Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Topic started by: Boingo the Clown on September 07, 2015, 12:17:47 AM

Title: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 07, 2015, 12:17:47 AM
I assume somebody has tried it already, but i thought I would ask anyway.

Mastrius and I were playing through a DooM 2 megawad called DooM II Reloaded.  A few minutes ago I tried running it under Chex Quest.  It worked, but the textures were fouled up, of course.

That led me to wonder if there has been any effort to convert any of the more popular DooM / DooM II / Heretic WADs or megaWADs over to CQ, CQ3 or TUCQ.

It sounds easy enough, although it would take a lot of work changing textures and swapping out things that look wrong.

It could be worth doing though.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 07, 2015, 01:14:09 AM
I might have to try this out with one of the freedoom maps to start out with.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: 75 on September 07, 2015, 10:15:10 AM
Quite a long time ago I thought it would be interesting to try to make all of the Doom 2 textures using Chex assets, it didn't get very far though.

Remember that not all Doom 2 wads are released under licenses that would allow this sort of editing.

If you guys did find a wad that allowed it, and the conversion was well done, that would be cool and I'd definitely play/host a wad like that.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: MajorSlime on September 07, 2015, 04:24:37 PM
Its not a quick process. I converted one of my CQ capture point maps to Doom, and it involved coying the map in one DoomBuilder instance to another (which was very quick) and then replacing every single texture with one that fit from the new set of available textures. (Which took HOURS)
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 07, 2015, 05:49:15 PM
Let's not forget there would also be swapping out enemies, because the commonus and bipedicus do not shoot (unless you include the T.U.C.Q. mid and high level versions), and the flembrane does not move.  There are also a lot of monsters in DooM 2 that do not have equivalents in Chex Quest that would have to be made, and a lot of textures that do not have Chex Quest equivalents that would have to be made.

Let's also not forget that there are authors that will have to be contacted for permission.

Yes.  I am aware of all that.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: 75 on September 07, 2015, 05:56:30 PM
Quote from: ChexMaster2109 on September 07, 2015, 04:24:37 PM
Its not a quick process. I converted one of my CQ capture point maps to Doom, and it involved coying the map in one DoomBuilder instance to another (which was very quick) and then replacing every single texture with one that fit from the new set of available textures. (Which took HOURS)

I forgot about that, it's definitely worth noting that the boxy Chex textures and the relatively free flowing Doom 2 texture set make it very hard to go right from one game to another. You will have to edit the level geometry to make the maps look like anything, because there are very few Chex textures that you can put on curved walls, Chex's texture set seems like it was designed for maps made on a 128 or 64 grid, with rooms being a multiple of 64 or 128 high. Like CM2109, I ran into this problem when converting Chex maps to Doom.

I have some experience converting Doom maps to Chex (see the new ZM map I converted from FastDM), it's a little easier than the other way around in my opinion, but that's partially because I made some custom textures for Chex that are easier to use with strange geometries.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: MajorSlime on September 07, 2015, 10:54:14 PM
I actually found it easier to go from Chex to Doom, because there are a lot more options to choose from when it comes to textures, because the Doom community has contributed much to publicly usable textures over the last couple of decades. Conversely, Chex hasn't really seen very many contributions.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 08, 2015, 10:40:47 AM
We may have to make up some textures of our own, and make them common property of the forum so we all can use them.

Meanwhile, I spoke with DooM Dude last night, and he gave me (us) permission to convert his megawad, Vilecore, over to a T.U.C.Q. version.

Vilecore is a 32 level megawad, so converting it over will be a major project.  It was made for DooM II, and contains DooM II monsters, which means I will need to create Equivalents of them for T.U.C.Q..  There is also the slight problem of ammunition supply.  Vilecore seems to require the player to rely heavily on ammo dropped  by defeated enemies.  Since flemoids do not drop ammo, additional ammo will have to be strategically added to the levels.

Sound like fun?
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 08, 2015, 10:45:13 AM
Quote from: Boingo the Clown on September 07, 2015, 12:17:47 AM
I assume somebody has tried it already, but i thought I would ask anyway.

Mastrius and I were playing through a DooM 2 megawad called DooM II Reloaded.  A few minutes ago I tried running it under Chex Quest.  It worked, but the textures were fouled up, of course.

That led me to wonder if there has been any effort to convert any of the more popular DooM / DooM II / Heretic WADs or megaWADs over to CQ, CQ3 or TUCQ.

It sounds easy enough, although it would take a lot of work changing textures and swapping out things that look wrong.

It could be worth doing though.
I don't know about Hell To Pay, though, because I can't seem to find it anywhere.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: xbolt on September 08, 2015, 05:12:17 PM
Well, there's this (http://chexquest.wikia.com/wiki/Chex_Quest_3_%28unofficial%29) old wad...



...I'll just show myself out.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: noob1234 on September 10, 2015, 03:16:18 AM
NOnononono.
Also, what about The Slimeinator's old Doom II conversion with recolored flemoids? Granted, many of the textures were jarringly out of place, but it could be a starting point... (He's not around anymore, though, so you couldn't ask for permission...)
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Awesomedude249 on September 10, 2015, 04:08:12 PM
That could work, if we throw together some texture replacements, but recolored flemoids feel kind of cheap IMO.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: 75 on September 10, 2015, 08:40:29 PM
Quote from: noob1234 on September 10, 2015, 03:16:18 AM
NOnononono.
Also, what about The Slimeinator's old Doom II conversion with recolored flemoids? Granted, many of the textures were jarringly out of place, but it could be a starting point... (He's not around anymore, though, so you couldn't ask for permission...)

Note: Here's a link to it for those who don't have it: http://ifocserv.net/ftp/wads/TNCQ.wad
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 10, 2015, 09:21:03 PM
I have been playing around with Vilecore a little bit.

It has been pretty straightforward, although there are some problems.

First of all, Vilecore was made for DooM 2. Naturally, this means there are DooM 2 monsters in the levels. In order for the conversion to work, I am going to have to invent replacements for these monsters.

Secondly, because the trooper and the sergeant (zombieguy and shotgunguy) drop ammunition, DooM Dude relied of these drops to supply the player.  The Commonus and Bip[edicus that replace these two monsters do not drop ammunition, meaning that there is a chronic shortage of ammunition in the levels.  The chaingunner also supplies ammo and chainguns (rapid zorchers) upon death, meaning the player may also be deprived of a weapon as well.

I have retextured MAP01 and MAP02.  MAP01 needs more texture alignment, but the retuexturing of MAP02 seems pretty much done.

It has been a little bit difficult, because there are fewer textures  in T.U.C.Q. than there are in DooM 2. There are multiple kinds of brown brick used in Vilecore for example, but really only the green sewer brick too replace them with, or the red brick I whipped up for E2M1.

Gameplay is really off, due the the problems I metioned above.

A Vilecore conversion is completely possible, but it may take a while.


Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: darkstone on September 15, 2015, 04:01:08 AM
I would totally try and help with this project, if I could, and any Doom-to-Chex project we start probably.
I considered converting all of the leftover levels in the original CQ IWAD to proper Chex, but never got around to it...

Anyway, I'd LOVE to help. My texturing is not the best but anything I can do, let me know. :)
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 15, 2015, 09:07:29 AM
I started out with converting the first level of Freedoom to Chex... then I realized that crushers go against the spirit of it, and would probably need to work around that. I'll throw what I had on dropbox, and edit this post.

EDIT: https://www.dropbox.com/s/d4kpn28spp0g789/freedoommap1chex.wad?dl=0
Note that it runs with Chex3, due to using textures from it. (like grass.)
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Awesomedude249 on September 15, 2015, 12:17:49 PM
All that I get when I run it is the regular FreeDooM map with jumbled up textures that are CQ. Did you change ANYTHING at all?
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 15, 2015, 01:15:56 PM
could have sworn I managed to change the first visible outdoor area... I'll have to check it again later.
If you were to load the unmodified first map, the outdoors would have random spaceships instead of trees.

Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Awesomedude249 on September 15, 2015, 02:35:30 PM
I saw that was changed, but nothing else was. At least change a significant amount of stuff before calling it a conversion of the first map.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 15, 2015, 02:40:56 PM
Quote from: Nomekop on September 15, 2015, 09:07:29 AM
I started out with converting the first level of Freedoom to Chex... then I realized that crushers go against the spirit of it, and would probably need to work around that.

I fully agree with that.  Crushers are very unChex Quest.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: xbolt on September 15, 2015, 05:23:13 PM
They're not crushers, they're... Um... Moving... Slime... Roof... Things?
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 15, 2015, 07:00:11 PM
Maybe if I replaced the Slimed Chexter with a Zorchfield Slime chunk, then turned the rock into meteor chunk... we could have a portion of the flemoid dimension crossing over into ours!
(But Yeah, I need to get back to work on that.)
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Drwalrustein on September 16, 2015, 04:55:56 PM
So we have Nomekop and Boingo remaking doom and freedom into chex.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 16, 2015, 06:41:05 PM
What? No. Heck No. I doubt I'd be able to finish the first level.

Also, I managed to add a little more progress: cleaning up two more outdoor areas further. Indoor areas definitely need work done, though, and I am not entirely sure that the Wall selection was good. https://www.dropbox.com/s/d4kpn28spp0g789/freedoommap1chex.wad?dl=0

EDIT: AAAAAAAAAAAAAAA WHAT DID I DO TO THE MAP DEAR GOD NO
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 16, 2015, 11:32:02 PM
Who is doing FreeDooM?
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 17, 2015, 08:44:00 PM
I was going great guns on converting Vilecore at first, but I find myself slowing down on the project already.

I am wondering if perhaps this is something that should be done as a group project, rather than my just doing it myself.

Missing monsters are a problem, but I am tossing temporary versions in to make them work until I can make up permanent replacements.

The biggest headache is the lack of textures and flats.  I am trying to whip up substitutes, but I do not know how much extra time that will take.


Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 19, 2015, 07:05:06 PM
Ok, I managed to find Hell To Pay, and am working on converting it.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 19, 2015, 08:15:56 PM
Quote from: Nomekop on September 16, 2015, 06:41:05 PM
What? No. Heck No. I doubt I'd be able to finish the first level.

Also, I managed to add a little more progress: cleaning up two more outdoor areas further. Indoor areas definitely need work done, though, and I am not entirely sure that the Wall selection was good. https://www.dropbox.com/s/d4kpn28spp0g789/freedoommap1chex.wad?dl=0
Um... is this supposed to happen?
(//)

[attachment deleted by admin]
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 19, 2015, 09:38:41 PM
I just don't know what went wrong...
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Awesomedude249 on September 19, 2015, 09:43:13 PM
WVL, that promblem is caused by a Doom II texture that doesn't have a CQ equivalent. Therefore, it uses that checkerboard pattern.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 19, 2015, 11:04:02 PM
What he said.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Awesomedude249 on September 19, 2015, 11:57:24 PM
Lol. ;D
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 20, 2015, 10:26:08 AM
I mean I was floating around in the middle of nowhere.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 20, 2015, 10:34:29 AM
I had to do a bit of wad editing and rename MAP01 to E1M1, MAP02 to E1M2, MAP03 to E1M3, MAP04 to E1M4, etc. I also had to delete the other levels and kept MAP01-MAP09. Yes I realized that I had to replace everything in the WAD (because everything replaces everything in DOOM 2 and there are duplicates of DOOM 2 sprites & junk) so I am working on it still.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 20, 2015, 12:18:54 PM
Rather than renaming all the levels, for Vilecore I just whipped up a MAPINFO lump that defined Vilecore as an extra episode of T.U.C.Q. when loaded.

Quote
// Vilecore for The Ultimate Chex Quest MAPINFO lump

// ##########################################################################
// #                                                                        #
// #                          Episode Definitions                           #
// #                                                                        #
// ##########################################################################


episode MAP01
{
    name = "Vilecore"
   key = "v"
}

// Episode

map MAP01 "EVILZONE"
{
    levelnum = 51
//    titlepatch = "WILV00"
    next = "MAP02"
    secretnext = "MAP02"
    sky1 = "SKY1", 0
    cluster = 5
    music = "D_E1M1"
    intermusic = "D_INTER"
    exitpic = "$INTERM01"
    noinfighting
}

map MAP02 "HALLS OF DOOM"
{
    levelnum = 52
    titlepatch = "WILV00"
    next = "MAP03"
    secretnext = "MAP03"
    sky1 = "SKY1", 0
    cluster = 5
    music = "D_E1M1"
    intermusic = "D_INTER"
    exitpic = "$INTERM01"
    noinfighting
}

.
.
.

map MAP31 "BLOODSTONE"
{
    levelnum = 81
    titlepatch = "WILV00"
    next = "MAP16"
    secretnext = "MAP32"
    sky1 = "SKY1", 0
    cluster = 5
    music = "D_E1M1"
    intermusic = "D_INTER"
    exitpic = "$INTERM01"
    noinfighting
}

map MAP32 "THE VILECORE"
{
    levelnum = 82
    titlepatch = "WILV00"
    next = "MAP16"
    secretnext = "MAP16"
    sky1 = "SKY1", 0
    cluster = 5
    music = "D_E1M1"
    intermusic = "D_INTER"
    exitpic = "$INTERM01"
    noinfighting
}

// Clusters (correspond with same-numbered episode)

cluster 5
{
    pic = "GRADED"
    music = "D_VICTOR"
   entertext = lookup, "STARTTEXT"
    exittext = lookup, "STARTTEXT"

}


So right now, when this version of Vilcore is present, it appears as an extra epsode, and the entire 32 level megawad plays out as a single series, rather than being broken up into smaller episodes.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Replica on September 20, 2015, 12:40:06 PM
Quote from: WindowsVistaLover5570 on September 19, 2015, 08:15:56 PM
Quote from: Nomekop on September 16, 2015, 06:41:05 PM
What? No. Heck No. I doubt I'd be able to finish the first level.

Also, I managed to add a little more progress: cleaning up two more outdoor areas further. Indoor areas definitely need work done, though, and I am not entirely sure that the Wall selection was good. https://www.dropbox.com/s/d4kpn28spp0g789/freedoommap1chex.wad?dl=0
Um... is this supposed to happen?
(//)

That's not a 'Checkerboard texture', rather, it's a Hall of Mirrors (HOM). This happens when a Sidedef (A linedef with only one side, the other side is the empty void outside a map) has no texture on it. I suppose it can also be caused by a texture with a see through part in it. I guess it's also possible that the sectors in that area are corrupt, and claim that sidedef as it's own, when it really belongs to another sector.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: 75 on September 20, 2015, 12:43:23 PM
Quote from: Replica on September 20, 2015, 12:40:06 PM
Quote from: WindowsVistaLover5570 on September 19, 2015, 08:15:56 PM
Quote from: Nomekop on September 16, 2015, 06:41:05 PM
What? No. Heck No. I doubt I'd be able to finish the first level.

Also, I managed to add a little more progress: cleaning up two more outdoor areas further. Indoor areas definitely need work done, though, and I am not entirely sure that the Wall selection was good. https://www.dropbox.com/s/d4kpn28spp0g789/freedoommap1chex.wad?dl=0
Um... is this supposed to happen?
(//)

That's not a 'Checkerboard texture', rather, it's a Hall of Mirrors (HOM). This happens when a Sidedef (A linedef with only one side, the other side is the empty void outside a map) has no texture on it. I suppose it can also be caused by a texture with a see through part in it. I guess it's also possible that the sectors in that area are corrupt, and claim that sidedef as it's own, when it really belongs to another sector.

This is good information on HOMs, but I just want to note that there is a checkerboard texture on the floor of the area in the screenshot.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Awesomedude249 on September 20, 2015, 02:43:27 PM
Whoops, didn't notice the HOM. Yeah, I thought it was the checkerboard floor he was talking about.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 20, 2015, 04:07:28 PM
I was talking about being floated (with no way to control myself) over to that wall in the screenshot.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 20, 2015, 06:48:40 PM
But yeah, no idea why the sector glitch is happening, as it looked fine on the slade editor... maybe some sort of nodebuilder error, I think.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: 75 on September 20, 2015, 07:02:19 PM
There's a few things that can cause HOMs/checkerboards.

First of all, just to eliminate the easy stuff, WindowsVistaLover, what wads did you run with Nomekop's wad?
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 20, 2015, 10:15:11 PM
chex3.wad using the chex3.exe engine. But, I just opened it up with SLADE3 and there are no nodes, subsectors, blockmap, or reject table.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: 75 on September 20, 2015, 10:53:00 PM
I think you need to load TUCQ too. Also, you may need to download the latest version of zDoom or gzDoom to run TUCQ.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Nomekop on September 21, 2015, 08:58:20 AM
Except I didn't touch TUCQ, so.

...right, gotta locate a nodebuilder since slade3 didn't like it on that note.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on September 21, 2015, 12:07:32 PM
Ah.

There are a couple of potential causes of HOM I know of that are not caused by the nodes. Maybe a single sided lindef is flipped so that the right side is facing away from its parent sector instead on into it, or maybe two linedefs are overlapping, or maybe two linedefs are meeting, but they are not connected to to the same vertex. I used a lot of prefabs in both DeiMWolf and T.U.C.Q., and ran into these problems a lot.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on September 21, 2015, 07:50:46 PM
Quote from: Nomekop on September 21, 2015, 08:58:20 AM
Except I didn't touch TUCQ, so.

...right, gotta locate a nodebuilder since slade3 didn't like it on that note.
Download the ZDooM node builder from http://zdoom.org/files/utils/zdbsp/zdbsp-1.18.1.zip (http://zdoom.org/files/utils/zdbsp/zdbsp-1.18.1.zip)
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Replica on September 22, 2015, 02:32:32 PM
Quote from: 75 on September 20, 2015, 12:43:23 PM
Quote from: Replica on September 20, 2015, 12:40:06 PM
That's not a 'Checkerboard texture', rather, it's a Hall of Mirrors (HOM). This happens when a Sidedef (A linedef with only one side, the other side is the empty void outside a map) has no texture on it. I suppose it can also be caused by a texture with a see through part in it. I guess it's also possible that the sectors in that area are corrupt, and claim that sidedef as it's own, when it really belongs to another sector.

This is good information on HOMs, but I just want to note that there is a checkerboard texture on the floor of the area in the screenshot.

Hah, didn't notice that. (Even though it was pointed out.) Pardon my partial mistake.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on October 05, 2015, 07:29:23 PM
After a failed attemt to convert a mod, I am back. I am now working on converting Cleimos II.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on October 05, 2015, 10:40:05 PM
I have not done any work on Vilecore for the past couple of weeks due to a severe distraction from a game called Terraria.

Oh! What a heel I am!   :facepalm
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: DestroyedEDGE on October 05, 2015, 10:47:04 PM
Want me to help you with Vilecore, Boingo?
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on October 08, 2015, 11:15:49 AM
Sure.

I can use the help.

PM me, and we can talk about it.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: darkstone on October 08, 2015, 01:33:41 PM
I'd love to help, too. May I?

I've long wanted to convert a Doom game into CQ, and it'd be great to have an aimed project again! (As opposed to aimless 'hey, I'd like to make an orange fire-spitting Commonus, hmm...')
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on October 15, 2015, 06:00:55 PM
Yes.  Yes you can.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Boingo the Clown on November 09, 2015, 04:25:21 PM
I did a little bit of work on one of the Vilecore levels this morning.

If anyone is interested in helping out, please let me know.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: TrueDude on November 09, 2015, 10:50:58 PM
In regards to if people have ported Doom levels to Chex Quest, I once ported the first five levels of the mod Sunder to Chex Quest 3 under the title Sunder Quest. (https://www.doomworld.com/idgames/levels/doom/Ports/s-u/sunderq)

Also, I tried doing it before at one point, but there really should be a mod that just replaces all the Doom textures with Chex Quest-y ones so this kind of thing is much easier to do. Perhaps in TUCQ, if you wanted to go through all the work, you could rename all the textures that share the names with Doom textures to something else, and then have all the Doom textures replaced with placeholders until similar textures can be made for them. Whenever anyone loads a Doom or Doom II mod onto TUCQ, it could appear on the episode list as an extra episode. Just a thought, may be more work than it's worth.
Title: Re: Converting DooM WADs to CQ (or T.U.C.Q, or CQ3)
Post by: Awesomedude249 on November 13, 2015, 12:01:03 AM
I saw Sunder Quest and your other unnamed Chex Quest project, and I agree that some non-doomish CQ textures should be made.