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Marathon WADs
Posted: Thu Jan 30, 2014 5:10 pm
by Captain Kupo
Does anyone on here know of any
Marathon themed wads for Doom?
I know the chances are slim, but I decided I would ask anyway.
RE: Marathon WADs
Posted: Thu Jan 30, 2014 8:47 pm
by Combinebobnt
Samsara
RE: Marathon WADs
Posted: Fri Jan 31, 2014 5:14 am
by Gamenerd64
I wrote a TC a while ago and never finished it, it's up at Zdoom forums
http://forum.zdoom.org/viewtopic.php?f=19&t=34085
As the post explains, this is very unfinished, buggy, and code is rather sloppy.
RE: Marathon WADs
Posted: Mon Feb 03, 2014 1:23 am
by Captain Kupo
wow, thats really cool, even in the state its in. do you ever have plans on picking it up again?
RE: Marathon WADs
Posted: Tue Feb 04, 2014 1:40 am
by Gamenerd64
I have thought about it, I guess I could resume working on it if enough people show interest in it. It's just a very tedious, painful process to recreate the levels, which was mainly what turned me off to it.
RE: Marathon WADs
Posted: Wed Feb 05, 2014 5:50 pm
by Captain Kupo
thinking about it, the further you get, the more changes you're gonna have to make to the map layouts. i dont think marathon has the same degree of room overlap as durandal and infinity, but it would still require plenty of changes where there is. another problem would be activating switches with grenades, which from what i know isnt possible in zdoom/z&
it's probably not worth it if its just you working on it, but if you were to find a way around those problems (and get rid of the platform puzzle BS in colony ship for sale cheap) it would probably end up as an amazing recreation
RE: Marathon WADs
Posted: Tue Feb 11, 2014 2:15 am
by Gamenerd64
Yea, the complexity of the maps really ramps up as you go on (Just look at where I stopped in Blasphemy Quarantine). If you noticed a few layout changes were made to maps to get around the "5-D Space" concept of some of the maps.
(as for that "platform puzzle bs", I was honestly going to keep it. But if it's that bad I'll find a way to simplify it.)