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About hex11

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  1. I never wanted freelook, but some wads have annoyances like chaingunners or revenants perched on a high ledge that you have to take out somehow because they're controlling the area you need to pass through. If you're unlucky, the autoaim can result in your rockets just slaming into the wall, instead of hitting the desired target. I guess something like they added in Heretic would have helped to influence the autoaim so it's more accurate. Probably it could have been done for Doom 2, or at least Final Doom. Anyway I just play Doom the vanilla way, and if I want full 3D then I play Quake.
  2. There's quite a few Doom 1 episodes of typically 8-9 levels or less. Even the Doom 1 megawads are logically split up into episodes (obviously), and sometimes released separately. Some random stuff for Doom 2, from my notes: darkcvnt (Dark Covenant, 12 map episode from 1996) invaders (6 maps from 1995 w/ Heretic textures) istnbul (4 maps in Persian style architecture, must delete linedef #1331) marbfort (5 maps from 2010) - red key missing on MAP05 for skill 1-3 obtic11 (Obituary, need DeHackEd and NWT for patching exe & IWAD) odyssey2 (ODYSSEY.WAD, 1996 compilation of 5 levels of the ANCIENTS SERIES) purgatry (Purgatory, 5 fun maps from 1995) Another compilation, but I can't find the WAD, so have to rebuild it from the individual parts: http://www.doomwadstation.net/dlw/Doom/M_Reed_Stuff.txt And I guess some people did something similar with the Doom 2 Master Levels. Some episodes that have new graphics and stuff: https://www.doomworld.com/idgames/levels/doom2/a-c/aboosysv https://www.doomworld.com/idgames/themes/university/schoold2 https://www.doomworld.com/idgames/levels/doom2/v-z/zombies
  3. Both of these are vanilla SP maps released under WTFPL (basically PD): https://www.doomworld.com/idgames/levels/doom/g-i/hex-e2m9 https://www.doomworld.com/idgames/levels/doom/s-u/ud94 (E1M3) The first one is small and could be easily converted to DM (faster lift, thing placement, etc.) The second one is pretty big and might need to be cut-down.
  4. Some of the E1 maps have good conversions, and various other Base/Castle levels should be doable. But then there's stuff like Ziggurat Vertigo and the various maps where you have to swim a lot. Those would be more challenging. Someone creative can probably find a way...
  5. Not if you do it for vanilla. Then you're trying to convert 3D maps to a 2.5D engine that's designed to run ok on 486-class machine.
  6. This can probably be configured to do it: https://www.doomworld.com/idgames/utils/wad_tools/dm2cnv32 For example, you could have all imps replaced by hell knights. It's just a matter of creating a config file. Possibly some levels will break if there's a special linedef hardcoded to a specific level slot (like E1M8). Oh, almost forgot: the program is pretty flexible and you can even set it to only convert a specific percentage of the monsters. Like, have an entry in the config that says: replace 33% of all imps with hell knights. Edit: maybe this isn't what you want technically, since it will convert Doom 1 maps to Doom 2 and add the new monsters. Seems more straightforward. Otherwise you have to jump through some more hoops (dehacked and such).
  7. -file Bloody*.wad Or just write small script that does the quoting and runs whatever port. #!/bin/sh #(adapt as needed for your shell) chocolate-doom -merge "$*" Then associate that script with WAD file extension in your file manager.
  8. Not much as a child beyond a few early Z80-based arcade machines, and pinball (Haunted House was the most advanced). Only computer stuff was some BASIC type-ins, but that was fascinating enough. As adolescent I got my own computer, an Amstrad CPC, and that had a lot more going on. Yeah, those were good! Also: Gryzor (Contra) Ikari Warriors Bruce Lee Boulder Dash Knight Lore Kung-fu Master Yie-ar Kung-fu Jet Set Willy Sorcery+ Paperboy Way of the Tiger Winter Games
  9. It sounds impressive until you find out doomguy is really Roger Wilco's cousin. https://www.doomworld.com/vb/doom-general/67332-why-is-doomguy-so-fast-and-strong/
  10. But that one also ripped off prior ones. Here's some background on the artillery game genre: http://www.armchairarcade.com/neo/node/427 Granted, the earliest ones had no graphics whatsoever, but the game is still almost identical: each player takes turns typing in angle and velocity, in the hopes of hitting his adversary first. Artillery 3 (revised version of the 1976 game): http://www.atariarchives.org/morebasicgames/showpage.php?page=2 Edit: ok in this one muzzle velocity is fixed and chosen at the start of game, but it would be quite easy to change the code, and make it more like a snowball fight or whatever.
  11. Bob Reganess made a bunch of extra stuff for his maps (various textures, sprites, sounds, music). See aboo4, aboo5th, aboocean, aboojail, aboosysv.
  12. VERADA.WAD has a lot of corridors, but it's still a fun map. The corridors restrict your maneuverability, and you're never sure if something is behind you or not. There's also a bunch of windows and height variation, so it's not totally flat and featureless.
  13. Carmack wouldn't have been able to make fast 3D textured game in the 80's either, even with the help of optimization guru Abrash. The hardware wasn't up to the task. You had mostly 8-bit systems running in low single-digit MHz with around 64k of RAM, and maybe a single floppy drive if you're lucky (but cassettes were common on budget machines). Even the most revolutionary home computer (Amiga) had a 7 MHz clock, 512k RAM, and bitplane graphics. 286 PCs were fairly expensive compared to the other computers (except Mac) but even the fancy EGA card used bitplanes, and nobody could afford a 386 except businesses or really well-off people (the kind who wouldn't blink at buying a top-of-the-line Sun, DEC Alpha or SGI workstation in the 90's). Without at least affordable, fast 32-bit machines, cheaper memory, VGA, and decent sound hardware, you woudn't have Doom as it was made. Some things would have needed to be scaled down or cut altogether, and it would probably run a lot slower, in smaller resolution, with less colors, and just some real basic sound fx. So yeah, just like your typical flight sim.
  14. Dr. Sleep made a WinDEU guide/tutorial that's in the idgames archives under /docs/editing. Looks like there's two formats: wdeuguide.zip (Word DOC) and wdeuguidep.zip (PDF). Maybe not 100% relevant if you're using other editor, but it covers the basics. The Doom Guru book is more comprehensive though. Other interesting info: https://redmars.org/mirrored/www.rome.ro/lee_killough/editing/index.shtml
  15. Driller (Space Station Oblivion) is also from around that time, but maybe The Colony came first. https://en.wikipedia.org/wiki/Freescape A bit later there was this RPG: http://rpgcodex.net/forums/index.php?threads/obscure-first-person-pseudo-rpg-from-1989-sleeping-gods-lie.111205/