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QUAKE in DOOM-E1M1 Crossover

Posted: Tue May 17, 2022 7:14 pm
by lulle
Master Romero released the sources for Quake maps some years ago, so its possible now to make a pixel-perfect recreation of Q1 maps. Textures were missing but I converted Rygels textures for Darkplaces and was ready to go. But simplyporting Q1 maps to DOOM is just boring. So I thought: What if ID had done Quake a bit earlier with a more restricted engine?
Romero made DOOMs E1M1 and Quakes E1M1, here is how their baby might look like.
If you throw QStuff_UltraV2-Reloadedv1.2 into the mix, you get a fake Quake (=FAQUE)!

Quake1stuff: (Not needed, but map is designed with this mod in mind and might be a bit unfair without it)
[url]you can easily find a Link in the internet[/url]


Re: QUAKE in DOOM-E1M1 Crossover

Posted: Tue May 17, 2022 8:02 pm
by JohnnyTheWolf
Impressive!

Re: QUAKE in DOOM-E1M1 Crossover

Posted: Wed May 18, 2022 11:47 am
by axredneck
Arcane Dimensions (if i remember right) have similar map.

Re: QUAKE in DOOM-E1M1 Crossover

Posted: Sat May 21, 2022 9:16 am
by lulle
JohnnyTheWolf wrote:Impressive!

TNX!

Re: QUAKE in DOOM-E1M1 Crossover

Posted: Mon May 30, 2022 1:34 pm
by lulle
axredneck wrote:Arcane Dimensions (if i remember right) have similar map.

I cant remember..need to check it.

Re: QUAKE in DOOM-E1M1 Crossover

Posted: Sat Jun 11, 2022 11:18 pm
by wran
this was great, thanks. All it needs is the NIN soundtrack :)

Re: QUAKE in DOOM-E1M1 Crossover

Posted: Tue Jun 14, 2022 8:00 am
by lulle
Ha yeah xD. But I'm trying to get around without ripping any copyright stuff.
If you like this one, try the enhanced version in my multimod:
viewtopic.php?f=42&t=75508

Re: QUAKE in DOOM-E1M1 Crossover

Posted: Mon Jun 20, 2022 6:39 am
by lulle
I finally put together the full HD Texture set for classic Quake:
https://forum.zdoom.org/viewtopic.php?f=37&t=75369
Now you can play this little thingy in full GL glory with all blows and whistles GZDoom offers!

Enjoy!

Re: QUAKE in DOOM-E1M1 Crossover

Posted: Sun Jul 17, 2022 6:29 am
by CBM
looks cool but I have a few questions...

why is the door to the room just before the exit a wall?
why start outside?
why not have transparent windows?