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Make a Doom level, part 1: the basics

129 点作者 fcambus超过 9 年前

12 条评论

nailer超过 9 年前
How Doom works in a nutshell:<p>- Every enclosed polygon has a ceiling height and a floor height<p>That&#x27;s it.<p>- The table in the middle of the room? It&#x27;s just a polygon with a higher floor. The room around it has a comparatively lower floor.<p>- A door is just a polygon with a ceiling height that matches the floor height. When you use the door, the ceiling raises. Combined with the textures being pinned, this makes the door seem like it&#x27;s going up.<p>Super simple. Also: play my wad, it&#x27;s awesome. I did most of the level design on my 386, my buddy stitched them together on his 486:<p>Screenshots: <a href="http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path-0.png" rel="nofollow">http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path...</a> <a href="http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path-1.png" rel="nofollow">http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path...</a> <a href="http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path-2.png" rel="nofollow">http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path...</a> <a href="http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path-3.png" rel="nofollow">http:&#x2F;&#x2F;mikemaccana.com&#x2F;images&#x2F;work&#x2F;screenshots&#x2F;doom-the-path...</a><p>(yes, that&#x27;s a working toilet)<p>Download: <a href="https:&#x2F;&#x2F;www.doomworld.com&#x2F;idgames&#x2F;levels&#x2F;doom2&#x2F;s-u&#x2F;thepath" rel="nofollow">https:&#x2F;&#x2F;www.doomworld.com&#x2F;idgames&#x2F;levels&#x2F;doom2&#x2F;s-u&#x2F;thepath</a>
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chrisan超过 9 年前
Map making in Doom was (is?) so accessible as the editors were in 2D for a 3D world. Granted you couldn&#x27;t place 1 room directly above another room, but no one cared too much at the time. Once things moved on to Quake a lot of my friends lost interest in trying to &quot;figure it out&quot; as the editor was more challenging.<p>In high school a group of friends would all create their own maps and then before classes started we would play test them on the computer lab LAN. Our favorite editor at the time was DEU.<p>None of us being map making geniuses, we&#x27;d always end up with something that didn&#x27;t play well but did have a few &quot;fun spots&quot;. Eventually someone had the idea to just cherry pick all those fun spots and Frankenstein together a single map using our individual parts. This map ended up being the most fun we have ever had in Doom.<p>I&#x27;m not sure if Doom was the first, but it was the first for me to instill the idea that a game should be moddable if you want to make a great community and give the game a very long life after the developers have moved on to the next thing.
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unixhero超过 9 年前
A childhood friend of mine(32) from elementary school, has a mild autism and does not know how to deal with his life. We used to be mad doom fans (well, we still are) when it came out and it stuck with us for years. But the poor guy is living with his family, sitting up until 4AM making Doom levels. At this stage he is one of the leading &quot;levellers&quot; at Doomworld[0]. &quot;STILL MAKING LEVELS IN 2015&quot; is a thing which is kind of funny, but it is actually sad. He&#x27;s wasted so much of his young years thinking about Doom, making levels etc. I wish he&#x27;d just snap out of it, but it seems it will not happen. That is how the story goes I guess, with the kids you grow up with. Not all of them have the interpersonal and mental means to pick a chose a good path for themselves.<p>[0] <a href="http:&#x2F;&#x2F;doomworld.com" rel="nofollow">http:&#x2F;&#x2F;doomworld.com</a>
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unicornporn超过 9 年前
OMG, this _was_ my childhood. So sad I decided to throw away the levels I had saved on floppy disks. Some of them I think were quite impressive.<p>If I recall things right my editor was a DOS program simply named &quot;Doom Editor&quot;. Can&#x27;t seem to find any info on it though... <a href="http:&#x2F;&#x2F;doom.wikia.com&#x2F;wiki&#x2F;Doom_Editing_Utilities" rel="nofollow">http:&#x2F;&#x2F;doom.wikia.com&#x2F;wiki&#x2F;Doom_Editing_Utilities</a>
rangibaby超过 9 年前
Note that this tutorial will make a map that only works with ZDoom, not the original .exe. Having said that, mapping for Doom is fun and I suggest you try it!
brudgers超过 9 年前
Haslam&#x27;s Book Store&#x27;s <i>Books of Doom</i>: <a href="http:&#x2F;&#x2F;www.haslams.com&#x2F;doom.shtml" rel="nofollow">http:&#x2F;&#x2F;www.haslams.com&#x2F;doom.shtml</a>
morganvachon超过 9 年前
Skimming through the article, it seems like it was so much easier and faster making a level in DEU back in the day (1994&#x2F;95). It was more or less like the CAD software I was using in my senior year in high school at the time. By contrast, this seems almost counter-intuitive.<p>Then again, the difficulty in getting DEU to run on modern OSes might be an even greater challenge than learning a new, awkward tool.
liotier超过 9 年前
Wow - the WAD editors have come a long way since 1995 - and I guess that with contemporary computing power, one doesn&#x27;t have to wait a few minutes while the level renders, only to find a stupid bug to fix and render again... Which reminds me about all the quirks of Doom&#x27;s 2.5D mode that the article doesn&#x27;t get into - for example, put a texture on the wrong side of a wall an you&#x27;ll get ugly artefacts... Lots of those gotchas to watch for... Oh the nostalgia... Doom levels have been my biggest foray in game content creation - I did the 2.5D modeling and three business school friends handled sound, music and texturing... Borrowing school hardware and organizing a 250-people tournament of two-people teams (Doom&#x27;s IPX multiplayer allowed only four players) was a highlight of those times !
Zardoz84超过 9 年前
Ahh, ther is is a lot of beauty level design on doom maps. I saw a lot of tricks like creating fake deep water, fake bridges, or simply playing with lighthing to create a deeper scene.<p>The only other game that I found that reach this level of simplicity and powerfull level making, are the old good Unreal Tournamet, and the Unreal Tournament 2004. It&#x27;s like levels for DooM but is real 3d, thanks to substractive booleans.
LeonM超过 9 年前
Oh man this takes me back... I used to build maps for Doom, Unreal, Quake and Half Life. I still play one of my HL maps with a couple of friends, it&#x27;s just so much fun! Back then QuArK was my tool of choice, it seems they are still releasing new versions of it! [0]<p>I guess I know what I&#x27;m going to do this holiday :D<p>[0] <a href="http:&#x2F;&#x2F;quark.sourceforge.net&#x2F;" rel="nofollow">http:&#x2F;&#x2F;quark.sourceforge.net&#x2F;</a>
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Cheyana超过 9 年前
I just spent the last couple of nights watching Doom II playthroughs on Youtube and now this shows up on HN. Sweet!<p>I still have the (unfinished) wad I created back in the late 90s using WADED from the Tricks of the Doom Programming Gurus. Barely rescued it from a floppy disk over a decade ago that reported the file size as over a gig. Now that I think about it, I hope the CD I recorded to is still good.
neppo超过 9 年前
btw doom 4 is coming 2016: <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=xVaWl1GtDHU" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=xVaWl1GtDHU</a>