Doom For Svencoop

ThePhilipsThePhilips Join Date: 2002-09-09 Member: 1302Members
<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.

Comments

  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Hmm, so what is this?
  • ThePhilipsThePhilips Join Date: 2002-09-09 Member: 1302Members
    Apperantly it's some guys making doom II levels to half-life then converting it to svencoop. ( www.svencoop.com )
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    yeah i read about this on the svencoop forums, looks interesting.
  • ThePhilipsThePhilips Join Date: 2002-09-09 Member: 1302Members
    Well I just got very intrested in the project so I wanted to give it a little push. It's a fine idea, too bad they haven't uploaded any screenshots.
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    It'd be funny if they used the model transparency to make old-skool Doom 2 sprites.
  • oceN-shottyoceN-shotty Join Date: 2003-04-21 Member: 15718Members
    atlast doom2 comes again. I really loved doom and now to HL it sounds great.
    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-->
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    nomble. if i remember correctly i think it was engineer and possibly someone else doing that, wern`t they?
    hmmmm <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    This, if done right, should rock.

    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-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    w00t!

    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-->
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    <a href='http://www.doomsdayhq.com' target='_blank'>Doomsday HQ</a>

    Someones made 3D Doom models!
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Venmoch+Jun 30 2003, 04:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Venmoch @ Jun 30 2003, 04:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://www.doomsdayhq.com' target='_blank'>Doomsday HQ</a>

    Someones made 3D Doom models! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Cool... reminds me of Dungeon Keeper 2
  • JuggleNutsJuggleNuts Join Date: 2003-06-30 Member: 17804Members
    Currently, we have no plans of doing monsters whatsoever just for the fact that would be more of a pain than the maps themselves.

    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>
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