Ancient Aliens was a great wad and certainly a must play. In case anyone missed it.
I don't think Doom, Doom 2 or Quake had actual mazes. Very hard to get lost in the official levels.
I ever only got lost in some of the custom wads (sometimes bad design, some time the levels were just too fucking big)
E4M8 ... not really a "maze of twisty little passages all alike" but still freakin' confusing and random.
I'll read the thread later, but I already summarized my thoughts on Quake v Doom: http://scar3crow.com/2015/02/quake-and-dooms-mechanics/
Mazes are not defined as such when people get lost in them but when they are built so people get lost in them, if not every map besides the most linear would be mazes. Only a few Doom and Quake custom maps fall in that category.
I remember one of the E2 maps to be really confusing
Im not a mapper, but you know what would be cool?
a jam based on PWADS
look at Sunlust for example, its beautiful, its a fun challenge and it really has strong Quake vibes, I would not be surprised if some of the textures translated well from one game to another
Doom To Quake
Not interested in remaking Doom wads myself. It can be done very well, in the case of ad_e1m1 in Arcane Dimensions. But I think it only works for classic / iconic levels like that. The gameplay is too different between the games.
A good read on the subject: http://scar3crow.com/2015/02/quake-and-dooms-mechanics/
Sunlust looks pretty sweet though!
I was thinking more on the lines of visual inspiration, I dunno, Imagine somebody taking textures from UAC Ultra, or again, sunlust
that would be pretty neat
Then make a wad for mappers to use. Maybe someone will try it.
How dare you good sir, tell me to put my money where my mouth is?
Jokes aside, I'll look into it, who knows, I've seen Hexen textures in quake maps before.
Glad this came back up. Honestly, I've been thinking about it on and off mostly as I play the new Quake Maps that have come up along with watching some Doom WADS.
In truth though, the Quake engine isn't actually as much of a limitation as many people think it is for creating a Doom-style level or gameplay. It's been done before on both a mapping and engine scale, though it's been two decades since anyone's really tried to modify the engine in that way.
But regardless, I still like the idea and would like to see it done at some point.
```In truth though, the Quake engine isn't actually as much of a limitation as many people think it is for creating a Doom-style level or gameplay.```
There's no limitation of sorts there; instead, it's the opposite: a Doom-style level in the Quake engine is wasting the engine's potential. There's a reason one of id's rules when making Quake's maps was basically "if you can make the same map in Doom, scratch it and start over."
Double Posting Knobgobbler
Pretend that post had quotes instead of that retarded triple-quote that Discord has trained me to do.
Actually, I meant that one could use almost all (maybe all?) of Doom's mechanics in the Quake engine.
Well There Is Always GZDoom
AKA, I wanna be like Quake soooooo bad so I completely ripped off quakes console and added features like 3d model support and 3d floors, and oh yeah real-time dynamic point lights and spotlights and software AO (but not baked AO/dirtmaps obviously because we don't want no potato scrubs having actual good lighting), and build engine portals, and mirrors, and wall/floor reflectiveness, and OH YEAH, 4k truecolor texture support with PBR materials like specular and bumpmaps because obviously that's what you want in a game over 25 years old clearly. And the physics are different so good fucking luck playing your old demos back with it ;) ;)
What's All This Then...
Wait so Doom actually has bump mapping now?
That's just ridiculous.
I think I've seen a few maps using the portals and they actually look really cool, from a level design perspective I guess.
John Romero, Doom1, 2016 + 2019 Maps
how'd you rank the new John Romero's Doom1 levels from the best downwards? me: E5M6 E5M8 E1M8b E5M3 E5M2 E5M1 E5M7 E5M4 E5M5 E5M9 E1M4b