Since we're taking advantage of GZDoom (and relatively recent GZDoom at that), stuff like portals, ACS scripting, Doom 64-style lighting, 3D Floors, and so on is all fair game - while we're trying to keep a fairly vanilla feel and experience, we aren't going to be making something vanilla-compatible here, since just making a more "true" 3D-nature effect automatically DQs us from Doom/Boom compatible for the most part. I know it's not the only source port out there that could fake 3D effects, but it's probably the easiest common denominator at this point. Owing to the fact that some of those level structures are very obviously 3-dimensional (no way are you doing a 3-story building like Hell Keep with vanilla's flat nature - not without lots of painful trickery, anyway), we are going to aim for GZDoom here. The resolutions for some of them are pretty low, so understand we're not expecting perfection here - just try to make it as close as you possibly can. Obviously, you'll be mapping levels that are based upon their external appearances in Ultimate Doom's level intermissions. Maybe (key word "maybe") down the line there will be a Doom II version of it, but the main project will be tuned for Ultimate Doom. Therefore, all the limitations of Ultimate Doom are going to be in force. The final tally was 39 votes in favor of Ultimate Doom, 13 for Doom II. Community opinion has spoken, and we are switching the IWAD on this project from Doom II to Ultimate Doom.I'll be stating the main point of the rule to keep that section fairly brief without glazing over everyone's eyes you can click the spoiler box beneath the main point for further explanation. The rules for a project like this are pretty simple. So if you're interested and want to take a crack at it, let's explore that frontier, and see if we can come up with a new great megawad. To the best of my knowledge, there hasn't been a project done that actually tries to make levels that resemble what is displayed on the intermission map. We've had projects that reinterpret Doom levels by their names only ( Ultimate Doom In Name Only), by the features of advanced engines ( Knee-Deep in ZDoom), and so on. I thought "Why not make a set of levels that actually resembles these locations?" And thus, "Ultimate Doom: By The Map" was born in my head. In short, in Doom/Ultimate Doom, as you know, there is a map at the intermission screen, with you going into and out of various levels, with the map helpfully pointing out where you're going, but of course, the levels themselves don't even resemble these locations at all. After mulling over its feasibility, I've decided to go ahead with a proposal, and see what the community thinks. For some reason I got a pretty strange idea in my head over the last few days.
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