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Author Topic: ASCII graphics for Doom  (Read 22298 times)

Klear

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ASCII graphics for Doom
« on: January 13, 2012, 09:01 »

So... has anybody done that yet? Replace Doom's graphics, so that instead of zombiemen there are lowercase h's, weapons are brackets and the doomguy's face is now just "@"? Hell, you could even remake some of the special levels from DoomRL..!

Because if nobody did that before...

Klear has been possessed!
Klear has begun a mysterious construction!

Edit:

Screenshots, first batch:
Spoiler (click to show/hide)


Screenshots, second batch:
Spoiler (click to show/hide)


Download and installation:

Attached is the DoomRL.wad file with all the graphics and a .bat file which will allow you to run it, as long as you have ZDoom inside the Doom directory. It should work fine, but it's my first time doing something like this, so anything can go wrong.
I've tried to run it on vanilla Doom, but that just throws an error message. I can probably fix it, but it would be a major pain in the ass and as long as ZDoom works, it shouldn't be needed.

I've replaced all relevant textures and sprites present in Ultimate Doom, I think. It works just fine with Doom 2, but a lot of stuff is missing there.

Enjoy!
« Last Edit: April 09, 2012, 05:26 by Klear »
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Re: ASCII graphics for Doom
« Reply #1 on: January 13, 2012, 14:41 »

I'm not afraid to admit that I just got that DF reference.

Now I'll crawl back into my nerd cave.
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Re: ASCII graphics for Doom
« Reply #2 on: January 13, 2012, 14:47 »

I'm not afraid to admit that I just got that DF reference.
Me too. :3

But Doom with huge ascii graphics would look, erm... pretty horrible, I imagine.
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Re: ASCII graphics for Doom
« Reply #3 on: January 13, 2012, 15:00 »

Hehe... I actually stopped (well, more like paused) playing DF when I discovered DoomRL few weeks back.

Also, great! I was afraid somebody beat me to it. I've just about familiarized myself with some Doom modding tools and swapping the small lo-res sprites with even lower-res pseudo-ASCII sprites is going pretty well... I'll post some results when I have some results. That means soon.
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Re: ASCII graphics for Doom
« Reply #4 on: January 13, 2012, 16:25 »

Not sure how this would be received by the mainstream Doom community, but give it a shot :P
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Klear

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Re: ASCII graphics for Doom
« Reply #5 on: January 14, 2012, 01:45 »

Not sure how this would be received by the mainstream Doom community, but give it a shot :P

I'm doing it just for you! Well, and myself, obviously. I mean, it's high time I made a mod for Doom. I used to make a lot of maps for Duke 3D (that was way before I even had internet, so I guess it's all lost now) and then I pretty much only did stuff for Blizzard's games. But I really want to mod doom, for old time's sake.

Plus it seems nowadays it's very easy.

Edit: It seems to be high time to make this mod, btw, seeing that a graphical version is around the corner.
« Last Edit: January 14, 2012, 01:53 by Klear »
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Re: ASCII graphics for Doom
« Reply #6 on: January 17, 2012, 14:24 »

Klear has created "AsciiDoom", a doom mod! It menaces with spikes of ASCII. On it is an image of a former human. The artwork relates to discovery of Doom RL by Klear in winter 2011.

I'm not yet finished, but probably about halfway there. Here are some screenies:


Spoiler (click to show/hide)

So yeah. I'm making this. It makes the game a little harder, since you don't see enemy animations. Otherwise it's quite pointless, as expected, but wait unitl I'm finished with graphics and start remaking levels!

Unless somebody really REALLY wants to play this, I'll wait with uploading the mod itself until I finish it (at least Doom 1 stuff).
« Last Edit: January 18, 2012, 11:23 by Klear »
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Re: ASCII graphics for Doom - Now with screenshots!
« Reply #7 on: January 17, 2012, 14:45 »

:D I love how those armor shards are like ^^
But it's a tad awkward that it looks like you're holding the weapon upward.
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Re: ASCII graphics for Doom - Now with screenshots!
« Reply #8 on: January 17, 2012, 14:47 »

I really want a gameplay video ASAP, I'll push this on the ChaosForge promo channels, cause it's hillarious :D
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Re: ASCII graphics for Doom - Now with screenshots!
« Reply #9 on: January 17, 2012, 14:52 »

I really want a gameplay video ASAP, I'll push this on the ChaosForge promo channels, cause it's hillarious :D
Yeah and promote it as "final version of DoomRL-G". Hilarity ensues. :P
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Re: ASCII graphics for Doom - Now with screenshots!
« Reply #10 on: January 18, 2012, 10:50 »

It is done!

It's attached to the first post in this thread. It should work fine, but it's my first time doing something like this, so anything can go wrong.

I've replaced all relevant textures and sprites present in Ultimate Doom, I think. It works just fine with Doom 2, but a lot of stuff is missing there.

I think I will next replace all fonts and remake the interface a little to make it look more like DoomRL, then I'll add the Doom 2 specific graphics, and after that probably start learning Doom mapmaking, so I can make some DoomRL special levels.

BTW - if there was an invisibility powerup in DoomRL, what would it look like? That's the only item I left the way it was.

Quote from: Kornel Kisielewicz
I really want a gameplay video ASAP, I'll push this on the ChaosForge promo channels, cause it's hillarious :D

I'm no good with videos, but the mod is somewhat finished, so anybody can to give it a go.
Menu is already DoomRLified, but try to avoid opening help, options, save and load menus to keep up the illusion, since the submenus are unchanged.

Edit:

Moved the attachment and screenshots to the first post.
« Last Edit: January 18, 2012, 11:30 by Klear »
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Re: ASCII graphics for Doom - Now with download!
« Reply #11 on: January 19, 2012, 09:42 »

Now you have to make "#"-walls and floor from points!
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Klear

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Re: ASCII graphics for Doom - Now with download!
« Reply #12 on: January 19, 2012, 09:49 »

Now you have to make "#"-walls and floor from points!

I'll do that when I start working on custom levels, since I think that in the vanilla game there is a lot of textures that are used both for walls and floors/ceiling. It would be a lot of work and prove to be quite... messy.

BTW, did anybody try the mod? I'd like to know if it works outside my computer.
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Re: ASCII graphics for Doom - Now with download!
« Reply #13 on: January 19, 2012, 14:25 »

ParaSait, I challenge you to do the video :D
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Re: ASCII graphics for Doom - Now with download!
« Reply #14 on: January 19, 2012, 16:48 »

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Re: ASCII graphics for Doom - Now with download!
« Reply #15 on: January 20, 2012, 08:07 »

Paradni prace, pane Klear!
I think my programme for the weekend is set now :-D
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Klear

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Re: ASCII graphics for Doom - Now with download!
« Reply #16 on: January 23, 2012, 11:55 »

I'm beginning to think that I should have worked on this quietly and saved it for April 1. In any case, I have a lot on my plate right now (though I always seem to fins some time to play DoomRL... weird), but once I can, I'll work on finishing it.
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Re: ASCII graphics for Doom - Now with download!
« Reply #17 on: February 03, 2012, 13:31 »

Am I really that hi... What the... ?


THIS IS BEAUTIFUL!
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Re: ASCII graphics for Doom - Now with download!
« Reply #18 on: February 03, 2012, 13:58 »

THIS IS BEAUTIFUL!

You are definitely high =)
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Re: ASCII graphics for Doom - Now with download!
« Reply #19 on: April 02, 2012, 11:59 »

I'm picking up this project again. For now I'll give up converting the few remaining Doom 2 textures, but I've started to play with a level editor and I've found that with my rich experience with build (Duke 3D engine), this will be a cakewalk, since Doom is so much simpler. Phobos entrance is nearly done, I'll make a few more special levels and post the results here soon.

Then I'll really have to finish converting the remaining graphics to ASCII and then maybe.... GRAPHICAL VERSION!!! I'm talking DoomRL graphics in real doom, of course. I guess that's as insane as I can get.
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Re: ASCII graphics for Doom - Now with download!
« Reply #20 on: April 02, 2012, 13:37 »

I forget, does doom handle exits to different locations?
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Klear

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Re: ASCII graphics for Doom - Now with download!
« Reply #21 on: April 02, 2012, 14:02 »

There are optional secret levels, so yeah, it can be done. The only question is whether there is some kind of limit to how many of those can be in a single episode.

But first things first... now I'm figuring out doors that don't close by themselves.

Edit: I'm making hallways just wide enough so that doomguy can't walk around a former human, but demons barely fit into those and some bigger enemies have absolutely no way to fit inside. I'm NOT looking forward to finding out whatever needs to be modded to make all the enemies smaller.

Edit 2: Also, second and third waves in the arena will probably have to be released by a switch. I doubt I'll be able to make it automatic. And there won't be a shambler/angel of death/lava elemental unless I get really bored and start scripting my own monsters.

Damn, at first I just wanted to switch some of the graphics, now it seems I'm looking at a total conversion. Oh well, it will be fun =)

Edit 3: The unchained court is finished. Damn, that level is hard without any extra weapons. How do you cornershoot in Doom?
« Last Edit: April 03, 2012, 14:54 by Klear »
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Re: ASCII graphics for Doom - Now with download!
« Reply #22 on: April 03, 2012, 15:52 »

There's cornershooting in Doom now?

QUICKLY, add a lean key, COD style... :D
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Re: ASCII graphics for Doom - Now with download!
« Reply #23 on: April 03, 2012, 16:06 »

Edit 2: Also, second and third waves in the arena will probably have to be released by a switch. I doubt I'll be able to make it automatic. And there won't be a shambler/angel of death/lava elemental unless I get really bored and start scripting my own monsters.
If you feel like scripting, you can use ACS to give a small intermission, say ten seconds or so during which the player can collect weapons + ammo, then spawn more enemies.
If not, you could do it the awkward way, which involves lots of long tunnels and having enemy deaths cause lowering of floors. There's a reason it's called the awkward way.
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Re: ASCII graphics for Doom - Now with download!
« Reply #24 on: April 03, 2012, 17:07 »

There's cornershooting in Doom now?

Ever played Doom? If you're good, you can get Cybie's rockets to clip a pillar while still being able to shoot him with hitscan weapons.
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Re: ASCII graphics for Doom - Now with download!
« Reply #25 on: April 03, 2012, 23:29 »

So, somebody already caught the Dwarf Fortress reference, but...

I think I've spent more time trying to make the chainsaw look less like a wiggling pink dildo than anything else.

...was that a reference to this Doom wad? (Note: please don't actually download and play it if you don't know what you're getting into.)
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Re: ASCII graphics for Doom - Now with download!
« Reply #26 on: April 04, 2012, 01:52 »

Ever played Doom? If you're good, you can get Cybie's rockets to clip a pillar while still being able to shoot him with hitscan weapons.

Yes, and shenanigans like this are just fun...

Although I wouldn't call that true cornershooting, I'd call that more...abusing hitboxes! =P
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Re: ASCII graphics for Doom - Now with download!
« Reply #27 on: April 04, 2012, 02:33 »

...was that a reference to this Doom wad? (Note: please don't actually download and play it if you don't know what you're getting into.)

It wasn't a conscious reference to anything, but plain truth =)

Good to know (and quite obvious, now that I think of it) that I wasn't the first the make such a weapon in doom.

RE: Doom arena - if it is possible to trigger stuff by killing all enemies currently present, that would be great. I'll have to look into the possibilities. I'm sure the community have already made tools that allow you to do pretty much anything, though for now I will restrict myself to the basics and leave the more complicated levels for later.

I've finished entry (one version) and the unchained court.
The other easy ones are: Phobos Anomaly, Hell's Armory, City of Skulls, Spider's Lair, Tower of Babel, Unholy Cathedral, The Vaults (a switch will take place of teh staff), The Lava Pits and Dis, obviously without the unique enemis.

That will be quite a lot of work, I'll then probably try to make some "random" levels in between (seriously, going from entry straight to unchained court is crazy), so I have my work cut out for me for some time. Then I will worry about the scripting and stuff.

BTW, I'm not sure how the floors that lower into lava work, but if they are customizable, I should be able to make halls of carnage relatively easily. I already know how to make locked doors so yeah. That could be fun.
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Re: ASCII graphics for Doom - Now with download!
« Reply #28 on: April 08, 2012, 16:57 »

I've made a little video showing Phobos entrance, Chained Court and Phobos Anomaly, but the upload would take too long and I have to go to sleep now, so I will post it tomorrow.
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Re: ASCII graphics for Doom - Now with download!
« Reply #29 on: April 08, 2012, 19:44 »

Awesome! Looking forward to it.
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Klear

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Re: ASCII graphics for Doom
« Reply #30 on: April 09, 2012, 05:27 »

And here it is:

http://www.youtube.com/watch?v=BrKrL_gUr3s

I'll post the WAD itself once I'm done with all the special levels that don't require stuff I don't know how to make.
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Re: ASCII graphics for Doom
« Reply #31 on: April 09, 2012, 15:48 »

I like how the letters can be backwards as they move. It's really humorous to me.
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Klear

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Re: ASCII graphics for Doom
« Reply #32 on: April 28, 2012, 08:16 »

Spider's Lair is complete. The teleporting arachnotrons are a little more dangerous then in RL since the game doesn't pause when they suddenly appear behind your back. Next up - Hell's Armory (sans Shambler for now).

Edit: Done. That level is confusing as hell, and much more difficult. Since I was forced to learn how to make doors opened by a switch, City of Skulls is next. That shouldn't take much time. Obviously there won't be the agony elemental.

In other news, it seems it's possible to trigger some stuff by the death of enemies, but it only works in certain levels and on certain monsters. There has to be an advanced editor that would allow me to make the arena a reality.

Edit 2: City of Skulls is done. Double shotgun is much less effective against a swarm of losts souls in Doom. Luckily the rocket launcher makes up for it.
« Last Edit: April 28, 2012, 10:45 by Klear »
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DoomRL the doomlike - a Doom mod
« Reply #33 on: March 28, 2013, 02:06 »

Some time ago I finally figured out how to make scripts in Doom maps and I tried it out on Hell's Arena. I had some trouble uploading the video, until now.

http://youtu.be/BGiAKwkUmK0

BTW, looks like with all the new special levels, I have way more work ahead of me.
« Last Edit: March 28, 2013, 06:46 by Klear »
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Re: DoomRL the doomlike - a Doom mod
« Reply #34 on: March 28, 2013, 02:16 »

Seeing this reminds me of Macho Business Donkey Wrestler. :)
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thelaptop

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Re: ASCII graphics for Doom
« Reply #35 on: March 28, 2013, 06:45 »

Unlocked and merged.
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grommile

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Re: ASCII graphics for Doom - Now with download!
« Reply #36 on: April 04, 2013, 06:57 »

Edit: I'm making hallways just wide enough so that doomguy can't walk around a former human, but demons barely fit into those and some bigger enemies have absolutely no way to fit inside. I'm NOT looking forward to finding out whatever needs to be modded to make all the enemies smaller.
A BEX file making all the monsters smaller should be pretty simple to write.

http://www.doomworld.com/eternity/engine/dehref.html#things
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Flame_US3r

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Re: ASCII graphics for Doom
« Reply #37 on: April 04, 2013, 15:32 »

Just now saw the Hell Arena video; holy crap it's fantastic.

So meta. Before you know it, someone will get the bright idea to make a real-time action roguelike based on your wad! Doomception.
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Klear

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Re: ASCII graphics for Doom
« Reply #38 on: April 05, 2013, 02:53 »

@grommile

Thanks! I started this just by changing graphics, then I learnt to make levels, and now I know how to make advanced scripts. I guess I'll know everything there is to know of Doom modding by the time I'm finished =)

@Flame_US3r

That is the logical next step, yeah...

@everybody

Thanks for the support! Sadly, I don't have much time to dedicate to this, but I'll be slowly adding to it until it's finished, I hope.
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Dude... we need to change your forum handle from "Klear" to "Klear Nukem".
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