RE-DOOMed: The Making of Doom Under the Quake 2 Engine (Herein lie the second 9 levels of DooM, KNEE DEEP IN THE DEAD).
RE-DOOMed: The Making of Doom Under the Quake 2 Engine
(Herein lie the second 9 levels of DooM, KNEE DEEP IN THE DEAD)
These levels have been re-done to accomodate the host of OpenGL video
cards on the market. Originally, the lighting was referenced on a
Voodoo2 card, which required minimal light values. Unfortunately, the
levels rendered extremely dark on the newer cards. This has been fixed!
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Note: The original maps are included on the same site for those who wish
to modify them for some other use. I'd appreciate a credit if you do.
Note: There are 9 levels in Knee Deep in the Dead.
Installing "Knee Deep"
1. Create a DOOM directory beneath the QUAKE2 dir
2. Extract these files into the DOOM dir
2. Double-click on the kditd.bat file to launch the game
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Credits:
Special thanks to David Hyde, whose GenSurf program created some of the
outdoor landscapes, and for MapSpy, which saved my ass.
Kudos to Tim "Argh!" Wright for ArghRad.
Thanks to all the guys on the Quake2 Mapping List for giving me their advice,
criticism, snide remarks, and for putting up with my crap.
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Technical Notes:
1. In maintaining the exact dimensions of the DooM world, I found that the
Quake 2 player was a little taller. I have eliminated 99% of these crouch areas.
2. Doors and keys: Q2 only has blue and red keys, so the yellow doors in this
DooM use Q2's other keys and passes. I took liberties with door movement. Some
doors go down, some so sideways, and so on. Since keys are "used up" in the Q2
engine, all keyed doors remain open once unlocked.
3. Placement of health items, weapons, etc: In this update, I've removed a
lot of the adrenalines in these levels. You'll find 4 per level. For the
most part though, item placement mimics what was done in DooM.
4. I used my own judgment on which monsters to use and where they were placed.
None of the monsters re-spawn in these levels.
5. Steve Rhodes pointed out the problem with Deathmatch spawning points where
players could find themselves "sealed off" without a key. The maps are included
if anyone wants to modify them for DM or LAN parties.
6. Any Quake mapper will tell you, "Don't make large, open areas!" since
they slow down game play. Unfortunately, e2m8 (The End Game Level) is one of
these large areas. I kept monsters to a minimum here. Incidentally, if you plan
on modifying this level, be forwarned that the lighting alone took 11 hours on
my PII500 with 256 megs of RAM and 50 megs of virtual memory.
7. Strategy: The Quake2 player can jump, whereas the DooM grunt could not.
I've modified some of these areas to avoid trapping the player or making it too
easy to get a key.
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Editor: QERadiant
Graphics: Wally, PhotoShop, Paint Shop Pro, and SkyPaintGE
Other: GenSurf, ArghRad, MapSpy, and WADAuthor (for referencing the DooM maps)
Author: Terry "Ricebug" DeLaney
WebSite: Ricebug.qeradiant.com
email: bigd@qeradiant.com
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-0 votes submitted.
is there episode 2 from doom 1?
This doesn't work for me. How do I load the first map?
nice and great fun, works well in quake 2 remastered.
Turco_ there is a bat file with the command:
quake2.exe +set game doom +set deathmatch 0 +map doom +skill 0
This works if you unzipped in a map called doom in the main quake2 map. skill 0 is easy, 1 medium, 2 hard and 3 nightmare I guess. I played on medium.
if you unzip it in a map called kditd the command parameters are (for medium skill)
+set game kditd +map start +skill 1
the pointers to secrets can be comical at times, especially if you already knew the secrets :)