Deformed Doom - deform any Doom map!

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Gorman Frebmane
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Re: Deformed Doom - deform any Doom map!

Post by Gorman Frebmane »

Live deformation? Hmm now that would be a really good effect to do to make pulsating flesh walls.
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EddieMann
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Re: Deformed Doom - deform any Doom map!

Post by EddieMann »

Great! Now I can turn any mapset into a music video!
Jarewill
 
 
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Re: Deformed Doom - deform any Doom map!

Post by Jarewill »

Best headache I have had this month. :D

My favorite mode is the trapezoid, because it makes everything seem so tiny compared to the map at scale 10.
It would be nicer if it also applied vertical scaling like Captain J said, but I can understand if that would make the game unbeatable.

However most settings already make several maps unbeatable to begin with. (Experimenting with MAP01 of Doom 2 with wave mode, anything higher than the default settings makes it impossible to beat due to too tight corridors to fit through)

Also, would it be possible to actually modify the map on the fly, like in the video? (I know the video only had that as a comparison effect, but still)
Though that would also make the player get stuck in level geometry, due to constantly shifting vertices.

Still, it's incredibly fun to see what it can do. (and how much it can break everything)
Some screenshots I took of it on rather extreme options: https://imgur.com/a/hGSNf99
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Caligari87
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Re: Deformed Doom - deform any Doom map!

Post by Caligari87 »

Basically (so far as I know) this can't be done realtime due to the basic limitations of the engine, notably that it requires rebuilding the map nodes. Making the vertex geometry dynamic at runtime would require a revamp of the entire map format (and possibly other things like the physics, I imagine).

Simply put, it's not going to happen. Let's just appreciate this for what it is and not get ahead of ourselves.

8-)
skdursh
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Re: Deformed Doom - deform any Doom map!

Post by skdursh »

Caligari87 wrote:Basically (so far as I know) this can't be done realtime due to the basic limitations of the engine, notably that it requires rebuilding the map nodes. Making the vertex geometry dynamic at runtime would require a revamp of the entire map format (and possibly other things like the physics, I imagine).

Simply put, it's not going to happen. Let's just appreciate this for what it is and not get ahead of ourselves.

8-)
You could make a shader to simulate the distortion, but yeah I'm not sure about physically altering the core map on the fly.
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Redneckerz
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Re: Deformed Doom - deform any Doom map!

Post by Redneckerz »

Caligari87 wrote:Basically (so far as I know) this can't be done realtime due to the basic limitations of the engine, notably that it requires rebuilding the map nodes. Making the vertex geometry dynamic at runtime would require a revamp of the entire map format (and possibly other things like the physics, I imagine).

Simply put, it's not going to happen. Let's just appreciate this for what it is and not get ahead of ourselves.

8-)
Sadly yeah. This was a given from the get go.

In order to something remotely similar in real time, i would wager that something from the Cube engines with their real-time editing system is in place.

Nevertheless, this has usages, especially around Oblige and scenario-specific mods :)
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middlefingerman
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Re: Deformed Doom - deform any Doom map!

Post by middlefingerman »

Hahaha! What a crazy mod (•‿•)
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Sunbeam
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Re: Deformed Doom - deform any Doom map!

Post by Sunbeam »

Thanks again for your kind words! 😊
Redneckerz wrote:That moving deformation is very demoscene like and could also be great dramatic scripted sequences.
I didn't think of this before, but you are right. It has that kind of feel to it. 😊
Redneckerz wrote:Can this also be done at the source level?
Since I "only" used ZScript which relies on the engine: Yes. I initially thought that I would have to go to the source code level for these changes. That was until I saw the level flipper by Rachael.
Jarewill wrote:However most settings already make several maps unbeatable to begin with. (Experimenting with MAP01 of Doom 2 with wave mode, anything higher than the default settings makes it impossible to beat due to too tight corridors to fit through)
Some screenshots I took of it on rather extreme options: https://imgur.com/a/hGSNf99
It seems you tried some rather extreme settings. 😛 Only few maps can be used with high values. But if they do it can be rather interesting. 😁
If you encounter corridors that are too small try the "compensate" option (trapezoid and swirl only). It tries to make the level bigger and by that allow passage of narrow paths.
Caligari87 wrote:Basically (so far as I know) this can't be done realtime due to the basic limitations of the engine, notably that it requires rebuilding the map nodes. Making the vertex geometry dynamic at runtime would require a revamp of the entire map format (and possibly other things like the physics, I imagine).
Thanks, that's basically what I thought as well.
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Redneckerz
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Re: Deformed Doom - deform any Doom map!

Post by Redneckerz »

Sunbeam wrote: I didn't think of this before, but you are right. It has that kind of feel to it. 😊
Given that demosceners do make demos using UE4 and Unity, i suppose you could do similar now with Doom.

Actually, that could be raised a notch aswell - How far fetched would it be to have the level or parts of it look like a Mandelbrot fractal or a solid 3D cube.

The idea of using Doom to make demoscene effects sounds absolutely crazy, but ZDoom/GZDoom already does do a lot of demoish effects either way. And i recall dpJudas had a triangle drawer that could spawn solid color 3D cubes.

Obviously way outside the scope of this mod (and not very practical) but some food for thought. Doom has played host to interactive art forms prior (ArsDoom, ACS minigames) so its not entirely outside of the realm to theorize about this kind of thing :P
Sunbeam wrote: Since I "only" used ZScript which relies on the engine: Yes. I initially thought that I would have to go to the source code level for these changes. That was until I saw the level flipper by Rachael.
I wonder if this can get expanded upon with a menu where you choose how things should be deformed, and combined with random level generation. Random Doom and ManDoom did something in that regard and when i saw Deformed Doom i instantly thought of something similar as a highly experimental source port for artforms basically, as obviously this feature would never land into mainline GZ.

As a source port it could also play host to the earlier quote of demoscenish effects. Again, completely outside conventional Doom realms, but the idea of a Doom engine port tailored for Demoscenish effects through Deformation, roller bars and what not is a rather crazy but entertaining thought (well, atleast for me) :wink:

Inside that conventional realm though, like i said, this could well for sequences and mindfuckery levels. Teleport to a new spot on the map and see the level be completely twisted, that sort of thing. Deformed Doom does a good job at envoking a sense of insanity or a dream by its feature.
Enarkz
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Re: Deformed Doom - deform any Doom map!

Post by Enarkz »

Felt so uncanny to play classic maps with this.. I feel like i brought a curse upon myself

Very nice work ! If you could do maybe a randomizer (random settings at each maps start) it would be even more fun
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BradmanX
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Re: Deformed Doom - deform any Doom map!

Post by BradmanX »

Very nice mod, goes rather nicely with other mods that modify maps like Liquidated Doom or Colorful Map, and texture replacers to help make the deformed maps feel more like new maps than, this also seems to work with other games too, as I did alittle testing with Heretic and it seemed to work fairly well.
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00face
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Re: Deformed Doom - deform any Doom map!

Post by 00face »

Running with: {DoomRL_Arsenal_1.1.4.pk3};{DoomRL_Monsters_Beta_7.3.pk3};{Lithium_1_6_3.pk3};{mk-champions[2.666].pk3};{LegenDoomLite_3.1.pk3};{cblood.pk3};{ColourfulHellBrownBeta5.pk3};{imp-achievements-v0.1.pk3};{DoomWeap4XUp.pk3};{doommus.pk3};{ISABELLE.pk3};{j-jukebox-v9.pk3};{precise-crosshair-1.4.pk3};{SpriteShadow v1.9.pk3};{TintMaps.pk3};{zscript-iceshatter.pk3};{UniversalEntropy.pk3};{DoomKrakken's Monster Randomizer (Base) v5a.pk3};{Monster Randomizer.pk3};{pk_doom_sfx_20120224.wad};{ambiencepack.wad};{GatherYourParty.pk3};{playable-monsters.pk3};{NewTextColours_260.pk3};{AVP MonsterPack by SOH.pk3};{Rampancy_1.1.pk3};{TiltPlusPlus v1.65.pk3};{target-spy-v1.14.pk3};{climbing.pk3};{autopause-v0.1.pk3};{drag-things.pk3};{Artifacts.pk3};{DaggerFall Enemy Pack.pk3};{DoomParallaxRelief.pk3};{doomrla_kinsie_fknrip.pk3};{doomrla_kinsie_metaprops.pk3};{fluidshader-1.3.pk3};{fragtrak.pk3};{fullscrn_huds.pk3};{InexpensiveDoom.pk3};{marifx_m-master.pk3};{mk-episodic-ex[1.1.0].pk3};{mk-smoothfire[20200305].pk3};{random_criticals_beta_0.14.pk3};{RPGVariations.pk3};{RPGVariationsNaziDog.pk3};{RPGVariationsShotgunDog.pk3};{SNESJukebox-TetraPack.pk3};{armament-tuning-0.3.1.pk3};{menusliders.pk3};{ObAddon.pk3};{AI-Director-master.pk3};{AltBrightmapsDoom2.pk3};{TrooCullers2.pk3};{metadoom_v666_titan.pk3};{supremeinvasionv6.pk3};{lean.pk3};{kMiniMap_beta0.3.pk3};{droplets_1.3.1.pk3};{(GZDoom) Liquid Texture Pack V1.3.pk3};{LTP V1.3 HD Textures.pk3};{LTP V1.3 Shader pack.pk3};{GZDB LTP V1.3 Resource File..pk3};{RDND12.pk3};{damnums_1.0.2.pk3};{fancyworld_v2.pk3};{Fog_Effects.pk3};{OldVideoShader.pk3};{SmoothDoom.pk3};{vandomizer_v10.pk3};{WorldGamma.pk3};{zd_bullet-tracer.wad};{zd_selectweapon-priority.wad};{nashmove.pk3};{ChickenBarrel.pk3};{simsun1.1.pk3};{xa-argen_1.0.0.pk3};{defdoom.pk3}

Everything seems to be running great and it's a blast combined with DoomRPG. Need to test it with more maps, but I got lost for hours just on the stock maps with it. No errors to speak of so far after 48hrs plus of testing minimum total.
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Sunbeam
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Re: Deformed Doom - deform any Doom map!

Post by Sunbeam »

Redneckerz wrote:Random Doom and ManDoom did something in that regard and when i saw Deformed Doom i instantly thought of something similar as a highly experimental source port for artforms basically, as obviously this feature would never land into mainline GZ.
I never heard of these. I know SLIGE/OBLIGE. These are cool ideas, but of course you would have need to recalculate the BSP stuff in order to get graphical results on screen. And that might be the one point that keeps the demoscene stuff from being real-time. You would have to do the same "tricks" as I did in the video. ;)
Doom as an art-form is quite a strange concept... But an interesting one. ;)
BradmanX wrote:Very nice mod, goes rather nicely with other mods that modify maps like Liquidated Doom or Colorful Map, and texture replacers to help make the deformed maps feel more like new maps than, this also seems to work with other games too, as I did alittle testing with Heretic and it seemed to work fairly well.
Yes, it should work with ANY game that is supported by GZDoom. It also should be compatible with nearly any mod out there.
00face wrote:Everything seems to be running great and it's a blast combined with DoomRPG. Need to test it with more maps, but I got lost for hours just on the stock maps with it. No errors to speak of so far after 48hrs plus of testing minimum total.
Speaking of it: It seems you tried running it with quite an amount of mods. ;) I'm glad you didn't find any errors! (#BestQAInTheWorld)
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BradmanX
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Re: Deformed Doom - deform any Doom map!

Post by BradmanX »

Sunbeam wrote: Yes, it should work with ANY game that is supported by GZDoom. It also should be compatible with nearly any mod out there.
Sweet, thank you for confirming my thoughts on that ^_^
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Redneckerz
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Re: Deformed Doom - deform any Doom map!

Post by Redneckerz »

Sunbeam wrote: I never heard of these. I know SLIGE/OBLIGE. These are cool ideas, but of course you would have need to recalculate the BSP stuff in order to get graphical results on screen. And that might be the one point that keeps the demoscene stuff from being real-time. You would have to do the same "tricks" as I did in the video. ;)
Doom as an art-form is quite a strange concept... But an interesting one. ;)
Yeah it became readily apparent later one. Nevertheless, a fixed source port version of this similar to those would be kind of neat. Yes, i get that its subject to the whole Tying to a specifc version is dangerous spiel, but it could be an interesting basis.

Seeing it requires GZDoom 4.3 though, a lot of common options are out of order sadly.

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