User:SirYodaJedi/Porting Quake DM maps to Deathmatch Classic

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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