User:SirYodaJedi/Porting Quake DM maps to Deathmatch Classic

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Revision as of 11:31, 1 July 2024 by SirYodaJedi (talk | contribs) (Created page with "{{draft}} 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 qu...")
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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)