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Thread: Citadel Station level remake

  1. #1
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia

    Citadel Station level remake

    From the review over at Doomworld it scored very low, but just pointing out that a "Super Jamie" released a citadel med level remake for Doom 2.

    Link:
    http://www.doomworld.com/idgames/?id=15816

    I had a quick play and its ok. Nothing special. Not very accurate to the layout of the original. But letting you guys know either way.

  2. #2
    Member
    Registered: Dec 2003
    Location: Location, Location
    It's possible with the newer Doom ports to craft very accurate reproductions of SS1's levels. I just played through this one and it didn't seem to me like a remake, but more of an adaptation of Med's general shape into a pretty challenging Doom level. Very linear, but still not bad as far as Doom levels go.

    It's crap as a remake, though. No slopes to be seen, and all Doom textures. Room shapes were off quite a bit too.

    Is there a tool to extract textures from SS1? I'll try my hand at a Citadel Station reproduction if there is.

  3. #3
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    You have only to look at the RTC-3057 mod for Doom2 to see what can be done. And that was released back in 2005.

  4. #4
    Member
    Registered: Apr 2002
    Location: Idaho
    I don't know what ports allow for slopes, but I did try to do a remake (before I moved to HL and then Source) and the textures are to big if you use the 256x256 ones. You can either try to use the smaller textures and see how they go (I assume they will make it look to small) or find a port that lets you change texture scale or at least player perspective.

    If Legacy had slopes and texture scaling, then I would have made a remake by now.

  5. #5
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by kodan50 View Post
    I don't know what ports allow for slopes, but I did try to do a remake (before I moved to HL and then Source) and the textures are to big if you use the 256x256 ones.
    There are no 256x256 terrain textures. They're all 128x128.

  6. #6
    Member
    Registered: Dec 2003
    Location: Location, Location
    Quote Originally Posted by kodan50 View Post
    I don't know what ports allow for slopes, but I did try to do a remake (before I moved to HL and then Source) and the textures are to big if you use the 256x256 ones. You can either try to use the smaller textures and see how they go (I assume they will make it look to small) or find a port that lets you change texture scale or at least player perspective.

    If Legacy had slopes and texture scaling, then I would have made a remake by now.
    ZDoom allows for both features. The latter is a bit more work, but slopes can be accomplished fairly easily using both linedef actions and specialized slope things.

    Putting the textures in is going to require the most time. However, Doom's wall textures were for the most part already 128x128, so it won't be as much doing as defining 128x128 flats for the floors and ceilings.

    I used Glen's texture extractor and even though I've got a massive list of .bmp files to sort now, every texture frame (including the TV screen animations) is accessible and able to be put in.

  7. #7
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Seeing a more accurate remake of the level in the doom engine would be quite interesting.

  8. #8
    Member
    Registered: Oct 2000
    Location: Massachusetts
    I don't understand why people create the System Shock 1 levels in worse engines than the original.

  9. #9
    Member
    Registered: Dec 2003
    Location: Location, Location
    Because it's a constructive effort, because there are at least a few people who would like to see it happen, and because I can. It shouldn't need to be justified any more than that.

  10. #10
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    And also due to the fact that the versions of the doom engine we`re speaking of are VASTLY superior to the original doom engine of 1993.
    Last edited by icemann; 2nd Sep 2009 at 06:46.

  11. #11
    Member
    Registered: Jul 2004
    Location: Manchester, UK
    Quote Originally Posted by JediKorenchkin View Post
    I don't understand why people create the System Shock 1 levels in worse engines than the original.
    Maybe to avoid letters from EA?

  12. #12
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by icemann View Post
    And also due to the fact that the versions of the doom engine we`re speaking of are VASTLY superior to the original doom engine of 1993.
    Now this, right here, is where the whole concept goes off the rails. Once you're not using the classic Doom engine anymore, what's the point? It's like bragging that you reenacted the voyage of the Kon-Tiki... but with a modern luxury yacht.

  13. #13
    Member
    Registered: Nov 2003
    Location: Cowering in Cryo Recovery B
    I agree with Mr. Bane, and would like to add that the golden age of Doom modding was a royal asspain. Having to maintain three separate installs was not fun, not to mention the memorable 15 minute debug session from when I actually wanted to play actual genuine doom.wad without jumping or 3d models or netcode to put WoW to shame.

  14. #14
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Whilst I certainly loved the early days of Doom wad playing with Star Wars Doom, Aliens Doom and all that, I gotta say that the newer stuff is far superior and while sure you could say "well you could go do that in the dark engine or the halflife 2 engine" thats not the point, and levels made with the new enhancements in there (take the Doom64 TC or RTC-3057 for example) shine in their own way unique to the enhanced version of the engine. Whilst yes the engine on the inside is enchanced and upgraded, the gameplay and overall look of the game remains intact and same to how it was.

  15. #15
    Member
    Registered: Apr 2002
    Location: Idaho
    Quote Originally Posted by ZylonBane View Post
    There are no 256x256 terrain textures. They're all 128x128.
    Whoops. My bad. Thanks for correcting me on that. I think I just want them to be 256x256 or something. Sigh, some day...

    With that being said. I might try to throw something together in a few of those editors sometime just to see how it looks.

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