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View Full Version : To Hell With Quake


Frades
May 21st, 2004, 01:35 AM
This is something i've been working on for some time now. Uses textures from Q1. The name itself was actually thought up by Doom_Dude in a long-forgotten topic, in wich people suggested names for web sites. I liked the name THWQ so much that decided to use it on this map set. Several new sounds are used and a fair amount of scripting to spawn all this lighting goodness and ambient sounds. Also includes new weapons, wich are basically sprite versions of the Abbs weapon pack for jdoom. DooMGoaT was kind enough to make suitable firing frames (flashes) to them. It will take quite a bit until i finish this, but i do my best for the result not to be too disappointing. Enough of this talk, here are the screenshots:

http://www.teamhellspawn.com/lpg/temp/thwq01.jpg

http://www.teamhellspawn.com/lpg/temp/thwq02.jpg

http://www.teamhellspawn.com/lpg/temp/thwq03.jpg

That's about it for now.

Planky
May 21st, 2004, 01:39 AM
That's one sexy looking wad Frades. Captures the Quake feeling perfectly.

Exl
May 21st, 2004, 03:13 AM
Love the lighting.

Now finish it!

Danimetal
May 21st, 2004, 04:06 AM
Really loolks like Quake. Slopes there and it would be heaven :). Nice work Frades.

iori
May 21st, 2004, 09:50 AM
It does, and no, im not trying to be nice, i really think that. Really.

Aliotroph?
May 22nd, 2004, 01:58 PM
Those screens are awesome, and will look even better when Legacy has better light blending (someone should badger the guys from the Hellmouth project to add their lighting hack to the CVS).

You're map set will probably play better than Quake since Legacy feels better on the controls.

What I can't quite understand is your desire to replicate the brown-ness Quake got from its 256 colour palette. Meh, still looks cool! :D

Planky
May 22nd, 2004, 06:10 PM
What I can't quite understand is your desire to replicate the brown-ness Quake got from its 256 colour palette. Meh, still looks cool

It's meant to look like quake

The Undertaker
May 22nd, 2004, 10:31 PM
But Quake looks like shit (literaly, brown is the color of crap).

Doom_Dude
May 22nd, 2004, 11:12 PM
But Quake looks like shit (literaly, brown is the color of crap).

No thats just crap talk. Quake doesn't look like shit and I don't get why some people don't like the way Quake looks and start with the shit talk.

Looks cooll Frades. By the way the names were for the new doom since it wasn't even titled back in the day.

Frades
May 23rd, 2004, 12:39 AM
But Quake looks like shit (literaly, brown is the color of crap). Did i get this right now? When someone has brown hair, you tell him/her that their head or hair looks like shit too? Some people.. some people just shouldn't be allowed to talk or write in public at all, it's sad for you that you appear to be one of them. Now i would really like if you could just go and never reply to my posts again. Ever. And when THWQ gets released, just keep yourself away from that "shit-lookalike". Thank you.

As for me using the quake's brownish theme, that's just because i liked the game, it's textures and sounds.. basically everything about it.

iori
May 23rd, 2004, 01:33 AM
But Quake looks like sh....erm.. I love quake *dark*
Actually, I liked e1 of quake mostly as it seems like id made the shareware versions of the game the best, for marketing reasons. The same thing occurs with them today (quake III's best levels were in teh demo). Anyways, it does look cool. Alio is right, once (...if) legacy gets better dynamic lighting it should improve the lightin aspect dramatically.

Doom_Dude
May 23rd, 2004, 08:12 PM
As for me using the quake's brownish theme, that's just because i liked the game, it's textures and sounds.. basically everything about it. I totally agree with you on that. I was just looking through my Quake screenshots and there's a lot of neat architecture in the game and a lot more to the textures than 'brown'. Heh. I look forward to playing this. Hopefully you'll complete this project so we all can actually do that. ;)

iori
May 24th, 2004, 12:02 AM
I like Quake at 320x200x8. It's so fluid, and everything is really gritty and dirty feeling.

ToXiCFLUFF
May 24th, 2004, 02:13 AM
Yeah, Quake had grit in spades. It was a fairly oppressive looking game I think, partially due to the drab colours. I love the blue-ish dull metallic textures as well. Although they won't be appearing in THWQ for obvious Doom pallette reasons.

Doom_Dude
May 24th, 2004, 06:37 AM
Yeah, Quake had grit in spades. It was a fairly oppressive looking game I think, partially due to the drab colours. I love the blue-ish dull metallic textures as well. Although they won't be appearing in THWQ for obvious Doom pallette reasons. Yeah I love those blue-ish metallic textures in Quake. I tried to reproduce one for Doom and totally failed due to those pallette reasons you mentioned.

Danimetal
May 26th, 2004, 01:51 AM
Yesterday I realized Doom had no blues!.

-Ki-
May 26th, 2004, 08:30 AM
Doom dose too have blue! It just very sucky and trying to add the pallette to0 anytying that is made with blue at times ends up with colored being replaced wth gray..

Danimetal
May 27th, 2004, 05:17 AM
Well, around 10 blues :P.
(Me plays the Doom Blues).

Lord Kaizen
May 29th, 2004, 08:43 PM
I never thought that Quake graphics could look so nice in Doom. I like Quake's brownish look actually, makes the game kinda gothic and spooky, IMO. Spooky I like.

So your using Legacy? It would be possible to create the same lighting effects with jDoom's ded files, right? I've been wanting to create a level that has dynamic lights rather than crappy static lights. Although, I do like being able to control how the shadows and stuff look.

Frades
May 30th, 2004, 12:32 AM
I never thought that Quake graphics could look so nice in Doom. I like Quake's brownish look actually, makes the game kinda gothic and spooky, IMO. Spooky I like.

So your using Legacy? It would be possible to create the same lighting effects with jDoom's ded files, right? I've been wanting to create a level that has dynamic lights rather than crappy static lights. Although, I do like being able to control how the shadows and stuff look.

Yes, i am using Legacy. I wouldn't know anything about jdoom's ded files or how the lighting would be created tho, since i myself don't use that port and probably won't in the future either since it lacks some important things i look for in a source port. Legacy was the best and only available choise for this to look good. Well.. maybe vavoom would've done too but i have never even seen the port and i hear it's somewhat buggy.

Aliotroph?
May 30th, 2004, 04:01 PM
Legacy should let you do all kinds of fun stuff with the maps and scripting. You could have some things that Quake couldn't even do.

BTW, I think making a Quake mod in Vavoom would be easy. The game looks like Quake already. It would be slower though.

Hexagon
May 30th, 2004, 08:15 PM
Looks cool Frades.i'm impatient to play it...
I'm a Jdoom lover but i think Legacy stays the good choice for this project.Basically Q1/2 textures are lowres and Legacy filters look good so Jdoom should be a good choice only with hires textures (x4)... ...else, for other features, there is no big differences except 'true' 3dfloors ...

Planky
May 30th, 2004, 08:29 PM
Legacy has no problems with hires textures for that matter either... except that at the moment, large flats can only be inserted with deepsea...

Hexagon
May 30th, 2004, 08:51 PM
srry, i saw some big flats screenies but I thought Legacy hadn't the hires support like in Jdoom (not unit for unit but with same ratio)...
...need to take a look to that ;)

Planky
May 30th, 2004, 10:03 PM
Some example hires textures in legacy:

http://www.glpics.com/planky/DOOM0000.png

http://www.glpics.com/planky/DOOM0003.png

All the textures in those shots, with the exception of the floors, are 256x256 textures.

Exl
May 31st, 2004, 02:26 AM
But those 256x256 textures are drawn on a 256x256 world scale wall, not 128x128 for example. They're just bigger textures, that's all.

Hexagon
May 31st, 2004, 06:49 AM
Nice screenies ;)
Thx for the explanation, i have an idea of how Legacy works with that now... ...it's totaly different of Jdoom.

Planky
May 31st, 2004, 03:32 PM
But those 256x256 textures are drawn on a 256x256 world scale wall, not 128x128 for example. They're just bigger textures, that's all.

I'm not sure I know what you mean? How does jDoom handle them?

Aliotroph?
May 31st, 2004, 05:02 PM
He means JDoom will draw a 256x256 where DooM would normally draw a 128x128 and thus you have four times as many pixels in the same area. Those Legacy textures are really just big textures so you can cover more of a wall with one (specifically to have more vertical variation).

BTW, where are those shots from? That map looks neat.

Planky
May 31st, 2004, 05:55 PM
http://forums.newdoom.com/showthread.php?s=&threadid=22811

jetflock
June 20th, 2004, 02:22 AM
If you want, I can prolly rigg those quake "blue-ish" textures to look good in your wad. If you have them, send them to
jetflock@bowiewonderworld.com, make the subject textures.
i am pretty good with photoshop.
http://www.geocities.com/rasputin1980/doomforever.html
my new level uses lots of blues.

Frades
July 12th, 2004, 03:17 AM
Well.. i'm not too fond of the blueish textures in quake, so what i have is quite ok. In fact i had the blue textures in my resource wad too, but decided to remove them. Also, I don't want to be mean to you, but please don't advertise your stuff in my topics if possible. In general i wouldn't have any problem with that, but the fact that you have hijacked practically every possible topic on newdoom with it.. it's rather annoying. I do see thet you are doing a good job and those screenshots you have spread around everywhere certainly have made me stop and look at them, if not anything else.
Now.. back to thwq, i will most likely continue working on it soon, since i haven't touched it more than 6 months now and it's slowly getting old. As a side note, i'll probably open up that legacy prefab gallery soon, wich has taken quite a bit of my time.

MR_ROCKET
October 26th, 2004, 06:54 PM
finish the damn thing already :P

Jive
October 27th, 2004, 07:57 AM
http://forums.newdoom.com/showthread.php?s=&threadid=22811There is no screenshot on it?!?

Planky
October 27th, 2004, 02:10 PM
Seems I accidently deleted them off the server. Oops. I upload them tonight.

Frades
October 28th, 2004, 09:49 AM
finish the damn thing already :P
Thwq is waiting for the c++ version but mostly the new renderer part of it.
I can't do quite exactly what i want to using legacy 1.4x

jetflock
October 29th, 2004, 04:24 AM
i put it there to show you the blue shit. i am not hijacking things. i swear this is the touchiest group of people on the face of the planet. i'm not trying to be rude in this post. damn, this was an old old post anyway. who cares if i link to my site? i won't anymore, cuz it pisses everyone off. i thought i would back certain skill, incase anyone questioned it. i was just trying to be helpful. stop being snobs. i'm sure your a moderator, i'm sure you will ban me. so, fine. if anything else noteworthy comes out of whatever i do, i'll send it thru jive. so go ahead. ban me out. i'm sick of this childish community. i'm always offending someone, or "advertising". give me a break. this is fucking doom. and its supposed to be a "fanatic" community. this is not an open and sharing atmosphere, it should be. no pun intended. sorry for the grammer errors, i'm sure someone will take the time out of they're busy schedule to correct them, i'm to tired to care. funny. if nobody here can be nice then fuck it. whatever. fine.
nobody is stealing topic space from anybody. get a god damn life, nobody cares about anybody's mod for real, thats why we all waste time with a game that came out in 1994.
don't bother responding, i'm not going to read the next post prolly won't be allowed to return anyway.
love and rockets,
jetflock

Frades
October 29th, 2004, 08:25 AM
don't run away and be a man.. nobody hates you.
stay around and make good maps, that's all we want.
if someone says something a bit harsh - nevermind that.. just go on with whatever you were doing.
nobody can't please everyone, and you know it's true.

MR_ROCKET
November 1st, 2004, 07:33 PM
lol yeah I know frades , I was trying to help confirm it :P


Wooah jet man , chill out lol.
That's the bad thing about text sometimes it can be taken so many ways.
you'v done nice work , I wouldn't worry about what someone says until they truthfully cross me.
I think the last time I talked to ya I was trying to help with a vertex limit issue.
/me raises the big question mark above his head a little higher?

xhrl
November 11th, 2004, 08:08 PM
i wanted to say just how much i look forward to this project being released. i have been a very serious quake fan since 97, and these dm6 textures were perhaps my favourite of all. it is too bad you don't like the hazy blue textures of dm4, as i think those would rock in doom:) btw, does anyone know of a 'dm4 remix' for doom?

respectfully, xhrl

ToXiCFLUFF
November 11th, 2004, 10:19 PM
i wanted to say just how much i look forward to this project being released. i have been a very serious quake fan since 97, and these dm6 textures were perhaps my favourite of all. it is too bad you don't like the hazy blue textures of dm4, as i think those would rock in doom:) btw, does anyone know of a 'dm4 remix' for doom?

respectfully, xhrlYou can try my wad toxdm1 (http://www.doomworld.com/idgames/index.php?id=12809), which was heavily inspired (although not a complete rip off of) DM4. Heh, it does have the teleporter at the end of the lowest tier walkway though. I always loved vertical DM maps, and DM4 is one of the best - spent months playing reaperbots on that one.

I dunno if OSX Legacy supports opengl, but the map probably isn't worth playing if it doesn't - the map's vertical enough that you won't always be able to look down at the lower tier with the software mouselook limit.

sl4
November 14th, 2004, 01:53 PM
I dunno if OSX Legacy supports opengl, but the map probably isn't worth playing if it doesn't - the map's vertical enough that you won't always be able to look down at the lower tier with the software mouselook limit.

Yeah, OS X uses OpenGL. Actually, I don't think you can even turn off OpenGL in the OS X Legacy port...