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2D All the way! / 2D FPS Map Help

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Maldragon
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Posted: 19th Feb 2006 07:42
Okay, I am thinking about making a 2D First Person Shooter, and I hjave a question-how do you create the maps? (I'm looking for something sort of like the Doom maps). Any help on this would be greatly appreciated.

"Reality is merely an illusion. Albeit a very persistant one." -Albert Einstein
Grog Grueslayer
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Posted: 19th Feb 2006 18:58
Isn't Doom 3D?


Deadwords
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Posted: 19th Feb 2006 20:09
Yea Doom is 3D.

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Maldragon
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Posted: 19th Feb 2006 20:55
Are you sure? I'm talking about the old one that was released back in the nineties, not the new one. If the old one DID use 3d levels, though, then thanks for the help.

"Reality is merely an illusion. Albeit a very persistant one." -Albert Einstein
Chris Franklin
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Posted: 19th Feb 2006 21:25
How can you do a 2d fps it'd be like a pivot on a rotating bg

Grog Grueslayer
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Posted: 19th Feb 2006 23:18
Yeah they were all 3D.

http://en.wikipedia.org/wiki/Doom


Maldragon
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Posted: 20th Feb 2006 00:32
Thanks for the help. I had never imagined Doom was a 3d game. The reason I had thought it was 2d was because I remember playing it on the SNES and I thought 3d graphics hadn't really come along until the PS and N64. Well, again, thanks for the help.

"Reality is merely an illusion. Albeit a very persistant one." -Albert Einstein
FINN MAN
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Posted: 20th Feb 2006 00:38
Doom like wolfenstein used 2D images that are panning to make it look like it is 3D. If you notice that no mater how you look at an enemy it is allways facing you. I do not know how to do this but I have seen it done in dark basic before.

I think one of the first real 3D game(using 3d models) was quake.
Tifu
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Posted: 20th Feb 2006 01:37
SET OBJECT TO CAMERA ORIENTATION object_no
This command will set the specified 3D object to point in the same direction as the camera. The object number must be specified using an integer value.


I beleive the effect Doom, MarioKart etc. used is called mode 7
But I don't know why you would want to use a 3D game engine to create a 2D game that pretends its 3D, it'd be much simpler and more effective to just go straight into the 3D... unless you really want to capture some retro feel I guess

Maldragon
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Posted: 20th Feb 2006 03:15
Quote: "But I don't know why you would want to use a 3D game engine to create a 2D game that pretends its 3D, it'd be much simpler and more effective to just go straight into the 3D... unless you really want to capture some retro feel I guess "


I was thinking of going for a retro affect, but it was more curiosity than anything that made me ask. I've been wondering for a while now how they made the levels in Doom seem 3D.

Again, thanks.

"Reality is merely an illusion. Albeit a very persistant one." -Albert Einstein
Van B
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Posted: 20th Feb 2006 12:24
UWDesign made a wolfenstein style engine in DB, but really I think it'd be more fun to make a real-3D version of Doom, I mean Doom runs so smoothly on modern PC's it would never run at a decent rate in DBPro, so why embarass it .


Van-B

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Kevin Picone
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Posted: 20th Feb 2006 17:15
Well it's difficult to classify now. The game play in doom is 2D, viewed in a limited 3D representation. The engine is designed to exploit the 'lines of equal z' optimization. As a result, It's one of the first games that i can think of that included perspective correct texture mapping. Which was considered not to be viable for real time use then, as to work out a perspective pixel your constantly dividing the UV cords by 1/Z (from memory) (you can reduce that to by only calculating perceptive points at predefined points along the strip then interpolate between, which is what Quake does) . Division was ultra expensive in then (386/486). So most texture mapped games used 'linear texture mapping'. Which gives a PlayStation 1 look to them. Since it doesn't has perspective or z buffer support.

The lines of equal z optimization gives the ability to calc perspective only along the wall/floor edges then linearly interpolate between the edge points. All the pixels in the strip can be interpolated, as the Z will be uniform (does not change). So It's very quick and looks convincing to the eye. The restriction is that the scene must not rotate around more than one axis at a time. Which would break the optimization. The Look up/down features in Doom is just a fudge.

Replicating Doom as it was done, would be a real challenge. Even with hardware support for rendering there's still collision, visibility not to mention building the geometry.

Could be fun though.

Okashira
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Posted: 10th Mar 2006 19:41
Doom was made through raycasting, I think. Try looking it up.

Let the games begin!

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