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[WIP] Doom 64-inator

PostPosted: Fri Jun 02, 2017 9:55 am
by DrPyspy
I'm working on a script that transforms mostly any level into a Doom 64-themed level. The script seeks out certain textures and replaces/lights sectors accordingly.

Image

More screenies

I'm going to work on it more before releasing so that it completely converts every level in Doom/Doom 2. If you would like to contribute, please let me know. :D

Re: [WIP] Doom 64-inator

PostPosted: Fri Jun 02, 2017 11:53 am
by SladeEXE
Oooo~

Re: [WIP] Doom 64-inator

PostPosted: Fri Jun 02, 2017 11:57 am
by wildweasel
This is totally incomplete, but I want to post this here so it doesn't get lost:

https://www.dropbox.com/s/fgmjvm5q6ngmx ... e.wad?dl=0

This might not even function properly as it stands, but here is a WAD I've been doing that simply replaces existing Doom/Doom2 patches, flats, and textures with near equivalents from Doom 64.

Credits to Midway and Cage.

Re: [WIP] Doom 64-inator

PostPosted: Fri Jun 02, 2017 7:48 pm
by Chris
I approve. Hope it will include sprites and sounds, too.

Re: [WIP] Doom 64-inator

PostPosted: Sat Jun 03, 2017 3:19 am
by hoover1979
Nice! :)

This looks promising. I am going to watch this mod (Page bookmarked now).

Keep up the good work! :D

Re: [WIP] Doom 64-inator

PostPosted: Sat Jun 03, 2017 3:20 am
by Jimmy
I love this already. Psyched! :D

Re: [WIP] Doom 64-inator

PostPosted: Sat Jun 10, 2017 2:24 pm
by Armaetus
This is pretty cool, I approve of this D64ization. How does this affect custom levels that don't have texture or floor replacements?

Would be cool to see how this would change OBLIGE maps into this neat stuff.

Re: [WIP] Doom 64-inator

PostPosted: Sat Jun 10, 2017 3:07 pm
by Hetdegon
Glaice wrote:This is pretty cool, I approve of this D64ization. How does this affect custom levels that don't have texture or floor replacements?

Would be cool to see how this would change OBLIGE maps into this neat stuff.

I was thinking the exact same thing.

Re: [WIP] Doom 64-inator

PostPosted: Fri Jun 16, 2017 11:39 am
by Nevander
Wow that looks awesome. I'd love to play through classic Doom with Doom 64 assets completely. I can convert my project resources into standalone which could be used to replace things and or weapons, and your project now would handle map textures and what not. Looking forward to this.

Re: [WIP] Doom 64-inator

PostPosted: Fri Jun 16, 2017 1:31 pm
by SiFi270
So would this involve the Icon of Sin getting a D64-style makeover? Maybe it could look something like the face seen on the Demon Keys (or in more detail on the boxart)

Re: [WIP] Doom 64-inator

PostPosted: Fri Jun 16, 2017 3:54 pm
by Nevander
SiFi270 wrote:So would this involve the Icon of Sin getting a D64-style makeover? Maybe it could look something like the face seen on the Demon Keys (or in more detail on the boxart)

I'm sure a talented texture artist could transform the Doom 64 "EVIL" demon key face into an Icon of Sin remake.

Re: [WIP] Doom 64-inator

PostPosted: Mon Sep 25, 2017 3:59 am
by NightFright
Have you made any progress regarding this recently? I'd be very interested in trying this out with the classic PC maps to see if it adds and replay value.

Re: [WIP] Doom 64-inator

PostPosted: Mon Sep 25, 2017 8:26 am
by DrPyspy
I haven't touched it in about 3 months. I'm thinking of picking it back up soon but I have quite a few things to do before that, so it'll be a while.

Re: [WIP] Doom 64-inator

PostPosted: Mon Sep 25, 2017 4:26 pm
by Armaetus
I'll be keeping an eye out on this in the meantime.

Re: [WIP] Doom 64-inator

PostPosted: Sat Nov 11, 2017 4:59 pm
by Legend
This looks absolutely awesome. I would love to revisit the original campaigns in a D64 style level assets.