Doom For Svencoop
ThePhilips
Join Date: 2002-09-09 Member: 1302Members
in Off-Topic
<div class="IPBDescription">Nice HL project</div> I just went though my favorites list and found this.
<a href='http://doom2.servehalflife.com/portal.php' target='_blank'>http://doom2.servehalflife.com/portal.php</a>
Last time I checked it out they had some maps ready and some other stuff too.
<a href='http://doom2.servehalflife.com/portal.php' target='_blank'>http://doom2.servehalflife.com/portal.php</a>
Last time I checked it out they had some maps ready and some other stuff too.
Comments
tnx for that post Nomble, you've mayed my day. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
hmmmm <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I'll definitely reinstall Sven to play this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Aw... only Doom 2...
Is he porting the monsters as well? That would be a serious pain in the posterior. At least with the level you already have all the .wads and can convert the architecture reasonably easily (if you were sufficiently bloody-minded I suppose you could write a conversion program). But converting from sprites to models? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Someones made 3D Doom models!
Someones made 3D Doom models! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Cool... reminds me of Dungeon Keeper 2
Yes, there was a program that extracted the maps from the original .wad files, and turned them into a readable .map format. There are a few problems with the end results.
1. For the time, mapping didin't have much limitations on how it was built, as far as polys. With everybody's 'standards' today, the map must be totally rebuilt no matter what, because of the way it was built. Here's an example. Imagine a square room with a pillar in the middle, going from ceiling to floor. In Hammer, we'd have 7 polygons; 6 for walls/ceiling/floor, 1 for the pillar. The way iD did it was 12 for the walls/ceiling/floor, and 4 for the pillar.
2. The Doom guy was short compared to Gordon. Imagine that Gordon is, say, 6 feet tall. The doom guy would have had to be at least 4 feet tall. This makes a height problem in the converted maps.
We still need to add in our own little features, extra areas, and change it up a bit, as using the duplicate level layout would be a violation to the EULA. Same thing with the texures. Fortunately I found a site with totally redone, hi-res doom textures (totalling over 600) that would work perfect for this project.
Right now we are somewhat in an 'idle' state as people tend to keep loosing interest in it, especially the mappers. Which is what we need the most. Just a few <i>dedicated</i> mappers who can keep focused until this gets done. Which is a hefty project, being 32 maps in total.
If there is anybody interested in helping out, please, head over to our site (which currently is forum-only) and register. More info is available there.
URL: <a href='http://doom2.servehalflife.com' target='_blank'>http://doom2.servehalflife.com</a>