Quake in Doom

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  • Опубліковано 16 жов 2024
  • Quake in Doom
    TEST run 003
    Since I have no 3D-floor-limit problem anymore on GZDoom and Zandronum, i went further than just the 'select skill' hallway of Quake, and started to construct the first episode map01.
    I don't have a Quake editor, so i create the map from scratch, checking the game and calculate all the tiles there and such.
    It turns pretty well, if i may say. :)

КОМЕНТАРІ • 107

  • @harakat6665
    @harakat6665 Рік тому +90

    Now we need Doom in Quake mod

    • @ahereticsdoomvideos3216
      @ahereticsdoomvideos3216 Рік тому +14

      It exists
      A lot

    • @smelkus
      @smelkus Рік тому +9

      There is a Doom quake crossover being developed I can't remember the name of the person doing it but apparently he also made a Doom and Blood crossover

    • @hummens44
      @hummens44 Рік тому +5

      ​@@smelkus"your path to destruction" I think, its very old now

    • @smelkus
      @smelkus Рік тому

      @@hummens44 no there is a new crossover being developed just type something like Doom quake crossover into UA-cam and you will see some development videos unfortunately they are in French or something

    • @THETECHFROMJIMNIM
      @THETECHFROMJIMNIM Рік тому +6

      Nah bro we need halo in quake in duke nukem in quake in doom in doom 2 in doom 64 in Doom eternal in 2016 in halo 3 in nuke nekem fovever in doom on a game boy advance on a ds on the ps2.
      If these expections dont meet ima do something legal

  • @SeanVito
    @SeanVito Рік тому +54

    Ahh, that NIN quake intro never gets old.

    • @JimmyChangaification
      @JimmyChangaification Рік тому +4

      It's the Andrew Hulshult remix : ua-cam.com/video/Y_wiaVl1i9Q/v-deo.html

  • @KAPTEIN...
    @KAPTEIN... Рік тому +16

    Behold , the one and only … Quoom

  • @Pau_Pau9
    @Pau_Pau9 Рік тому +62

    Doom Guy:
    "A floor on top of another?
    Non-Perpendicular walls?
    What is this sorcery?!"

  • @cartoonhead9222
    @cartoonhead9222 Рік тому +21

    You can't fool me, this is in GZDoom, there's slopes!

    • @idogaming3532
      @idogaming3532 Рік тому +6

      This is Zandronum/LZDoom, due to the wrong!y sized menus. Or OP is a horrible person, turning on "clean scaling", causing this monstrosity.

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +5

      @@idogaming3532 Most of my maps, i indeed test them on Zandronum.

    • @AnthonyVCL
      @AnthonyVCL 5 місяців тому

      It's still a kind of gzdoom ​@@idogaming3532

  • @jennasloan396
    @jennasloan396 Рік тому +34

    Jumping and looking up and down in Doom is illegal

    • @gjk2012
      @gjk2012 Рік тому +4

      What about crouching?

    • @DeonGaming
      @DeonGaming Рік тому +8

      Wrong. Doom always had mouse look, and even an option to run in super-widescreen using 3 monitors.

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +1

      @@DeonGaming Indeed. 3 monitors...I have seen it. :D

    • @De-M-oN
      @De-M-oN Рік тому +10

      @@DeonGaming mouse movement. Mouse look it never had. Just Hexen and maybe heretic allowed at least a 45° up and down

    • @DeonGaming
      @DeonGaming Рік тому +3

      @@De-M-oN thank you. You are right. I am too used to source ports

  • @TheNormalplayer12
    @TheNormalplayer12 Рік тому +7

    "if you can make your quake map in doom, you have failed"

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      Where did you find the failure?
      Its not done yet.

    • @rv2167
      @rv2167 Рік тому +7

      @@TheUnTrustable0 it's a quote from the makers of the game. They tried to make quake completely different from a gameplay perspective and they succeeded.

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +3

      ​@@rv2167 Ah okay, i did not know. 😅

    • @christiangottsacker6932
      @christiangottsacker6932 Рік тому +2

      @@TheUnTrustable0 get masters of doom it's a great book

  • @casedistorted
    @casedistorted Рік тому +1

    And we’re off to the races!

  • @flumptyfan33
    @flumptyfan33 Рік тому +2

    "Doom: The Earthquake"

  • @stavivanackerson6563
    @stavivanackerson6563 Рік тому +10

    Great!!!1 All ya need now is some Quake weapons and Monster sprites... Have you ever heard of "Hunters Moon" for gzDoom?... It has all the Quake monsters in it...

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      Not heard of it.
      I have some weapons of my own done, like the nail gun (weapon 4) and the other nailgun like weapon 5.
      And a few monsters... but whatever saves my time, i'll have a look for this wad. THANKS. ;)

  • @SPL1NGYDUDE
    @SPL1NGYDUDE Рік тому +2

    qoom
    COOM

  • @MrCandySkull
    @MrCandySkull Рік тому +2

    why is this so accurate

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +1

      Just trying to make it as accurate as possible.

    • @ClockworkBastard
      @ClockworkBastard Рік тому +1

      @@TheUnTrustable0 does the original Quake maps got converted or you've recreated everything on a sight?

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +1

      @@ClockworkBastard Recreated on a sight.

    • @ClockworkBastard
      @ClockworkBastard Рік тому +1

      @@TheUnTrustable0 really accurate recreation! Cool!!
      I would search for some way for conversion thou

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +1

      @@ClockworkBastard It is now turning into a singleplay, but im going to make it a deathmatch map aswell, for Doom.
      First i was not going to do this, but i have some sort of a LOVE for 3D floors in the Doom genre...so i saw this as a chellenge, and a challenge it is.... its so hard to get everything so precise.
      Just one room, before you get to the poison 'bath'-room where you can switch on a side-moving floor, toke almost 100 3D floor dummies.
      Just alone the walls....
      I'll show it in the next video....

  • @andrewlanglois6362
    @andrewlanglois6362 Рік тому +4

    Aren't those three doorways supposed to be the choice of game difficulties in quake??

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +2

      They are indeed. Once i finish the 'first map, i'll make sure the difficulty is set as Quake-style, no matter what you do in the menu.
      But creating 1 map in GZDoom engine, cost me alot of time.
      In terms of (G)ZDoom engine im almost at 400 3d Floor dummies...and im only at the bridge and cave area's.
      I have not even begun the bigger base construct. :P

  • @QuinnWelsh-f1k
    @QuinnWelsh-f1k Місяць тому

    Will there be a download link in the future? Ik its unfinished but I need this mod.

  • @ThatKidBobo
    @ThatKidBobo Рік тому +1

    How precise is this? Is there a way for you to set the sizes accurately?

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      Im watching the textures in game. And that is the way i try to do it as accurate as possible. I recently downloaded a quake editor but im still not familiar to it....also due to lack of time. Its the GZDoom engine. Its probably not going to be the exact copy one on one. But hey 😁 its my way to learn if these things can be recreated (as far as possible?) in the GZDoom engine.
      Im not an expert in these things.. just still learning.

  • @wadmodderschalton5763
    @wadmodderschalton5763 Рік тому +1

    What's next, Your Path of Destruction in Doom?

  • @thomasjensen1590
    @thomasjensen1590 Рік тому +1

    pretty cool

  • @zedsdeadbaby
    @zedsdeadbaby Рік тому +1

    how did they do the sloped surfaces?

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      That is still a problem i have to figure out myself.

  • @glorbog
    @glorbog Рік тому +1

    Correction... Doom in Quake

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +1

      Thanks for the compliment, but this map is really running under GZDoom/Zandronum engine. 😘

  • @whiteblack2008
    @whiteblack2008 Рік тому +2

    So where are the enemies?

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      Not yet, and they will be sprites. I have no experiences in models (yet)

  • @pancakes4795
    @pancakes4795 Рік тому +1

    you think this woulda been done earlier

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      I have no idea. I never seen anyone making the original Quake map to Doom engine.

    • @pancakes4795
      @pancakes4795 Рік тому +2

      @@TheUnTrustable0 i mean gzdoom has so many advanced capabilities that im just surprised i didnt see it done sooner

  • @tgcv4444
    @tgcv4444 Рік тому +1

    Qoom

  • @Jack_in_the_Nox
    @Jack_in_the_Nox Рік тому +1

    how did you show the map title at the start of the level?

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      I wrote a nice script that keeps track where the player is, and starts the title of each map and the music.
      The script also checks the player height, so that when a switch is somewhere on the upper floor, you CANNOT use this switch - in the vertical line - on the lower floors. Pretty neat dont you think? ;)

    • @Jack_in_the_Nox
      @Jack_in_the_Nox Рік тому +1

      @@TheUnTrustable0 It is pretty cool yes :) I would like to have that in the mod I am creating for Heretic. (heretic darkness on modDB) So you telling me that the only way is to use HUDmessage or print? And I have to make an ACS script for it? And that is for each map automatically right? since there is a check.

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      @@Jack_in_the_Nox Correct. In my case i connects ALL maps as one huge map. Each connection of two different maps, i use a line with a walk trigger, and name 'map' as the corrosponding map number, i start with 'map=0;
      map 1 => Map = 1; ....and map 2 => Map = 2; You get the idea ;)
      Int Map =0;
      Int CurrentMap
      Script 1 (void)
      {
      Map = 1;
      Acs_Execute (255, 0, 0, 0, 0);
      Delay(1);
      }
      Script 2 (void)
      {
      Map = 2;
      Acs_Execute (255, 0, 0, 0, 0);
      Delay(1);
      }
      Script 3 (void)
      {
      Map = 3;
      Acs_Execute (255, 0, 0, 0, 0);
      Delay(1);
      }
      ETCETRA.....
      Script 255 (void)
      {
      Delay(10);
      If (Map == 1 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M1", 0);
      SetFont ("HILV00");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 2 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M2", 0);
      SetFont ("HILV01");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 3 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M3", 0);
      SetFont ("HILV02");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 4 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M4", 0);
      SetFont ("HILV03");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 5 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M5", 0);
      SetFont ("HILV04");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 6 && CurrentMap != Map)
      {
      SetMusic ("M_HE1M6_", 0); // M_HE1M6_ or M_H_E1M6
      SetFont ("HILV05");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 7 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M7", 0);
      SetFont ("HILV06");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 8 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M8", 0);
      SetFont ("HILV07");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      If (Map == 9 && CurrentMap != Map)
      {
      SetMusic ("M_H_E1M9", 0);
      SetFont ("HILV08");
      SetHudSize(320,200,0);
      HudMessageBold(s:"a"; HUDMSG_PLAIN, 500, CR_RED, 160.0, 100.0, 1.00);
      Delay(10);
      HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 501, CR_RED, 160.0, 100.0, 4.00);
      }
      Delay(5);
      CurrentMap = Map;
      }
      The CurrentMap prevents displaying the title over and over again when you cross over the line trigger over and over again.
      You have to go forward and find another linetrigger that changes the MAP number, to display the corrosponding title again. ;)

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      @@Jack_in_the_Nox And this is the height CHECK of the player.
      ...or actually, it DISPLAYS it on screen.
      Int Height
      Int RealHeight
      Script 138 (void)
      {
      Height = GetActorZ (0);
      RealHeight = Height >> 16;
      SetHudSize(800,600,0);
      SetFont("SMALLFONT");
      HudMessageBold(s:"Player Z-axes : ", d:(RealHeight); HUDMSG_PLAIN, 3, CR_GOLD, 350.0, 32.0, 0.0);
      Delay(1);
      Restart;
      }
      Have this as a teleporter, that will only work when you have the correct height...
      Script 36 (void)
      {
      Height = GetActorZ (0);
      RealHeight = Height >> 16;
      If (RealHeight >= -80 && RealHeight

    • @Jack_in_the_Nox
      @Jack_in_the_Nox Рік тому

      @@TheUnTrustable0 can you do a pk3 that would show the map name like yours for Heretic?

  • @DrJamesWatts
    @DrJamesWatts Рік тому

    What is that music played during the Quake section??
    Where can we get this mod

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      Im working on this alone, and takes time.
      All i can say... soon....someday soon....
      The music was taken from UA-cam.
      If im correct i believe it was from here
      ua-cam.com/video/Y_wiaVl1i9Q/v-deo.html

    • @merkaba48
      @merkaba48 Рік тому +1

      It's the music from Quake, but seems to be modified a bit for some reason.

    • @JimmyChangaification
      @JimmyChangaification Рік тому

      @@TheUnTrustable0 It doesn't sound quite like the original so I'm assuming it's a remix. Can you link this remix into the video description, please? It sounds amazing.

  • @frostdino938
    @frostdino938 Рік тому +1

    QUOOM

  • @axtrifonov
    @axtrifonov Рік тому +1

    Are you planning to use some kind of ZDRay for this mod?

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      What is ZDRay?

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      ZDRay is a light/shadow thingy? Well i guess im not going to use that, since i have not heard of of it before.
      But im looking into it, since it sounds interesting 😉

  • @itsmegoat2
    @itsmegoat2 3 місяці тому

    Please link this

  • @casenpoint
    @casenpoint Рік тому +1

    NEED!!!

  • @Skelheuth
    @Skelheuth Рік тому

    unfortunately you may not say

  • @r4inbowsugar
    @r4inbowsugar Рік тому

    cool e1m1 remix

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      All Doom music are not mine...
      Found and took them from UA-cam, seemed to be free to use. Ofcourse i credit them for their awesome work.

    • @shewbell2176
      @shewbell2176 Рік тому

      @@TheUnTrustable0 Who/what song is that for the e1m1 remix? I am curious to find the original song.

  • @edz8067
    @edz8067 Рік тому +2

    This isn't the doom engine. Sectors above sectors is impossible with the doom engine.

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому +1

      That is correct, thats why im using Zandronum or GZDoom engine.
      Its the upgradable Doom engine.
      For some limitation even ZDoom engine supports 3D floors (Sectors above sectors.)
      I also fixed script-wise the switch-vertical-line problem.
      Where now the actual switch in somewhere on the upper level, nomatter if you stand on the lower section, the switch-in-vertical-line will not respond, UNLESS you are indeed on the said upper level.

  • @Ropoid
    @Ropoid Рік тому

    How the fuck did you do that? You can’t just *casually* break the laws of the doom engine, and make actual 3d places and platforms!

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      Thank the GZDoom engine for this. The people who make the changes to the Doom engine.

    • @Ropoid
      @Ropoid Рік тому

      @@TheUnTrustable0 but GZDooM doesn’t suddenly make it 3D! Unless somehow they just remade the engine.

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      @@Ropoid They indeed did.

    • @Ropoid
      @Ropoid Рік тому

      @@TheUnTrustable0 now that’s fucking impressive. Imagine just *reprograms a 30 year old game to not only go up a dimension but be subtle enough so only the nerds understand.*
      WHERE DO I GET 3D DooM?!

    • @TheUnTrustable0
      @TheUnTrustable0  Рік тому

      @@Ropoid As far as i know, you can go for ZDoom, or GZDoom, or Zandronum. I have to say, to make these engines work, you need the original Doom (from 1992?) game. At least the Doom.WAD file.

  • @SevenTrine
    @SevenTrine Рік тому

    Qoom