Which WADs you think were far ahead of their time?
Dec 12, 2022 12:38:15 GMT -5
Post by optimus on Dec 12, 2022 12:38:15 GMT -5
Not long ago I was looking at some very historical Doom WADs. I sometimes have issue with few of them because they use old dehacked stuff and some even had batch files to hack your own game, so I'd need to run Doom in DosBox and go through the process and even patch the right version. Thankfully there are fixed version of them to run with modern ports or without even needed to run batch files that hack your exe or wad, just a single wad and maybe deh.
Anyway,.. I think that's one of the reasons that I never tried Alien TC back then. But later I must have found a fixed version and had a look at it. It was still a bit hard to get into, with I remember some confusing rooms with hard enemies.
But anyway, the point is: How the hell was this done back in 1994? Doom was released in December 1993. How little time the community needed, 1) to understand the WAD format, 2) build gfx tools and whole map editors, 3) people learning first by doing crappy maps.
This TC might have been released few months after the game was. And it was the first total conversion, with some crazy transparent texture, diagonal textures for stair barriers I remember, I rememeber an outside area with big alien mountains that where really huge sprites in the distance, and more. Even had dehacked stuff? I think... I don't remember. But I remember when I saw this I was like HOW IS THIS EVEN POSSIBLE BACK in 1994? By one person even? I would need years to do crappy maps and learn let alone decide to do such a total conversion back in the days tools sucked and there wasn't enough information.
Later I read the doomwiki on the author, and he also made much later though, that preview Nemisis.WAD with Escher's strange dimensional rooms. When I ran this on original Doom I was like "How is this possible in the doom engine?". That was also way ahead. He later dissapeared.
Anyway,.. I think that's one of the reasons that I never tried Alien TC back then. But later I must have found a fixed version and had a look at it. It was still a bit hard to get into, with I remember some confusing rooms with hard enemies.
But anyway, the point is: How the hell was this done back in 1994? Doom was released in December 1993. How little time the community needed, 1) to understand the WAD format, 2) build gfx tools and whole map editors, 3) people learning first by doing crappy maps.
This TC might have been released few months after the game was. And it was the first total conversion, with some crazy transparent texture, diagonal textures for stair barriers I remember, I rememeber an outside area with big alien mountains that where really huge sprites in the distance, and more. Even had dehacked stuff? I think... I don't remember. But I remember when I saw this I was like HOW IS THIS EVEN POSSIBLE BACK in 1994? By one person even? I would need years to do crappy maps and learn let alone decide to do such a total conversion back in the days tools sucked and there wasn't enough information.
Later I read the doomwiki on the author, and he also made much later though, that preview Nemisis.WAD with Escher's strange dimensional rooms. When I ran this on original Doom I was like "How is this possible in the doom engine?". That was also way ahead. He later dissapeared.