B4DooM: Prequel to DooM

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm

Re: B4DooM: Prequel to DooM

Post by Mikk- »

If he's not Stan Blaskowitz... Or Fly Taggart.. Or John Stalvern. Does that mean he's Buddy Dacote?
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: B4DooM: Prequel to DooM

Post by TerminusEst13 »

but those are usually lady's gloves, aren't they?
Actually, they're pretty common in gothic fashion.

And considering that the dimensional rifts mean going to different dimensions rather than staying in the original one, I'd think this could be a crossover with King of Fighters and it'd still be justifiable.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: B4DooM: Prequel to DooM

Post by Gez »

Mikk- wrote:If he's not Stan Blaskowitz... Or Fly Taggart.. Or John Stalvern. Does that mean he's Buddy Dacote?
Buddy's from a discarded continuity, so no. Buddy was never intended to be the player character, the player would be one of the people who got recycled into Rise of the Triad.

Don't look for a name; he doesn't have one. All he has is a face, a gun, and fifty bullets.
User avatar
HellCattX
Posts: 506
Joined: Thu Feb 26, 2009 2:10 pm

Re: B4DooM: Prequel to DooM

Post by HellCattX »

Heh, the Reason the "doom guy" has no name, is he is Supost to BE YOU, lol, so sayeth the ruler of Bethos, or mr. Romero.
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

Maybe I should have waited for the project to be finished before having poll on the blog, it's kinda discouraging to see people vote it down.
User avatar
wolfman
 
 
Posts: 1409
Joined: Mon Jun 28, 2004 4:00 pm

Re: B4DooM: Prequel to DooM

Post by wolfman »

B4DooM wrote:Back in 1996 or so, I started a project for a doom prequel called B4DooM (before doom). Some of you might know it from geocities - it ranked #7 of over 3000 doom mods at one point by some place I can't remember :)
Can you post the old version somewhere? I remember the Geocities website, and wanted to download it from there, but all the links were broken.
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

Where is a recommended place to put up files for download?
User avatar
wolfman
 
 
Posts: 1409
Joined: Mon Jun 28, 2004 4:00 pm

Re: B4DooM: Prequel to DooM

Post by wolfman »

MediaFire is what I use.
Last edited by wolfman on Thu Nov 13, 2014 1:45 am, edited 1 time in total.
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

Hmm, what about somewhere where contributors can download and upload etc aswell?
User avatar
Conmon
Posts: 79
Joined: Thu Aug 14, 2008 9:18 pm

Re: B4DooM: Prequel to DooM

Post by Conmon »

Why does the E1M1 map have a ramp in it?
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: B4DooM: Prequel to DooM

Post by amv2k9 »

Conmon wrote:Why does the E1M1 map have a ramp in it?
Have to admit, I laughed my ass off when that happened. Immediately heard some announcer guy yelling "SUNDAY SUNDAY SUNDAY MONSTER TRUCK MADNESS"
User avatar
esselfortium
Posts: 3862
Joined: Tue Sep 19, 2006 8:43 pm
Contact:

Re: B4DooM: Prequel to DooM

Post by esselfortium »

amv2k9 wrote:
Conmon wrote:Why does the E1M1 map have a ramp in it?
Have to admit, I laughed my ass off when that happened. Immediately heard some announcer guy yelling "SUNDAY SUNDAY SUNDAY MONSTER TRUCK MADNESS"
I just kept looping that part of the video around a minute in. The chasecam shot is hilarious -- is this project secretly Sandy Petersen's Pro Doomer?
User avatar
Conmon
Posts: 79
Joined: Thu Aug 14, 2008 9:18 pm

Re: B4DooM: Prequel to DooM

Post by Conmon »

"Welcome to our Hangar Circuit. We've got a pretty sick get-up here, lots of sweet ramps, you know. It's about $25 for the day, and... WHOA look at that mage guy making a jump! NICE MAN! Anyways, most of our ramps come out of nukage pools, so good luck going off of them..."
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

heheh, the idea was to make your debut entrance smashing through the window diving straight into the action, but back in those days i didn't know how to use invisible sprite bridges or scripted cutscenes (if they even existed i cant remember), so that was the only way i could do it. when sloped floors became available, i was interested in seeing what it looked like to make smooth curves that didn't look sector based so i used the ramp as an experiment because it had so many sectors already.

the solid ramp makes no logical sense of course - bit like "history's worse engineering disasters" lol
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

Development update!

Post Reply

Return to “Levels”