Wirehead Studios

Wirehead Modifications => Generations Arena => Topic started by: ak47 on 2003-12-17, 17:00



Title: Doom Levels.. (Classic Doom Levels?)
Post by: ak47 on 2003-12-17, 17:00
B)  Just a thought and pardon me if I am going over old ground (new to this forum)
Been playing a spot of JDoom over the last couple of days and it occured to me that the MD2 models, while being quite nice, obviously pale in comparison the the Q3A engine.

Wouldn't it be nice if we could play through Doom Episode 1 in the Q3A engine? :)

go on.. somebody tell me where the map packs are... :D


Title: Re: Doom Levels..
Post by: dna on 2003-12-17, 17:43
This is why I am waiting for resurgence.


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-17, 18:34
Yeah we're all waiting for resurgence *pokes designers with a stick repeatedly*

No one has made a complete episode one conversion, maps here and there but nothing wholly. So if you want all of Episode one you'll have to download GTK Radient and start working, or wait for mappers to do it. Also you wouldn't want to play most of those levels in DM, which is why they haven't been made, if/when resurgence comes out I'm sure I can find the time to make a few of them, but currently there is really no point.


Title: Re: Doom Levels..
Post by: Tekhead on 2003-12-17, 19:14
The more quality mappers, the merrier :D


Title: Re: Doom Levels..
Post by: dna on 2003-12-17, 19:52
Here's a question about an Ep 1 remake then:
Will Gen be able to support exiting a map and entering the next map with the same stats?  (health, ammo, etc) for the whole experience?  Or is that not going to be an aim for Resurgence?
I can't imagine that the Q3 engine would be able to handle having all 9 maps strung together for a seemless map. ( I think there were 9 in EP 1).
It would be cool do be able to CO-OP Doom on the net with Generations.


Title: Re: Doom Levels..
Post by: Tekhead on 2003-12-17, 20:07
Why don't we make it one big map, instead of breaking it down into different levels?

We probably could :)


Title: Re: Doom Levels..
Post by: [WaRdeN] on 2003-12-17, 20:46
Resurgence can exit maps, and enter new maps, as for keeping items and such, that wouldn't be too hard. I'm waiting on source from phoenix to start working on it again.


waiting


waiting


waiting

Mappers would really help out about now. I'd like to redo doom ep1 or even a few maps from it.


Title: Re: Doom Levels..
Post by: dev/null on 2003-12-17, 20:52
Quote from: Tekhead
The more quality mappers, the merrier :D
What about those unqualified mappers? We have feelings too, you know!  :P

Quote from: [WaRdeN
] Resurgence can exit maps, and enter new maps

Really? It would seem as though something like that could be implemented. I was thinking along the lines of how the map rotation on servers work though *shrugs*


Title: Re: Doom Levels..
Post by: [WaRdeN] on 2003-12-17, 20:59
Resurgence doesn't work that way, although it could operate like normal q3, timelimit i guess.


But there is a map entity that contains a map and issues a command to the server to load that map once triggered. That way mappers can create a series of maps, and players can play them all in a row.


Title: Re: Doom Levels..
Post by: dna on 2003-12-17, 21:17
Quote from: [WaRdeN
] Resurgence can exit maps, and enter new maps, as for keeping items and such, that wouldn't be too hard. I'm waiting on source from phoenix to start working on it again.


waiting


waiting


waiting

Mappers would really help out about now. I'd like to redo doom ep1 or even a few maps from it.
Thanks for the answer.  
I would really like the idea to be able to play  a resurgence map pack like Episode 1, just like it would have been playing the original game.  I'd like that way more than something like Save the Universe mode.
The big question is:  if a player exited the map, would he have to wait for the other players to exit before he went to the next map?  Or would it end the map for everybody?  Or could he go on ahead? :D


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-17, 22:31
I for one would like 2 SP modes, one as a classic one monster per entity, and defined ammo and defined guns, and another save the universe type mode where your ammo and health regenerate slowly (you still have to find guns), meanwhile a monster spawns from the particular monster entity every 5 seconds. So you can use the maps for both normal SP or Save the Universe.

Just an Idea ^_^

If you need a SP map remade for testing purposes, just ask


Title: Re: Doom Levels..
Post by: dna on 2003-12-17, 22:52
That's a good suggestion.
Different modes for different moods.


Title: Re: Doom Levels..
Post by: [WaRdeN] on 2003-12-17, 23:23
When 1 person triggers the end of the map, all persons go to the next map.


Title: Re: Doom Levels..
Post by: Phoenix on 2003-12-18, 00:37
Quote from: [WaRdeN
]I'm waiting on source from phoenix to start working on it again.


waiting


waiting


waiting
I can give you the current source, but a lot of it is going to get restructured again, which would probably interfere with Resurgence, or vice-versa.  Please check the private board as well, we have something in mind that, if pans out, you might be interested in knowing about that could aid Resurgence at a later time..


Title: Re: Doom Levels..
Post by: ROADKILL on 2003-12-18, 00:50
I'd be up for a all in one map with portals between levels.
that way you could make it trigger for co op mode and all the load
time would be up front.
and for dm you just have the portals open.
i still have all of the dooms here i think.
never loaded them on xp though.
might not run any more.
 B)


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-18, 01:40
http://www.doomsdayhq.com/ (http://www.doomsdayhq.com/)

Try that, with the texture packs, it looks amazing


Title: Re: Doom Levels..
Post by: ROADKILL on 2003-12-18, 02:36
here's something to give the project a kick start.
doom wad 2 q3 map converter.
 B)

Edit by ConfusedUs: Mechanical conversions, such as those provided by the above attatchment are illegal. The attatchment was removed. If you wish to participate in the illegal conversion of id software's intellectual property, please do it in private.

--Thanks


Title: Re: Doom Levels..
Post by: ROADKILL on 2003-12-18, 02:47
all it converts is geometry and puts q3 items in there place.
you still have to do all the textures,doors and lifts ect.
the map layouts were already published in survival guides.
how is that illegal?


Title: Re: Doom Levels..
Post by: ConfusedUs on 2003-12-18, 02:54
You're exactly duplicating the geometry of a game owned 100% by the company that made it.

How is that NOT illegal? It is things EXACTLY such as this that got Generations for Quake2 foxxed. It is illegal, and will not be tolerated on the forums. What you do in private is your own business. What you do on here is mine.


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-18, 03:34
How can it be considered a conversion when it goes from 2.5D to 3D??

I find its much easier just to use a box with the map of the level as a texture and trace. Plus I doubt any mechanical conversion will copy the scale exactly (in proportion to the Quake 3 engine, since the player model is bigger), or make the map efficient in the quake 3 engine


Title: Re: Doom Levels..
Post by: ConfusedUs on 2003-12-18, 03:38
Quote from: Devlar
How can it be considered a conversion when it goes from 2.5D to 3D??

I find its much easier just to use a box with the map of the level as a texture and trace
If you take someone else's newspaper article, and doublespace it in a different font....is it still the same article?

Trust me on this. Gen is legal, but just by a hair. We spent months doing our research on copyright issues and intellectual property.


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-18, 03:40
So am I stealing by tracing the maps I make? I mean if I released just carbon copies of the accusation of theft, but who the hell would do that? not only would it look bad, and play bad, it would be putting your name on someone else's work. I'm only an innovator not a creator


Title: Re: Doom Levels..
Post by: ConfusedUs on 2003-12-18, 03:52
Quote from: Devlar
So am I stealing by tracing the maps I make? I mean if I released just carbon copies of the accusation of theft, but who the hell would do that? not only would it look bad, and play bad, it would be putting your name on someone else's work. I'm only an innovator not a creator
This is the grey area. Id Software has stated that any map produced 100% by hand, even if it copies the layout of an existing map, is fine. This is how we were able to bring you the remakes in the Mappacks.


Title: Re: Doom Levels..
Post by: dev/null on 2003-12-18, 03:53
Honestly, I can see where a converter would be used to get the scale correct, but other than that, I see no honor in them really


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-18, 03:55
Phew, alright ^_^

As for Scale, after experimenting 500000 times I figured out the key if your tracing from a box, its in one of the Laced Neptune threads


Title: Re: Doom Levels..
Post by: Phoenix on 2003-12-18, 06:08
Regarding a mechanical conversion of the vertex layout for a map, how does that differ from me copying an existing MD2 model and converting it into an md3?  Models are nothing BUT coordinates, after all.  In fact, anything can be broken down into nothing but a series of numbers.  Even books can be digitally stored and copied.  Same with music.  It's all numbers, right?  The problem is how did you arrive at those numbers?  Did you just cut+n+paste, or did you get there on your own?  We at Wirehead like to hedge our bets and go out of our way to NOT step into Id's sacred territory.  It is that respect for their copyrights and intellectual property that has kept us in the good with them.  That relationship is THE MOST important part of anything Generations related, and neither I nor anyone else on the team will condone tempting fate here.

Devlar:  In your case, I think what you are doing is quite alright since you're doing this manually.  That's not much different from me looking at the Doom weapons to get their geometry and making new models, and the same with the Q2 models for getting general scale and layout.  You're still creating all the brushes, surfaces, etc, on your own and just using a 2d screenshot as an overhead layout guide.  You've not really converted anything.


Title: Re: Doom Levels..
Post by: ReBoOt on 2003-12-18, 21:26
Hehe well doing one "large" map with all the 9 ep1 maps is just not realistic..first of all the map whould be LARGE speakin MB's here and of course you have to load this map into your puters memory.. don't think it whould work that great.

btw i have gone thru most of the doom lvls try to find any suitable lvl for remaking but most of them whouldnt work good as an Deathmatch map, but as an resurgence maps..that's another thing :)


Title: Re: Doom Levels..
Post by: games keeper on 2003-12-18, 21:32
final doom plutonia has a  deathmatch map  map 30


Title: Re: Doom Levels..
Post by: ReBoOt on 2003-12-18, 21:39
Ok GK but that's plutonia and not a ID map.


Title: Re: Doom Levels..
Post by: games keeper on 2003-12-18, 23:00
its never good for you is it  :angry:
J/K


Title: Re: Doom Levels..
Post by: ROADKILL on 2003-12-19, 00:59
i always get permission from the original author before i do any remakes.
they take to much time and effort to do otherwise.
sewer64q3 was my first map and I wanted to do one that i was familiar with.
at the time there weren't any good sewer textures out there for q3 so i used
std q3 textures and some other ones made by q3 mappers that were available.
imitation is the purest form of flatery.
no body i've asked yet has said no to remaking there maps for q3.
and yes the scale is different for q3 than it is for q2 and doom.
 :rolleyes:


Title: Re: Doom Levels..
Post by: McDeth on 2003-12-19, 22:51
If I may....

Is it possible to do an episode that may look like this...

Wolf M1E1, DooM M2E2, Quake M3E1, Quake II M4, Wolf M5E1, DooM M6E1...etc...

I think if you give it a mix like this it would be very fasinating. Maybe even implementing something in the game that randomizes it so you don't know what you are getting right off the bat.  ( an element of surprise). Added to this, maybe these levels should increase in difficulty too (Entryway < difficulty < The Big Gun).

Hrm...I hope you kids can make sense of what I am trying to say here...:P


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-22, 09:44
I still have Wolf E1M1, trust me when I say, no one wants to play a flat level in Quake 3, it just doesn't work, and i doubt it would work in SP either


Title: Re: Doom Levels..
Post by: dna on 2003-12-22, 14:25
Quote from: Devlar
I still have Wolf E1M1, trust me when I say, no one wants to play a flat level in Quake 3, it just doesn't work, and i doubt it would work in SP either
It'd be nice to try such a conversion though.  As long as the ceiling height was enough to let Earth use their mortor with no penelties, it'd be cool.


Title: Re: Doom Levels..
Post by: Woolie Wool on 2003-12-22, 19:51
But it's no longer E1L1 if you raise the ceiling height above eight feet.


Title: Re: Doom Levels..
Post by: Kirby on 2003-12-22, 20:09
I AM AN ABSOLUTE RETARDED IDIOT


Title: Re: Doom Levels..
Post by: Dicion on 2003-12-22, 20:09
yes.. and so would the ability to look up and down


Title: Re: Doom Levels..
Post by: games keeper on 2003-12-22, 22:37
lets make doom back so that he cant look up and down again , and orget about jumping and ducking .


Title: Re: Doom Levels..
Post by: Woolie Wool on 2003-12-22, 22:44
Quote from: Kirby
Quote from: Woolie Wool
But it's no longer E1L1 if you raise the ceiling height above eight feet.
You have a good point there Woolie.   Raising the ceiling height too much would *destroy* the DooM-ish feeling to the level.
We were talking about WOLFENSTEIN levels for the Earth class. Please read all of the thread before you post.

Quote
lets make doom back so that he cant look up and down again , and orget about jumping and ducking .

And while we're at it, let's let him run fast enough to outrun freeway traffic again and allow him to wallrun and...

The different generations should be fairly close to the originals, but they should be able to compete against any other generation in any level on an equal basis. That's taking it a bit too far.


Title: Re: Doom Levels..
Post by: Tekhead on 2003-12-23, 00:39
Sarcasm eludes you woolie  ;)

I'd like to see an rtcw-like map for Earth, or at least the structure of one like it. The textures that a mapper would use for such a thing is up to the mapper :)


Title: Re: Doom Levels..
Post by: McDeth on 2003-12-23, 01:12
I'm talking about Wolf remakes like SOG had. Those were absolutely outstanding.


Title: Re: Doom Levels..
Post by: dev/null on 2003-12-23, 03:23
Quote from: Devlar
I still have Wolf E1M1, trust me when I say, no one wants to play a flat level in Quake 3, it just doesn't work, and i doubt it would work in SP either
Aw, it wasn't that bad... Although I was opposed to the idea originally, I think it could feel quite homey if it were given an appropriate direction of style ;)


Title: Re: Doom Levels..
Post by: Devlar on 2003-12-23, 05:04
Quote from: dna
It'd be nice to try such a conversion though.  As long as the ceiling height was enough to let Earth use their mortor with no penelties, it'd be cool.
If you want it'll I'll dig it up and put it up again

But you've been warned, its quite bad, but perfectly accurate


Title: Re: Doom Levels..
Post by: games keeper on 2003-12-23, 10:02
Quote
  Sarcasm eludes you woolie 

atleast he gets it .


Title: Re: Doom Levels..
Post by: dna on 2003-12-23, 14:25
Quote from: Devlar
Quote from: dna
It'd be nice to try such a conversion though.  As long as the ceiling height was enough to let Earth use their mortor with no penelties, it'd be cool.
If you want it'll I'll dig it up and put it up again

But you've been warned, its quite bad, but perfectly accurate
Yes, put it up.  Inquiring minds want to know.


Title: Re: Doom Levels..
Post by: Devlar on 2004-01-27, 22:22
Err sorry for the delay

http://nataku.servehttp.com/devlar/devwolf.zip (http://nataku.servehttp.com/devlar/devwolf.zip)

It has no items, but is outpost compatable, ahahha


Title: Re: Doom Levels..
Post by: OmEgA-X on 2004-01-28, 01:52
i think it looks pretty cool lol..some1 should make Gross


Title: Re: Doom Levels..
Post by: scalliano on 2004-01-28, 19:18
Tried loading it in Outpost but I got this:

Couldn't find definition for "SS"

Looks good, though. Wing some items in there and an AAS file, I reckon it might just be worthwhile!

Personally I think that Resurgence mode should have a few Q3-styled levels as well, but I do agree that Earth deserves a few RTCW-styled levels. Who says that all the maps in Resurgence have to be remakes anyway?


Title: Re: Doom Levels..
Post by: ConfusedUs on 2004-01-28, 19:30
No one. Resurgence hasn't even went beyond the planning stages really, but we've got some interesting ideas for it.


Title: Re: Doom Levels..
Post by: scalliano on 2004-01-29, 02:49
On that note, I was having a few rounds of Gen on "Ruins of Babel" (available at http://www.thebadplace.us (http://www.thebadplace.us) - decent ol' map imo) and it got me thinking - is it possible to code different sized hitboxes for individual characters? Wouldn't mind taking on the  Cyberdemon with the Q3 spamcannon! :evil:


Title: Re: Doom Levels..
Post by: ConfusedUs on 2004-01-29, 02:51
Yes.

Try these mods for a tide-me-over single player experience

http://www.planetquake.com/modifia/hunt/ (http://www.planetquake.com/modifia/hunt/)
http://www.planetquake.com/outpost/ (http://www.planetquake.com/outpost/)


Title: Re: Doom Levels..
Post by: Devlar on 2004-01-30, 23:15
ACK! I forgot to include the monster script file...

Oh and Outpost allows you to define the bounding box/monster size in the monster script file, so you can put the Cyberdemon back into the tower of babel, but you also need the *.map file to do so. The Cyberdemons will not act like cyberdemons, that i can can guarantee they will act like really slow bots


Title: Re: Doom Levels..
Post by: scalliano on 2004-01-31, 00:33
Hey, it would make it all the more fun if they were as smart as Q3 bots!


Title: Re: Doom Levels..
Post by: Devlar on 2004-01-31, 00:38
uhhh... Try it and then make that statement, i personally find it's death


Title: Re: Doom Levels..
Post by: scalliano on 2004-01-31, 00:46
LOL! I wouldn't doubt it. Especially with THAT rl. I'm just a glutton for punishment when it comes to SP.


Title: Re: Doom Levels..
Post by: scalliano on 2004-01-31, 01:27
Just tried out "Hunt" there. Holy shit look at the size of TankJr!!! Cheers, this should tide me over quite nicely!

And it just so happens I have a Cyberdemon model kicking about...!