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Converting Doom maps to Quake

 
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Tue Mar 23, 2010 6:53 pm    Post subject: Converting Doom maps to Quake Reply with quote

Is there a way to convert doom maps to Quake?
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Tue Mar 23, 2010 8:17 pm    Post subject: Reply with quote

http://www.fileaholic.com/cgi-sql/file-info.sql/11115

one google gave me this.

However, the best way might be to simply rebuild those maps with a map editor.

Then again, it's not the same game and DOOM levels might not work in Quake. For example, Quake has no imps. Quake has no pinkies.

Think about that for a moment.

:-/
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Wed Mar 24, 2010 6:16 pm    Post subject: Reply with quote

I tried QDM but, after converting maps, they crash all compilers (hmap2, tyr, etc.)
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Thu Mar 25, 2010 3:40 am    Post subject: Reply with quote

Pretty much your only option is to do it all by hand...
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Thu Mar 25, 2010 10:27 am    Post subject: Reply with quote

JasonX wrote:
I tried QDM but, after converting maps, they crash all compilers (hmap2, tyr, etc.)


What if you open the .map files and make some adjustments there based on some Quake .map levels. Like, remove stuff that doesn't belong there, or add stuff from the Quake .map file.
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Thu Mar 25, 2010 12:28 pm    Post subject: Reply with quote

The problem is not the stuff, because QDM converts all entities correctly. I believe the problem is in level geometry.

I made a very small level in Doom Builder, with just two rooms and two enemies (of course, player start and weapons too). Everything was converted perfectly, but in quake, the level had no floors. Didn't crashed though.

Doom levels, such as the first and second, crash when i'm trying to compile the .MAP. When bouncing lights, to be more specific.
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