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FreeDoom could definitely use a more clear vision and setting. As it is presently, it feels kinda like Strife-but-the-sprites-are-worse. Because it is made by volunteers and its scope is to replace id assets, the aesthetic it chooses should be something simple, something you can explain in 3 words or less. For example, robots/cyborgs or space squids or lizards or eldritch horror monsters. Bonus points if your theme can maintain a mix of sci-fi and occult so that the new assets don't look out of place in existing PWADs.
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"people don't know how to make good doom1 wads"
the_kovic replied to TimeOfDeath666's topic in Doom General
Don't make DOOM 1 WADs, make DOOM 64 WADs! -
The SNES Doom Discussion and Oddities Thread
the_kovic replied to Individualised's topic in Console Doom
Back in the days, it was considered good practice for console games to leave a band of space with no critical information around the edges of the screen in order to account for CRT TV overscan. I don't think the level name would fit while also conforming to that. -
PSX DOOM essentially forks the Jaguar codebase. The Jaguar versions of DOOM 1 levels already existed and reusing them probably saved the PSX devs some time and effort. This was not the case for the DOOM 2 levels (and Thy Flesh Consumed levels) so those were based on the original PC levels. However, it must be mentioned that not even those are not the same as the PC versions and they couldn't have been. The PSX DOOM engine has a critical limitation - it can vertically tile a texture only a couple of times. This put a hard cap on how tall sectors could be and forced the devs modify some levels (Perfect Hatred, The Crusher) or cut them completely (Industrial Zone, Living End).
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The real answer is Boom or MDF but I'm gonna spread the gospel and say DOOM 64 map format is for you. You can do vanilla-like maps and no one will be mad at you and yet you get access to the features you lack in DOOM 2 vanilla (and you get some very nice colored lighting as a bonus).
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More of an engine question than mapping question but I think it fits here because it does come up during the mapping process. Every resource I have examined, like the doomwiki or the video on monster AI by decino, states that when monsters go up/down stairs, they check that the height difference between the lowest and highest floor inside their width box is less than 24. Knowing this, it appears to me that for a Pinky Demon (width = 60) to go from a floor height 0 to a floor height 32 using a single step (for example, height 16) inbetween, the step would need to be at least 60 units wide. But from making a test map, I have found out that the real minimum width is 54 units. How come? What have I missed?
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After getting so utterly sidetracked by DOOM 3 (how appropriate though), let's get back to the question at hand which is "Is DOOM 64 significantly different from other console DOOMs?" I honestly struggle to see how anyone could answer anything other than "Yes." All previous DOOMs on console released beforehand, from Jaguar to Playstation, are a straight port of the original game. Most of them have done changes to the levels for performance reasons (or rather, inherited the changes done on Jaguar) but at the core, it is still the same campaign for the same game as the original PC release. The closest thing to anything remotely new is Playstation DOOM with its brand new sound effects and the addition of a single color per sector. Now contrast that with DOOM 64 which has all new graphics and assets (in fact, the only thing in DOOM 64 that's reused from another version of DOOM are the sound effects which Aubrey Hodges reused from his work on Playstation DOOM. Not the music though, that is brand new), 3 new enemies, 3 significant balance changes to existing enemies, 1 new weapon and, of course, the most important things - the new rendering, map format and 32 brand new levels. Now that I think about it, that might be more new features than the jump between DOOM 1 and DOOM 2. It is the first ever DOOM game to do fake 3D, the second ever to do scripting (after Hexen). Every sector now has 5 colors instead of 1. The levels might be small in square units but they more than make up for it by making the player backtrack while using the macro scripts to fuck over with them. I wanna reiterate - the kinds of sequences that DOOM 64 did, you didn't see on PC until ZDoom appeared and evolved and pretty sure the visuals weren't reproducible until UDMF. Now, whether this is enough for it to warrant its own category, that's the discussion here. My two cents are that is weird to discuss Doom 64 amongst other console DOOMs now that it officially is a PC game too. Maybe not a whole new category like but a subforum (like Eternity has under Source Ports) would be suitable.
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That's just demonstrably not true. A megawad is in development as we speak and nearing release, individual maps independent of that project are being released also and Doom 64 EX has recently been forked and resumed development.
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I left a comment there because I'm pretty sure that's just excuses. a) You don't need source code for the re-release to port Doom 64 to <platform of your choice> and b) source code for Doom 64 EX is released under GPL which is about the standard for permissive licenses.
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Absolutely yes. DOOM 64 has its own brand new campaign and its own unique map format which has features that weren't replicated on PC until the coming of ZDoom or even UDMF. Furthermore, with the advent of first Kaiser's EX port but especially Bethesda official PC re-release, Doom 64 has established a scene on PC and the modding and mapping community is alive and kicking strong. I think this unique blend of retro real hardware gaming and reverse engineering with limit-pushing PC modding (not to mention the countless Doom 64 knockoffs on GZDoom, haha) warrant a separation from your regular Jaguar and Saturn DOOMs.
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John Romero's SIGIL - Vanilla DOOM (DOS) Edition
the_kovic replied to the_kovic's topic in WAD Releases & Development
Thank you for your keen eye! I have released version 1.1 which fixes some of the bugs. Download link in the top post updated. Here's the full changelog: - Fixed VPO in the chaingun secret in E5M1 - Fixed texture errors in E5M2 - Fixed Medusa effect in the soulsphere secret in E5M4 - Fixed noticeable drawseg overflows in E5M5 and E5M6 - Made stairs in E5M6 4 units thicker to prevent a candle from floating - Changed textures to fix tutti-fruity effect in E5M8 - Changed geometry to fix tutti-fruity effect in E5M9 -
John Romero's SIGIL - Vanilla DOOM (DOS) Edition
the_kovic replied to the_kovic's topic in WAD Releases & Development
Indeed. In fact, that was the original name but I had to shorten the name to comply with DOS's file length limit. -
Presenting SIGIL: Vanilla Edition - a modification of SIGIL that runs in Chocolate DOOM as well as the original DOOM.EXE! Why? The original release of SIGIL requires a limit-removing source port to run. I wanted to create a purely vanilla version mainly for two reasons: 1) To be able to run Episode 5 in the original DOOM.EXE for retro reasons and 2) To make SIGIL available for people who depend on vanilla compatibility, for example console ports of DOOM. How? I went through all the maps in chocorenderlimits as well as Chocolate Doom to make sure it adheres to all the limits. Most common limits breached were (unsurprisingly) the visplane limit and the drawseg limit. In my modification process, I put emphasis on keeping the gameplay as similar to the original as possible. This meant I avoided layout changes and prioritized removing detail from non-gameplay areas. Despite that, some changes were unavoidable - most notable is the Cyberdemon maze in E5M6 which is infamous for the notches on the walls that hinder movement. I tried to keep them as hard as I could but they had to be removed in the end because they just ate up all the drawsegs which caused half the room to disappear into the hall of mirrors. Download link: SIGILDOS.zip Screenshots Known issues Going too far into the lava towards the edge of the map in E5M2 and E5M5 will cause a visplane overflow (caused by the cracks on the floor and ceiling but I decided to keep this detail because you should die from the lava before you manage to get here). A few angles in some maps may still exhibit a hall of mirrors effect caused by drawseg overflow (should be hard to notice). Credits: John Romero (proof of permission to share this here:)
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