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Author Topic: Doom maps in DoomRL  (Read 16678 times)

myuzinn

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Doom maps in DoomRL
« on: January 05, 2009, 12:16 »

I was wondering what Doom1/2 maps would look like in DoomRL. So I tried converting one.

Doom2 Map01:




                         #####                       
                 #########?+[#                       
                ##¨¨¨¨¨¨¨¨??+#                       
               ##¨¨¨¨¨¨¨¨¨¨??#                       
               #¨¨¨¨¨¨¨¨¨¨¨¨##                       
               #¨¨¨XX&¨XX¨¨¨#                       
               #¨¨¨¨#¨¨#¨¨¨¨#                       
               #¨¨¨XX¨&XX¨¨¨#                       
               #¨h¨¨¨¨¨¨¨¨h¨#                       
               #¨¨h¨¨ii¨¨h¨¨#                       
               #¨¨¨¨¨¨¨¨¨¨¨¨#                       
               ##¨¨¨¨¨¨¨¨¨¨##                       
                #¨¨¨¨¨¨¨¨¨¨#                         
                ##¨¨¨¨¨¨¨¨##                         
                 #¨¨¨¨¨¨¨¨#                         
                 ####++##########                   
                #####¨¨####¨¨¨#¨##                   
                #¨¨¨¨h¨¨¨i¨¨^¨?¨¨#                   
                #¨¨¨¨¨h¨h¨¨¨^¨?¨}#                   
                #¨¨#####¨¨#¨¨¨#¨##                   
                #¨¨#   #¨¨#######                   
                #¨¨#   #¨¨#                         
   ##############¨¨#####¨¨#                         
   #¨¨¨¨¨¨¨¨##|¨¨¨¨¨¨^##¨¨#      ###                 
  ##¨,,,,,,,##¨¨¨¨h¨¨¨##¨i#     ##>##               
  #¨¨,,,,,,,##¨¨¨h¨¨¨¨##¨¨#     #|i+#               
 ##¨,,,,,,,,#¨¨¨¨¨¨¨+¨¨#h¨#     ##+##               
 #¨¨,,,,,,,,#¨¨#¨¨¨¨#¨¨#¨¨########¨##               
##¨,,,,,,,‡‡##¨¨¨¨¨¨¨¨##¨¨¨¨¨¨¨¨¨¨¨¨####    ###     
#¨¨,,,,,,‡‡/###¨¨¨¨¨¨##¨¨¨¨¨¨¨¨¨¨¨¨¨¨‡i#   ##,#     
,,,,,,,‡¨¨####¨@¨¨##¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨###  ##,,#     
,,,,,,,‡¨¨¨¨¨¨¨#####¨¨¨¨¨¨¨¨¨¨¨X¨¨¨#   ##,,,#     
,,,,,,,‡¨¨¨¨¨¨##&i+ii¨¨X¨¨¨¨¨¨¨¨¨¨¨#####,,,,#     
#¨¨,,,,,,‡‡¨¨¨¨#######i¨¨¨¨¨¨¨¨¨¨¨¨¨i++##,,,,,#     
##¨,,,,,,,‡‡####    ##¨¨¨¨¨¨¨#¨¨¨#¨¨i###?,,,,,#     
 #¨¨,,,,,,,,#        ##¨¨¨¨¨¨#XXX#¨¨###???,,,,#     
 ##¨,,,,,,,,#         ########¨¨¨#?###,,??,,,,#     
  #¨¨,,,,,,,#        ##}|,,,,,,¨¨¨¨¨¨,,,???,,,#     
  ##¨,,,,,,,#       ##ii,,,,,,,,¨¨¨¨,,,,???,,,#     
   #¨¨¨¨¨¨¨¨#       #,ii,,,,,,,,,,,,,,,,???,,,#     
   ##########       #,i,,,,,,,,,,,,,,,,,???,,,#     
                    #,,,,,,,,,,,,,,,,,,????,,,#     
                    #,,,,,,,,,,,,,,,,,,????,,,#     
                    #,,,,,,,,,,,,,,,,,?????,,,#     
                    #,,,,,,,,,,,,,,,,,?????,,,#     
                    #,,,,,,,,,,,,,,,,??????,,,#     
                   ##,,,,,,,,,,,,,,???????,,,,#     
                   #????,,,,,,,,??????????,,,,#     
                  ##?????????????????????,,,,##     
                  #,,???????????????????,,,,##     
                 ##,,,,????????????????,,,,##       
                 #,,,,,,,???????????,,,,,,##       
                 #,,,,,,,,,,????,,,,,,,,,##         
                 ###,,,,,,,,,,,,,,,,,,,,##         
                   ###,,,,,,,,,,,,,,,,,##           
                     ###################           


It's mostly to scale - it may look a bit stretched compared to the original due to the font. I'm not using the 80x25 terminal size obviously. Also, the bottom of it seems to have been cut off for some reason, probably went over some kind of limit.

The ‡ symbol means fence (can shoot/look through, can't pass); The purple ? symbol represents a (secret) door that gets opened via a lever/switch or running over a trigger of some sort. The X symbol means an unclimbable raised platform. I should put some more X's in a couple places, but I can't be bothered.

Some of the items and monster spawn points have been shifted/omitted to keep the level layout clearer.

Errors are likely.

Fiddled with the color values, noticed that DoomRL exports several color values wrongly. Ie: imps and doors get "brown" but end up looking red, whereas "olive" looks more like the in-game color.
« Last Edit: January 05, 2009, 12:53 by myuzinn »
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raekuul

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Re: Doom maps in DoomRL
« Reply #1 on: January 05, 2009, 21:19 »

Thank you for telling me about that armor and shotgun location. Now I can get a higher score.

On topic: I tried it the other way around - copying and running the DoomRL wad file. Didn't work.
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Re: Doom maps in DoomRL
« Reply #2 on: January 06, 2009, 11:06 »

On topic: I tried it the other way around - copying and running the DoomRL wad file. Didn't work.
Well, I hope you didn't EXPECT that to work, don't you? =P

Nice idea though, that map thing will be nice when modding is going to be possible.
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ZZ

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Re: Doom maps in DoomRL
« Reply #3 on: January 06, 2009, 12:29 »

I like the idea but many of Doom maps could not fit into the DooMRL because of triggers, lifts, fences, at last heights. It would be nice inplementing a Diz level instead of Spider's Lair but I think it wont' fit.
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Re: Doom maps in DoomRL
« Reply #4 on: January 06, 2009, 14:03 »

Thank you for telling me about that armor and shotgun location. Now I can get a higher score.

you didn't know about the armor or the shotgun? how about the RL and the chainsaw? 100% secrets on Hangar is vital if you aren't cheating...well, you can skip the stimpack :P
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myuzinn

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Re: Doom maps in DoomRL
« Reply #5 on: January 07, 2009, 02:15 »

I wasn't intending use these in any near-future build of DoomRL. Just more of a curiosity/fantasy thing. And hey, maybe DoomRL will support linked levers/switches in like 2 years, who knows!

Anyway, another map. Probably won't be doing any more of these until I get a good ansi/unicode art editor, doing this manually is tedious.

Doom2 Map07
"Dead Simple"


#####################################
#.................|.................#
#..|......|.....A.A.A.....|......|..#
#...................................#
#....##########???????##########....#
#....#¨¨¨¨¨¨&¨¨¨¨¨¨¨¨¨¨¨&¨¨¨¨¨¨#....#
#....#¨¨^¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨^¨¨#....#
#..+.#¨¨|¨¨¨###¨|¨M¨|¨###¨¨¨|¨¨#.+..#


#....#¨¨¨¨¨...............¨¨¨¨¨#....#
#....#¨¨¨¨¨...............¨¨¨¨¨#....#
#..|.#¨¨¨¨¨..XXX.....XXX..¨¨¨¨¨#.|..#
#....#¨¨¨¨¨..XMX.....XMX..¨¨¨¨¨#....#
#....#¨|¨¨¨..XX}..|..}XX..¨¨¨|¨#....#
#....#¨¨¨¨#...............#¨¨¨¨#....#
#.A..?¨¨¨¨.................¨¨}¨?..A.#
#....?¨¨¨¨.......XXX..|....¨¨¨¨?....#


#.A..?¨¨¨¨..^.|..X&X..M....¨¨@¨?..A.#
#....?¨¨¨¨.......XXX..|....¨¨¨¨?....#
#.A..?¨¨¨¨.................¨¨^¨?..A.#
#....#¨¨¨¨#...............#¨¨¨¨#....#
#....#¨|¨¨¨..XX^..|..}XX..¨¨¨|¨#....#
#....#¨¨¨¨¨..XMX.....XMX..¨¨¨¨¨#....#
#..|.#¨¨¨¨¨..XXX.....XXX..¨¨¨¨¨#.|..#
#....#¨¨¨¨¨...............¨¨¨¨¨#....#


#....#¨¨¨¨¨...............¨¨¨¨¨#....#
#..+.#¨¨|¨¨¨###¨|¨M¨|¨###¨¨¨|¨¨#.+..#
#....#¨¨^¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨^¨¨#....#
#....#¨¨¨¨¨¨&¨¨¨¨¨¨¨¨¨¨¨&¨¨¨¨¨¨#....#
#....##########???????##########....#
#...................................#
#..|......|.....A.A.A.....|......|..#
#.................|.................#
#####################################


Had to split it into multiple images in order not to get the bottom cut off.

Tried matching colors to the textures used.

Aqua ^ symbols are invisibility globes. Red & symbol is the exit switch.

While this is the ultraviolent spawn placement, it goes to show how much harder DoomRL is compared to Doom2, given an identical layout/situation :)
« Last Edit: January 07, 2009, 02:45 by myuzinn »
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Kornel Kisielewicz

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Re: Doom maps in DoomRL
« Reply #6 on: January 07, 2009, 02:51 »

How about E1M1 from D1? It was a hidden level in a ages old DoomRL version, but I couldn't fit it into the playing field -_-.

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D
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Re: Doom maps in DoomRL
« Reply #7 on: January 07, 2009, 03:30 »

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D

Original special level or DoomRL version of FPS Doom level? In any case, I'm all for it.
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Thomas

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Re: Doom maps in DoomRL
« Reply #8 on: January 07, 2009, 08:54 »

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D

Done.

How to get here: Dunno yet. Possibilities are:
1. Red stairs on level 24
2. 10% chance on any level 25 spawn
3. Go down regular level 24 stairs with no BFG in your inventory

Layout:

Code: [Select]
##############################################################################
#########............................................................#########
########........................##..........##........................########
#######...C..............##.....##..........##.....##..............C...#######
######...................##...........##...........##...................######
#####......d..##...bb......#..........##..........#......bb...##.........#####
####..........##...bb.......#....................#.......bb...##..d.......####
###..........................#########++#########..........................###
##....d......................#|dd|#........#|dd|#......................d....##
#.........cc..........##.....+}.ca#...@@...+ac^.#.....##..........cc.........#
#.........cc..........##.....#.^ca+...@@...#ac.}+.....##..........cc.........#
##....d......................#|dd|#........#|dd|#......................d....##
###..........................#########++#########..........................###
####.......d..##...bb.......#....................#.......bb...##..d.......####
#####.........##...bb......#..........##..........#......bb...##.........#####
######...................##...........##...........##...................######
#######...C..............##.....##..........##.....##..............C...#######
########........................##..........##........................########
#>#######............................................................#########
##############################################################################

@: Possible spawn (Made 4 just for symetry)
#: Completely indestructable wall (Except maybe for the pillars)
+: Door, obviously.
|: All of them are rockets.
}: Both are rocket launchers. Maybe some sort of super-rocket launcher that reloads while you move?
^: Both are supercharges.
C: Possible Cyberdemon spawn.
abcd: Lost souls. a spawns on HNTR, ab spawns on HMP, abc spawns on UV, they all spawn on N!.

Message on entry:
ITYTD/HNTR: "Huh. Anyone else getting a sense of deja vu?"
HMP/UV: "Hahaha, retro decoration. I like this thing's style."
N!: "Not again... not again... not again..."
« Last Edit: January 07, 2009, 08:57 by Thomas »
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myuzinn

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Re: Doom maps in DoomRL
« Reply #9 on: January 08, 2009, 01:49 »

I found a sorta decent text-art editor (ASCII Editor at http://studenten.freepage.de/meph/ascii/ascii.htm), so I decided to try D1E1M1, "The Hangar".

The program "Doom Builder" is nice for viewing Doom map files.

Attached at the bottom of this post are pictures of the map in Doom Builder, as well as the directly scaled 78x45 ascii version.

For the 78x20 version, I've tried to make it "appear" to-scale by taking into account the 8x12 font used by DoomRL. I resize the full-scale ascii image to 2/3 of its height, then re-arrange the rooms around each other to make them fit, while still retaining the original topography. It's not perfect though.

78x20 version
Updated 12th Jan:


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!#####################!!!!!!!!!!!!!!!!!!!
!                                     #...h............^h.###                !
!                                     #.......####..#####.h.##  #######      !
!                                ######........h^#.h#  #.....####.....##     !
!                               ##...+.........hh#..#  #...h...~..###..##    !
!                               #..####.......####..#  #~~~..~~~~.####..#    !
!                               #.##  #h............#  #~~h....~~~~####^#    !
! #############           #######.###################  #~~~~~~..~~~###..#    !
!##...........#        ####....0..#.............##     #~~~~~.h~~~~###.##    !
##...........########  #..........#.....~~~......##########h..~~~ii###.##    !
#......#XX####..h#.^####...#...#..X...~~~~~~~.....##......+|h|.~#....#|.#    !
#......X.[h......................0#..~~~~[~~~~....#..######+########.##.#    !
#......X..h...............0.......X...~~~~~~~.....#.##|^.f...f.^|#+|.#..#    !
#......#XX####..h#.^####...#...#..#.....~~~.......#.##h.0f0.hf0.h#h}...##    !
##...........########  #..........#...............#.##h..##.##..h#######     !
!##...........#        ####..@..#####.......#.#...#h##....+i.....#           !
! #############           #######   ####....#.##.##.#######+######           !
!                                      ######..###..#    #..^#               !
!                                           ##|h+.|##    #>i+#               !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!#######!!!!!#####!!!!!!!!!!!!!!!!


Main issue left is what to do with various "secret" doors/areas, since the various triggers aren't there anymore.

« Last Edit: January 11, 2009, 11:55 by myuzinn »
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TFoN

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Re: Doom maps in DoomRL
« Reply #10 on: January 08, 2009, 03:17 »

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D

Original special level or DoomRL version of FPS Doom level? In any case, I'm all for it.

My thoughts exactly.

Thomas

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Re: Doom maps in DoomRL
« Reply #11 on: January 08, 2009, 04:03 »

Quote
80x25

Still needs to be a bit smaller for DoomRL. DoomRL is 78 by 20, including the mandatory border walls.
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007bistromath

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Re: Doom maps in DoomRL
« Reply #12 on: January 08, 2009, 04:13 »

I think we should have levels based on the Wolfenstein secrets. :V
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Re: Doom maps in DoomRL
« Reply #13 on: January 08, 2009, 04:20 »

Somebody, make this one in ASCII. I think it would be cool.)
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Re: Doom maps in DoomRL
« Reply #14 on: January 08, 2009, 08:56 »

Somebody, make this one in ASCII. I think it would be cool.)
I can't see the image, the site doesn't allow direct links to it...
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