Deleted
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Post by Deleted on Jun 27, 2021 15:06:57 GMT -5
Sometimes I wonder what it would be like to have a destructible environment in Doom. Not like scripted glass-breaking effect, no, but like blowing up holes in walls in random fashion. Not everything has to be destructible, but it would be absolutely cool to be able to do damage to scenery in non-scripted way, kinda this part of wall can be blown up, spreading debris around, or craters be made on the floor, etc.
I think Doom engines with voxel support might be the best candidates for developing support for this, but I know fuck all about this. So what do you think, which engine might develop support for this? I just realized that DelphiDoom is an active project worth checking.
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40oz
diRTbAg
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Post by 40oz on Jun 27, 2021 16:43:29 GMT -5
ive been wanting to get into this more recently. ill try and dig it up if i can find it, but i once made dehacked patch where a thing decoration was a rocket explosion set to an infinite loop when alerted, but also with health. its own splash damage would eventually kill itself. in my tests i could pretty easily simulate that part in Duke3D E1M2 where you press a switch to demolish a building with a switch press. the switch lowers the building into the ground and also does a floor popup bring the explosions to ground level around the base of the building. it makes it look like the building is crumbling to the ground. you could also out it behind walkover door actions to make it seem like something exploded behind the wall. MegaPancakeStrategist did something really cool where linedef action 24 was used to make make multiple layers of a floor lower instantly, resembling multiple stages of damage to the wall the more you shot it. this opened up a whole new world for me. it looks like a pain in the ass to make. i think ill spend an hour some day practicing fast ways to make stuff like it.
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xeepeep
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Post by xeepeep on Jun 27, 2021 19:01:09 GMT -5
I think I've made a map or two myself where I have a midtexture which is just a wall texture with a hole cropped out in Ms Paint, then use the aforementioned action 24 to reveal it. With dehacked and some custom sprites and sounds you could probably make something decent, although you shouldn't expect some sort of miracles like a detailed explosion or something. I don't know how does this work in ports more advanced than Boom but I'd imagine you could probably even have the real deal.
A map centered around the concept would be pretty fun. Like you're in a small area and you have to dig yourself out and progressively reveal more and more of the map. Would really fit some sort of E1-ish theme I think.
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Post by liveprey87 on Jun 27, 2021 20:32:41 GMT -5
I wonder if Zandronum, Zdaemon, and/or Eternity Engine are capable of destructible environments?
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Deleted
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Post by Deleted on Jun 27, 2021 22:51:11 GMT -5
I was thinking about the level of destruction possible in voxel-based engines (think Minecraft clones, etc.), even if the instances of it would be fairly limited (only part of level being destructible voxels, the rest is classic walls). Otherwise, I know a decent wad with demolition effect in vanilla (and a lot of other vanilla hacks): www.doomworld.com/idgames/levels/doom2/g-i/hydra. It tried to pass itself as Gzdoom wad while being purely dehacked and under vanilla limits (perfectly compatible with original engine / Chocolate). I've already mentioned it several times on this forum, I am very fond of this wad. Fuck, but I only now noticed that 40oz is credited as a tester !!! I always wondered why does he never comment whenever I mentioned this wad. Looks like he doesn't need to be told about it.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Jun 29, 2021 6:10:59 GMT -5
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