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Doom Origiwad port: my first multi map

 
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CrashOveride
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 PostPosted: Thu Aug 02, 2018 11:59 am    Post subject: Doom Origiwad port: my first multi map Reply with quote Back to top

https://doomwiki.org/wiki/Origwad
Origiwad was the first user-created map made for doom: as a test I tried to put it into goldeneye.
BIG THANKS to Coockie1173 for helping me with the port.
I exported the map to OBJ with GZDoom Builder-Bugfix.
https://files.catbox.moe/han29v.zip
Map replaces temple.

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Wreck
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 PostPosted: Thu Aug 02, 2018 12:41 pm    Post subject: Reply with quote Back to top

Neat little back story about this, too. Nice work.
 
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therektafire
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 PostPosted: Sun Aug 26, 2018 3:19 pm    Post subject: Reply with quote Back to top

Huh, is the map using the original Doom textures as exported by GZDB? I thought they were too high res for use in GE (most are between 64x64 and 128x128) with s few exceptions like the stair textures. Did you downscale them to make them work? Also does GZDB export sector lightmaps in the OBJ? I am fairly proficient in Doom mapping, if the OBJ export is reasonably well optimized I might have a go at making a UDMF format map and converting it to GE.

edit: also I can't seem to access the zip in the link, maybe try linking to another storage service like dropbox or google drive?
 
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CrashOveride
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 PostPosted: Tue Aug 28, 2018 3:27 am    Post subject: Reply with quote Back to top

therektafire wrote:
Huh, is the map using the original Doom textures as exported by GZDB? I thought they were too high res for use in GE (most are between 64x64 and 128x128) with s few exceptions like the stair textures. Did you downscale them to make them work? Also does GZDB export sector lightmaps in the OBJ? I am fairly proficient in Doom mapping, if the OBJ export is reasonably well optimized I might have a go at making a UDMF format map and converting it to GE.

edit: also I can't seem to access the zip in the link, maybe try linking to another storage service like dropbox or google drive?

Most textures were downsized. The zip works for me, you sure it isn't your browser?
>Also does GZDB export sector lightmaps in the OBJ?
Impossible due to OBJ not supporting vertex coloring. if they used a format like DAE that might be exportable.
>if the OBJ export is reasonably well optimized
The export is VERY optimized, most maps need only small edits (and dividing into rooms) to work.
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AL64inthedark
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 PostPosted: Tue Aug 28, 2018 3:55 am    Post subject: Reply with quote Back to top

The downzsize of the textures worked well, it seem they're the same as in doom.
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therektafire
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 PostPosted: Tue Aug 28, 2018 2:01 pm    Post subject: Reply with quote Back to top

Quote:

Most textures were downsized. The zip works for me, you sure it isn't your browser?
>Also does GZDB export sector lightmaps in the OBJ?
Impossible due to OBJ not supporting vertex coloring. if they used a format like DAE that might be exportable.
>if the OBJ export is reasonably well optimized
The export is VERY optimized, most maps need only small edits (and dividing into rooms) to work.
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Nice. What tool did you use to resize the textures while keeping them so well preserved? Photoshop?[/quote]
 
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CrashOveride
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 PostPosted: Tue Aug 28, 2018 6:54 pm    Post subject: Reply with quote Back to top

I use different tools for different textures, for some i use Photoshop 7.0 and for some i use Pixelformer.
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oldyz
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 PostPosted: Sun Sep 02, 2018 8:41 pm    Post subject: Reply with quote Back to top

I would like to see some DOOM64 maps

Hell - i want to see how much of DOOM 64 could be re-created using PD or GE

In PD imps could be guards that throw red light coronas at you -
the PInk demons can be Unarmed skedars with modded bodies
arachnotrons or cacodemons the moded chicago androids
the huge ciberdemons could be skedar kings with mod bodies
guards will be guards, just with zombie paint jobs and maybe some dismemberment mod animations
the level 3 cop ship can be the mancubus

i like OG doom , but DOOm 64 was pretty good and is underrated
 
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