Obsidian Posted April 20, 2014 This is a thought I had a while back: is there a way to make a Doom wad in the same way as Origwad? I read something about a hex editor being used and it'd be a cool technical exercise to make a map using the same method. 0 Quote Share this post Link to post
GreyGhost Posted April 20, 2014 Why not? Grab a copy of The Unofficial Doom Specs, read it thoroughly and start Hex editing in whatever editor takes your fancy. Won't be easy. 0 Quote Share this post Link to post
scifista42 Posted April 20, 2014 Retro thinking, interest in retro things and emulating them using available today's techniques is great. However I wouldn't want to limit myself to retro methods and deliberately make my mapping work that vastly harder. Even as an experiment, no, thanks. 0 Quote Share this post Link to post
Memfis Posted April 20, 2014 Obsidian said:is there a way to make a Doom wad in the same way as Origwad? probably yes? someone made a wad in that way so there must be some way? 0 Quote Share this post Link to post
Obsidian Posted April 20, 2014 Memfis said:probably yes? someone made a wad in that way so there must be some way? Smartass. :P 0 Quote Share this post Link to post
Blastfrog Posted April 21, 2014 While certainly possible, it will be a long and torturous process. Unless you want to spend a year of your life, I'd avoid attempting anything more complex than vanilla Doom 1 level of detail (and even that's pushing it). 0 Quote Share this post Link to post
plums Posted April 21, 2014 It might be more productive to use a hex editor to edit a map in a way that a normal map editor can't, e.g. fast vanilla scrollers, special REJECT effects, etc. 0 Quote Share this post Link to post
GreyGhost Posted April 21, 2014 I've used hex editors on a couple of occasions to recover maps from damaged wads, but that's about as far as I'm prepared to go. 0 Quote Share this post Link to post
printz Posted April 21, 2014 plums said:It might be more productive to use a hex editor to edit a map in a way that a normal map editorDoom Builder can't, e.g. fast vanilla scrollers, special REJECT effects, etc. Correction. Normal map editors should allow you to edit linedef's cross-references to its sidedefs. I don't know why Doom Builder denies you that. 0 Quote Share this post Link to post
plums Posted April 21, 2014 Fine, modern map editors then. I don't think Eureka or SLADE3 will let you do those things either. 0 Quote Share this post Link to post
fraggle Posted April 21, 2014 It would be an interesting challenge to make a whole WAD from scratch in a hex editor. Probably not too hard if it's just a single room. 0 Quote Share this post Link to post
printz Posted April 21, 2014 fraggle said:It would be an interesting challenge to make a whole WAD from scratch in a hex editor. Probably not too hard if it's just a single room. How interesting? As interesting as writing a complex exe in assembly? 0 Quote Share this post Link to post
GreyGhost Posted April 21, 2014 Don't know about complex executables, but I've hand-coded utilities on a Commodore 64 using nothing but a hex editor. It's tedious but rewarding.fraggle said:It would be an interesting challenge to make a whole WAD from scratch in a hex editor. Probably not too hard if it's just a single room. I might be crazy enough to give it a shot if I'm allowed to use a node builder. 0 Quote Share this post Link to post
fraggle Posted April 24, 2014 printz said:How interesting? As interesting as writing a complex exe in assembly? No, not that complicated at all. It's probably easy enough if you have a copy of the UDS and enough understanding of the level formats and how WADs are put together. GreyGhost said:I might be crazy enough to give it a shot if I'm allowed to use a node builder. Pssh. Where's the fun in that? 0 Quote Share this post Link to post
Linkrulezall Posted April 25, 2014 When I saw the title of this thread, I thought "What, make extremely simple rooms? Even I can do that". Then I actually saw what this was about and said "Fuck that shit". However, there is another idea that I had been kicking around in my head for a while. Remake ORIGWAD in UDMF... using only Notepad. How painful would that end up being? 0 Quote Share this post Link to post
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