User:SirYodaJedi/Porting Quake DM maps to Deathmatch Classic
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This is a draft user page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
This page covers some oddities about porting Quake I deathmatch maps to Deathmatch Classic. Maps can mostly ported directly with minimal edits, but there are some quirks to work out
Uncompiled map file
Todo: Axial Projection → Valve220
Textures
Todo: porting from WAD2 to WAD3; renaming tool textures
Liquids
Todo: renaming * to !; setting semi-accurate fog color and density
Skies
Todo: method using two scrolling func_illusionary entities (via rendercolor)
Lighting
Todo: * light (+ _color) to _light
- model/sprite based lights (the flame models do exist, but they need to be played back at 1/3 speed)
Sounds
Todo: * recreating ambient_* entities as ambient_generic
- simulating visleaf-based ambient sounds for water and sky