.s: some DoomLego below....

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By the looks of the technique you are using, it could be automated (either in a source port or in some conversion utility).

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Umm... you are trying to do the same thing that i tried a bit years ago, but in the Unreal Tournament Engine (that I think that are more optimal and more similar in how works the 3d world to Doom... aka subtractive booleans.) It was called UnrealDoom, but we must stop in it when we get a mail from ID CEO about we was violating EULA & Copyrights ....

A bit images...
http://ut.gamersmafia.com/imagenes/show/6431
http://ut.gamersmafia.com/imagenes/show/6199
http://ut.gamersmafia.com/imagenes/show/6209
http://ut.gamersmafia.com/imagenes/show/6398
http://ut.gamersmafia.com/imagenes/show/6396
http://ut.gamersmafia.com/imagenes/show/5956
http://ut.gamersmafia.com/imagenes/show/5387
http://ut.gamersmafia.com/imagenes/show/5420
http://ut.gamersmafia.com/imagenes/show/5386

I don't know much about Quake 2/3 engine (hey, not was release the Source Code of Quake 3 ??? I just played it which a some kind of "FreeQuake 3 Arena" on my Linux), but if i can help which 3d models or i can export/import Quake 2/3 maps to 3d Max ....

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Andi forgot .. i had a map for UT 2004 that was a direct conversion of a Doom map ("Winged Fortress" from Onslaught wad). I convert to Duke 3d map formtar, and late to .t3d (read by UnrealEd 1,2,3) by a really hard to find tool, to convert Duke 3d to Unreal maps (i think that i lost it, and i think that today is nearly impossible to find it again). This tool was very bugy (was beta, and the guy stop to develop it, because problems which 3d Realms) and had a highly tendency to create bad brushes. So i finally remake 90% of the brushes, but this help me to keep the exactly distances and proportions of the original map .... Im trying to find image of my map ...

http://ut2004.gamersmafia.com/imagenes/show/11085 (not very well...)
http://ut2004.gamersmafia.com/reviews/show/3
http://ut2004.gamersmafia.com/descargas/show/3262 (Download link, but i see now that fails .. i think that i lost my map !!!!)

Hey! I find a image of my aborted try to make the Doom Plasma Gun in UT2004 !!!
http://ut2004.gamersmafia.com/imagenes/show/11088

My old tutorial in Mod DB : http://www.moddb.com/games/5/unreal-tournament/tutorials/23914/how-convert-a-doom-map-to-ut

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The screenshots look great-looking, but using quake2 AI engine will destroy the game. I will not be DooM anymore...

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Quake 2 (and 3) are today open source, so you can change or modify Quake 2 AI yo make more dumb, like Doom AI... Even, perhaps you can use a varint of Quake 2 engine ... nexuiz

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