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Posts posted by StevenC21
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I'm also planning on creating a map, assuming I can get my Win10 VM running.
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I am going to start the project @hardcore_gamer. I'm just making sure that I have all of the data I will need from the poll beforehand.
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Not really, still a fun idea in my opinion.
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Agreed - Thats what I'm going for.
Out of curiosity, did you vote?
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I've a bit of mapping experience under my belt.
Anyways, SLADE3 can do Doom Builder 64 maps, otherwise I'll just spin up a Virtual Machine for it.
btw I use Arch.
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Just because its a community project doesn't mean it has to be huge.
I was thinking of a couple point making two or three maps, and then checking each others and tweaking em, yknow?
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Hey guys, here it is, the poll.
Discussion has taken place in this thread.
I just think that Doom 64 is a wonderful thing and should really get recognition and a mapping community, the engine is incredible.
In addition, if you are interested in mapping, please comment so. It will make it that much easier if this project gets decided on.
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Alright guys...
Here's the deal. I am going to make a new thread, and will poll. If we get decent results then a Doom 64 project will happen, assuming I can get more people to participate.
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Eureka and Yadex are editors, but are heavily outdated.
I believe that they don't even support ZDoom, and I like UDMF.
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Both!
I love the resources so much. Its incredible, but the enhancements would be a nice blend between the rather bland PrBoom+ abilities and the crazy over-the-top abilities of GZDoom.
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Alright.
I just really want to get back into mapping for Doom... but SLADE3 seems to not have very much development sadly, and its editor is... not great in my opinion.
I would love if you created a whole new editor. I'd probably through a bit of cash at it too, if it supported GZDoom's features.
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Pardon me asking, but is there any way to provide a Linux version?
Even if it had a reduced feature set since DirectX is Windows-exclusive, if thats even how it works haha.
:)
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Yes, but it still is built off of the original engine.
I understand that ultimately they aren't really similar anymore, but I still think the distinction is important.
I really want a Doom 64 project. You can't even buy the damn thing anymore, I doubt id is going to do shit about it.
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BUILD is a completely different engine though.
The Doom 64 engine is still built off of the original Doom engine.
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@Edward850 Yes EX does.
It packages each wad into a wad-within-a-wad, and does other things.
The data format is the same, but the structure is different.
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Its not, @hardcore_gamer. Marc is just being salty.
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I think that we should use Retribution, since EX uses a... special... wad format, which would make it difficult to do anything serious for it.
I don't have any particular skills but if anyone seriously wants to get together to make a Doom 64 community project I will totally help out in any way I can.
Doom 64 deserves it.
I could probably test maps or something at least.
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No they don't?
It was my understanding that those mods recreated the assets from scratch.
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@GoatLord That would be ideal, but there's a couple things.
1. That is illegal, since the assets are proprietary.
2. However, the company that made them is defunct... so maybe?
3. Sounds a bit like Doom 64: TC, so perhaps we could use that?
Again, I think that publicity would be the best thing. Like, say, a forum section...
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Doom 64 is honestly Doom's most untapped resource.
The game is absolutely phenomenal. I just beat it. Easily my favorite Doom game ever. It really needs more recognition.
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@Linguica Just a suggestion, but I think it would be a good idea to have a Doom 64 section, or sticky, or SOMETHING. It is in desperate need for recognition. That, and the project (Doom 64 EX) was never actually fully finished, and that might finally be enough to push it to the finish line. Just a thought.
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@hardcore_gamer Talking about the general hardware demands that are far more than the average for such geometry in most engines.
Whats up with the Doom 64 engine?
in Doom General
Posted · Edited by StevenC21
I don't think that we should do a full 32 map megawad right off the bat @Nevander.
If we try something like that we'll probably end up never finishing it.
I'm thinking 5 or 6 levels, not including secrets.
And we're totally making Go 64 it.