PSX DOOM: Some Dumb WIP Thing
Figured I might as well show some of this shit off.
Years ago I started a project for Vanilla Doom, where I was stuck with 36 WADs plucked from the D!Zone series and gave myself the unwanted task of editing to 'unshittify' them. Fast forward some eight or whatever years later and that project's long-finished, so for no good reason at all I'm taking those same 36 now-unshittified maps and fucking around with them a second time, converting and reworking them for use in PSX Doom.
Why? Because I can.
I won't go far into the details, but the process of getting the fucking things down to size so that they actually run on original PlayStation hardware (or PlayStation emulators) without looking all weird or suddenly exploding mid-level because of some detail oversight can be some of the most tedious nonsense imaginable when it comes to Doom mapping/modding. Just when you think it's all ready to go, you catch an eyeful of one too many walls and BANG! --zclip point overflow-- !
BACK TO THE EDITOR TO FIX THE ISSUE.
Larger maps especially suffer, and simplifying something without completely gutting it winds up being a real fucker to get right. Smaller maps like this one get away with largely staying intact, while the larger ones often take an absolute drubbing and can really end up looking bare and basic in comparison.
Anyway, this replaced what I'd turned into E4M5 or whatever, making it MAP29 in this PSX thing, and it's an unshittified version of this utterly godawful excuse for a map:
https://www.doomworld.com/idgames/levels/doom/m-o/nitro1
And yes, while the current WIP works perfectly well using hardware/emulation, I opted for PsyDoom here for recording, out of sheer convenience & having M+KB control. Well, that and because PsyDoom is the eventual target port for when this damn thing's finished.
RELEASE DATE:
10-12-20XX
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Other Statistics
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