Back in 1997 Derek "Afterglow" Mac Donald released Q1TEX, a set of Quake textures converted into vanilla Doom format. They have appeared in quite a few custom Doom II mapsets since then, but they have some issues. To fit the Doom format some textures had to be resized with resulting loss of detail, and all of them had to be converted to the default Doom palette, with a major loss of colour depth. It occurred to me that if you were use Boom format instead (a late 90s upgraded version of Doom) and a custom palette, then it would be possible to use the Quake textures at their original sizes and in their original colours. And I got the chance to do that in a Doomworld community project called Mayhem16.
But I knew I could take it further. There's a lot tricks at a mapper's disposal in Boom, and I wanted to see how far I could take it in reproducing effects you would normally find in Quake, such as doors that open sideways, deep water, moving skies, ambient sounds, and even custom monsters that resembled their Quake counterparts. The end result was a set of maps that looked Quake like, populated with Doom's monsters and gameplay. I hope you enjoy playing it.
Quite a few people were kind enough to post play-thrus of Dimension of the Boomed back in the early stages of the project, which were very helpful in identifying problems with the maps, and fun to watch for their own sake.
One of my favorites was this one by AL-97 using a different soundtrack and a mod called EriGuns. The gun sprites are the work of Eriance who incidently also created the Scrag sprites used in this mapset.
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For those who want to make maps compatiable with custom mods, or in formats such as UDMF, this is the true colour Resource WAD used to create the ZMod...
For those who want to make their own maps, this is the original Resource WAD used to create Dimension of the Boomed. This version uses a custom palette...
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