Sharky said:
Wow you seem even more advanced than me, is there anything you never been able to work-out to do before ? :wink:
I never created DOOM Maps (Glad i didnt if you say there wasnt a 3D WALKTHUR, it would of been a nitemare to design)
Thanks for the compliment.
As for DOOM Editing. Not ALL editors had a walk through, but the really GOOD editor was WinDEU, that didn't have one. Some did have a 3D wireframe view which was better than nothing. And once you got used to the feel of the simplistic DOOM engine Map files, it was easy to envision it in your head.
Actually, it wasn't too much easier to edit the map in Build. The only actual advantage being more advanced texturing which was the only real pain in DOOM editing.
I used um.. damn.. I forgot the name of the app, but it allowed me to change sprites, textures, palettes and sounds and music which was the best part. If I had kept going, I could have made a Total Conversion (TC). They're entirely new games with everything replaced.
I downloaded a TC one day called Aliens TC. It replaced an entire episode of DOOM 1 with this REALLY super edited game that pulled off stuff I never thought imaginable. They actually made Face Huggers hatch out of the egg, then walk along the ceiling and jump down on your face. (Funny thing is they used the Imp's ID in the game to make them.)
Another great TC I've seen are the Wolfenstein TC's that are floating around. Look for them. They're really cool.
I would have loved to make a TC. It was the next best thing to licensing the engine yourself. Except you are stuck with whatever features the DOOM engine gave you. Though, with some creative use of DeHacked, you could make the engine tons better. Like, instead of beating the last level by shooting the head of John Romero, place that sprite frame at the end of the CyberDemon's death animation, pump up his hit points, change the graphics and make a super hard walking target to beat the game.
I had dreamed of making an entirely unique game, especially after seeing the effects id was able to pull off in TNT and Plutonia (Final DOOM) which was the exact same engine. But they figured out how to make bulletproof windows, see through doors and bridges that weren't actually there. (Invisible bridges.. sweet! I was impressed the first time I saw this.)
One of the coolest secret levels was CyberCage. It had about 10 Cyber Demons all caged and frozen in time (With invisible doors between you and them, so they couldn't see or hear you.) and as you progressed, a door would open and next time you passed through the courtyard, the newly awakened CD would be on you like fish on jelly.
I tell ya, id didn't find the games REAL limits until its End of Life. (Just like consoles.) If you haven't bought it or tried it or pirated it, get it. Final DOOM is a must for checking out some of id's greatest work. Even if it is a little outdated and Strife puts it to shame anyway.
[Dreaming of the good old days...]