Map Idea

Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
<div class="IPBDescription">NS e1m5, anybody?</div> I was just thinking like all people do, and an idea came to me. You see, I love Doom, and I love Natural-Selection. So, why not get both fixes... Er... Gameplay experiences at the same time?
Let me cut to the chase - Port Doom maps to NS, give 'em some RTs and hives. Try and make the lighting as Doom-ish as possible (though that may be hard... Curse you, advances in programming!) keep all the original low-res 8-bit textures, and possibly add in Barons as a third spieces. Ha ha, just kidding, everyone knows Barons would destroy everything, 'cuz they are just that cool.
Theoretically, it should work, seeing as how I can just go in WinDEU and be like, "Okay, 18 units apart... Put that in my 1337 Doom to NS calculator (non-exsistant)... 512 units" or something to that extent. Textures would just be a simple matter of extracting/packing.
Story... Hmm... Lets take a look at Doom's story...
Mars space station Phobos is experimenting with gate technology when they accidentaly open up a portal to Hell. Whoops.
Hm... Mars == outer space, gate == Phase Gate, and just be like, "And the Kharaa got there just to **** you off even more." Yeah... Sounds like a good idea to me.

P.S. If anyone has tried this and figured out it ain't gonna work, please tell me. If not, my town is in danger. You're not a civilian, silly headcrab... *whack*

Comments

  • Black_Hawk_VSBlack_Hawk_VS Join Date: 2003-03-13 Member: 14478Members, Constellation
    edited February 2004
    I tried to turn E2M7 into a ns map, but have not really worked on it. I have been thinking of making one of the smaller maps into a co map though. The only problem is that I have not been able to find a good Doom to Half Life Ratio. What makes it difficult is that no one is sure what they would be equal to in real life, so there is no common ground to make the comparsion needed. You would have to eye it to get it to work.
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    Yeah, I figured that would be a problem. Hence the 1337 Doom to NS calculator. But there has to be a link somewhere, seeing as how new Doom source ports all run in OpenGL and look fine. It probably all does have to be done with eyeing.

    Wait...

    What about just scaling it according to the dimensions of the Doom guy vs. the dimensions of a deathmatch_start entity? Sound stupid or what?
  • Black_Hawk_VSBlack_Hawk_VS Join Date: 2003-03-13 Member: 14478Members, Constellation
    I tired that, it did not seem to work right, though I think my numbers may have been off.

    May be we should make a doom remake team, turn a few of the maps in NS (for larger ones) or CO (for the smaller ones) I know there are a few levels that would be fun I think <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    OMG COMBAT E1M1 *drools*

    Some of the Knee Deep in the Dead levels would <b>definentley</b> pwn for combat, 'cept for that maze level... God, I hate that maze. I always forget where the stupid AutoMap secret room is.

    The Shores of Hell + Inferno = Classic goodness

    Thy Flesh Consumed = OMG I DONT EVEN WANNA GO IN THOSE MAPS TO TRY
    STUPID... SPAWN... PORTALS...

    I'll try starting co_e1m1 tomorrow. If I get any good relative numbers, I'll let you know.

    P.S. I'm usually on the AOL chat network, sn: DemonicInfusion
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Copyrights are something to think about here also. Just throwing that out there.

    Kickass idea though, god I love DOOM!

    ~ DarkATi
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    Another thing...

    If MS is in the Exit area and the Hive is in the starting area, what about secrets? How would that work out? Killing them = bad, but I don't wanna make them available... Maybe super-inaccesible hidden armory or something? (I'm talking about the secret that you get by walking past the invisible wall... You know... I dont wanna give it away for non-Doom people that most certainly aren't reading this)
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    DarkATi, if id Software writes me a letter or chainsaws my nuts off, I'll be sure to tell everybody. I don't think it'll be an issue, though, seeing as how they're all busy with Doom 3 and that there's not going to be total episode by episode conversions, just a few fun deals for non-profit goodness.

    And, please, no one come in and say, "Do it for Duke Nukem 3D instead! It's better!" I can just see it coming. They aren't as atmospheric or easy to convert. And Doom pwnz Duke3D, and I'll forever be banned from IRC channels for saying it.
  • Black_Hawk_VSBlack_Hawk_VS Join Date: 2003-03-13 Member: 14478Members, Constellation
    I think I may go revive E2M7 now. As for Copyrights, As long as we do not charge money for the map, give credit to ID and make the source we mak public domain, it should be ok. I have learned this the hard way, someone stole one of my old bands songs, but the marked thier version as public domain and change some of the lyrics, so we could not do anything
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    edited February 2004
    Ouchie. I'll start on co_e1m1

    EDIT: Hmm... After starting on e1m1, I'm finding that using the dimensions in WinDEU does work... I would show you a screenie, but all of my textures are the same, and it's hard to tell. I'll update when I put more of the Doom textures in. But right now, I've got some of the starting room done (hive). Ah, wth, I'll make some of the textures different and upload a screenie in a few.

    EDIT PART II: I figured it out! The scales are off, but here's why: In the Quake-based engine, the dude is now crouching at the hieght of the standing Doom dude. So, if I'm not mistaken (which I probably am), crouching units = 32, standing = 128, so to get accurate dimensions, multiply each number by 4. I'm going to try it now, and post my results.

    EDIT PART III: It seems crouching he <b>is</b> 32 units tall, but standing is 72, not 128, which I thought was a weird number.

    EDIT PART IV: Each wall is 2.25x the dimensions of the original, if my numbers are correct, which I will find out in like two seconds.

    EDIT PART V - OMG: I'm going to try and find an editor more number based then Hammer, which is, right now, a total **** to use.
  • Black_Hawk_VSBlack_Hawk_VS Join Date: 2003-03-13 Member: 14478Members, Constellation
    After some testing, I think the Doom guy is about 56. I compared it to the platform that they yellow key is on in e2m7, which is 56 high. This put the top of the platform just above the highest you can see. When I sclaed everything 1.5 in HL the proportion seemed almost right (1.4 may work better, but I think 1.5 would be easier to work with), though it appears that the doom guy is all legs from the hight he can step up (24 units compared to the 16 in HL) But this was probably because you can not up in Doom. I am going to build the map at a 1 to 1, then scale it to 1.5 and hope for the best. I think I am going to use NS textures instead of Doom though, because of the graphic quaility
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    becuase some people dont like, or never have played doom (like me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> ) you might want to contact the osns team, and make a mod, instead of ns maps, that would never become offical

    amckern
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