Chocolate Doom - Mirrored Levels?

I believe as an April Fool's gag, Fraggle released a version of Chocolate Doom that mirrored all the levels. Whatever happened to that?

I know it might sound silly, but that is the sort of thing I would love to have available as an option.

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It'd take a while to mirror /idgames - community project anyone? :-)

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To answer your original question, it was a one-off thing that I never intended to keep in as a feature. The way it was implemented was a hack that is incompatible with some of the other changes I made later (it changes the lump data read from WADs).

The change itself is pretty simple - several things are swapped and negated so you end up with everything reversed and the BSP tree is correct. It would certainly be neat to see it turned into a command line tool.

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fraggle said:

The change itself is pretty simple - several things are swapped and negated so you end up with everything reversed and the BSP tree is correct. It would certainly be neat to see it turned into a command line tool.

Judging from how messed up the exit door is, a more complete change would also need to address the texture offsets. And maybe the patch format should be read mirrored too, as well as texture composition. ;)

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As I remember, I tried to fix it up a bit, but yeah, to work properly it needs to be mirrored at the texture or patch level.

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There's no reason for the exit door to get misaligned like that. The linedef lengths all remain the same. The only things misplaced will be the left/right texture variants of the exit door jambs or BRNBIGL/R etc.

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A mirrored map mode would actually be kind of nice although such a thing would be more suited to a racing game.

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That's the most amusing gag hack I've ever seen. It's enough of a mindfuck that it gave me a headache just watching that vid. :D

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Why not just reverse the renderer, leaving the map data alone? :P Make it draw columns starting from the right edge of the framebuffer instead of the left ;)

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You'd have to invert left-right controls as well.

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Exactly, it simply wouldn't work. Not to mention the audio would be wrong. Mirroring the map geometry is far easier and can be externalized to a utility script.

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Reverse the controls and the audio, then. What else is left after that?

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You can mirror maps with the warm nodebuilder.

You type warm -flip my.wad but the nodes need to be built first for this to work properly.

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