User:SirYodaJedi/Porting Quake DM maps to Deathmatch Classic
![Under construction icon-blue.png](/w/images/thumb/d/df/Under_construction_icon-blue.png/32px-Under_construction_icon-blue.png)
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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
Contents
Uncompiled map file
![Blank image.png](/w/images/b/ba/Blank_image.png)
Textures
![Blank image.png](/w/images/b/ba/Blank_image.png)
Liquids
![Blank image.png](/w/images/b/ba/Blank_image.png)
- renaming * to !
- setting semi-accurate fog color and density
- WinQuake tints the palette relative to rgb(130,80,50), but only does it half way; perhaps doubling the luma by setting the fog color to rgb(212,171,145) would be more accurate?
Skies
![Blank image.png](/w/images/b/ba/Blank_image.png)
Lighting
![Blank image.png](/w/images/b/ba/Blank_image.png)
- model/sprite based lights (the flame models do exist, but they need to be played back at 1/3 speed)
Sounds
![Blank image.png](/w/images/b/ba/Blank_image.png)
- simulating visleaf-based ambient sounds for water and sky
Other entities
misc_explobox
ormisc_explobox2
- using the source MAPs for b_explob or b_exbox2 (respectively), create a func_breakable with health of 20 and an explosion magnitude of 160.