![]() Is it even possible to make and are we allowed to make it in general? Actually it could even be a main wad named doom64za.wad or something to keep things smooth for specified maps for 64. PWAD or IWAD : I just checked Megaman's IWAD structure and, hey. SBARINFO for original hud and GLDEFS for original dynamic lights. TEXTURES: Nearly impossible, but perhaphs we could stylize doom textures for compatibillity with vanilla pwads?ĬOMPETETIVE MAPS: What about making D64DM, D64CTF, D64DOM, D64LMS, D64DUEL maps? It would require decent mappers though. MENUDEFS: Just the exact menu set as original, only if ZAN will support it any time soon. Plus now we can make transparent monsters.ģDFLOORS: Finally ZAN supports them and D64 has no 3d slopes, only horizontal ones, it will be even fully supportable in software render! Can be used for skyes in Skybox as well. *All the misc stuff like traps, dissapearing items, summoning monsters. *ENTER and EXIT global scripts will be followed with Fade effect, like in original. ![]() We could add also add additional Deathmatch Player starts now. Now, as it will be made for Zan, we could finally use ACS to make them visually look the same (I mean coloured sectors, Skybox support, GLdefs support for original sprites effects, if you remember a sector flickering in rotation on MAP01 - we can do the same effect now!). So in perspective, what could D64 for Zandronum contains?Īll 32 maps. On the other side, Doom64EX is not that popular amongside mappers, mainly because of it's limitation for modding (including custom music) and mapping effects. Latelly I see more people wanting to play 64 on this port, obviously to play it online or to make maps for it. ![]() Following this thread, we pretty much don't have our own Doom64 for Zandronum, do we? Yes, there is cdoom64 and some others, but still they miss some of original D64 substance.Īctually always wanted the one to exist, but at the time Kaiser made Doom64EX, and there was no real reason to make an adaptation.
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