Avoozl Posted August 15, 2014 As I was google searching for any custom Doom maps made with inspiration from levels of Super Mario 64 I came across this video: I think it's pretty cool how people have been able to port or at least recreate Doom maps in emulated console games. 0 Share this post Link to post
riki2cool Posted August 15, 2014 This is what DOOM 64 should have been. 0 Share this post Link to post
StevieWolfe Posted August 15, 2014 That's pretty impressive, how do you even do that? 0 Share this post Link to post
Dreadopp Posted August 15, 2014 If all the levels were replaced with Doom ones, I would definitely play through Mario 64 again. :P That's pretty cool. :) 0 Share this post Link to post
Blastfrog Posted August 15, 2014 Definitely cool, but they kind of screwed it up in a few areas. First off, upper sidedefs are still visible on skyhack sectors where they clearly should not be. Secondly, they left the level without aspect ratio correction, leaving it to be somewhat short. They also left the floor looking garbled and distorted in the computer room, and the implementation of the transparent walls in the exit room (pre-booth) is poorly implemented. I think it'd be fun to go the other way around with putting SM64 levels into Quake 1. I'd love to go around blasting koopas and goombas with the super nailgun. 0 Share this post Link to post
BaronOfStuff Posted August 15, 2014 Sodaholic said:Definitely cool, but they kind of screwed it up in a few areas. First off, upper sidedefs are still visible on skyhack sectors where they clearly should not be. Secondly, they left the level without aspect ratio correction, leaving it to be somewhat short. They also left the floor looking garbled and distorted in the computer room, and the implementation of the transparent walls in the exit room (pre-booth) is poorly implemented. Still more accurate than the easter egg in RAGE. 0 Share this post Link to post
Coraline Posted August 15, 2014 Sodaholic said:Definitely cool, but they kind of screwed it up in a few areas. First off, upper sidedefs are still visible on skyhack sectors where they clearly should not be. Secondly, they left the level without aspect ratio correction, leaving it to be somewhat short. They also left the floor looking garbled and distorted in the computer room, and the implementation of the transparent walls in the exit room (pre-booth) is poorly implemented. I think it'd be fun to go the other way around with putting SM64 levels into Quake 1. I'd love to go around blasting koopas and goombas with the super nailgun. It's a completely different engine in every single way. It can't replicate everything down to 100%. Just appreciate it for what it is. 0 Share this post Link to post
Maes Posted August 15, 2014 Avoozl said:Doom maps made with inspiration from levels of Super Mario 64 That's more like a Super Mario 64 level with inspiration from Doom maps, though ;-) 0 Share this post Link to post
Blastfrog Posted August 16, 2014 Chu said:It's a completely different engine in every single way. It can't replicate everything down to 100%. Just appreciate it for what it is.It has nothing to do with the engine, it's a lack of certain polishing. The skyhack walls could and should have been manually turned to actual sky. Minimal effort would've been needed to scale the positions of vertices on the Z axis. If the engine is unable to render textures with transparency like the grate texture, the Jaguar mapset provides a decent architectural alternative that could have been adopted. It appears to me that he used some kind of map exporter to a generic 3D model format and imported it into the SM64 level editor with minimal changes. The above changes would not have been difficult. That being said, I'm not complaining, only nitpicking. This mod is awesome regardless. 0 Share this post Link to post
Doomkid Posted August 16, 2014 I saw this months back and it got my mind whirling. Put E1 into Mario 64 and load the maps up with baddies - Goombas, koopas, those little orange spider thingies, etc. Put switches where the keys were, and put a star in each exit room. I'd be addicted to that like fucking crack. 0 Share this post Link to post
Zed Posted August 16, 2014 Cool. It reminded me of Super Mario Doom. I wonder if Doom master is still working on it... 0 Share this post Link to post
Torturephile Posted August 16, 2014 Now if there was a Super Mario 64 map mod for Doom. I would like to fight a Cyberdemon replacing Bowser, the Spiny could be replaced by the Lost Soul, Lakitu could be replaced by the Pain Elemental, etc. 0 Share this post Link to post
Avoozl Posted August 16, 2014 Maes said:That's more like a Super Mario 64 level with inspiration from Doom maps, though ;-) Well I meant custom maps of course. :P 0 Share this post Link to post
betabox Posted August 16, 2014 riki2cool said:This is what DOOM 64 should have been. Actually, no it shouldn't have been, at least IMO. 0 Share this post Link to post
Avoozl Posted August 16, 2014 I wonder what it would've been like if the original levels were done with the gradient lighting of Doom 64, they would certainly look a bit more interesting. 0 Share this post Link to post
joe-ilya Posted August 16, 2014 http://forum.zdoom.org/viewtopic.php?f=19&t=35135&sid=c50dc88e294bd6cb907e26af38b32fb4 I think it's a better idea to convert the mario levels to doom instead, in mario 64 the textures are all blurry and the lite textures are wierd. 0 Share this post Link to post
an_mutt Posted August 16, 2014 Sludge pits should have that weird green haze in it. Doors should be thwomps. Armor pick up should be the metal mario cap. God, modders these days don't even put effort into their adorable little ideas, do they? 0 Share this post Link to post
clamgor Posted August 17, 2014 Well that was pretty impressive. Not perfect, but it was a test, after all. 0 Share this post Link to post