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Trying to Make Sense of Doom 2's Maps - An Interpretation


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4 minutes ago, GermanPeter said:

I'd say at best the UDMF format so you can add 3D floors and water and whatnot.

 

UDMF I think will take away from the charm of limit removing ports. Don't get me wrong, I'm all in for cool new features, but remaking these crusty maps within the same format is sweet. I recreated Entryway for the limit removing ports (shameless content plug here), and it did turn out nicely. It still fits within Doom's atmosphere without additional new features.

 

 

Edited by Amaruψ

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11 minutes ago, Amaruψ said:

 

UDMF I think will take away from the charm of limit removing ports. Don't get me wrong, I'm all in for cool new features, but remaking these crusty maps within the same format is sweet. I recreated Entryway for the limit removing ports (shameless content plug here), and it did turn out nicely. It still fits within Doom's atmosphere without additional new features.

 

 

Like I suggested in another post, the UDMF features would only be used for things that were intended back then, but weren't possible back then. So things like the swimming section, 3D floors, and so on. I'm not suggesting adding slopes and mirrored surfaces everywhere. So it'd still be required to stick to what can be done in the Doom format, UNLESS a certain effect needs to be pulled off which isn't possible. I'd also be up for adding certain effects like shattering glass, breaking rocks, etc.
I think using portals to actually achieve rooms where there's no physical space for them (like in the Factory) is a good example. That's something that's simply impossible in any other way.

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I always thought the main vertical area in The Pit looked like a missile silo, which might be somewhat reasonable to expect at a starport. Maybe. But your interpretation actually made me think of a collapsed freight elevator, though I do like the idea of the floors around it being on the same level originally. 

 

Quote

...it appears that this is some sort of house of leaves. (...) Very creepy indeed and I'm glad that my house isn't alive like that.

 

I see what you did there.

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2 hours ago, GermanPeter said:

Like I suggested in another post, the UDMF features would only be used for things that were intended back then, but weren't possible back then. So things like the swimming section, 3D floors, and so on. I'm not suggesting adding slopes and mirrored surfaces everywhere. So it'd still be required to stick to what can be done in the Doom format, UNLESS a certain effect needs to be pulled off which isn't possible. I'd also be up for adding certain effects like shattering glass, breaking rocks, etc.
I think using portals to actually achieve rooms where there's no physical space for them (like in the Factory) is a good example. That's something that's simply impossible in any other way.

That can go for Boom-MBF actually. Didn't really see a whole lot of conflict with limits there. Would work with very little trickery. Doom 2 The Way 3 Did?

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I was hoping this hypothetical mappack could have the blue room be an underwater section and have climbable walls to negate the use of lifts

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My interpretation of the arrow on downtown was mostly like a scenery of promotion in some skyscraper that fall down because the attack. 

image.png.d85fa30ec65bba9202fa93df18ac3673.png


And in my way to see the early levels, are mostly builing owned by UAC, that's explain why DoomGuy had a lot of levels to enter the main city areas, because he was working on the entryway of the Marines Outpots.

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