RE-DOOMed: The Making of Doom Under the Quake 2 Engine
(Herein lie the first 9 levels of DooM)
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Installing "Knee Deep In The Dead"

1.  Create a directory under the Q2 directory. Call it DOOM
2.  Copy the PAK file and Doom.bat to that directory
3.  Double-click on the bat file to launch the game
4.  If Quake 2 is NOT on your C: drive, you'll have to edit the .bat file 
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First, I would like to thank the following people for helping me out in
this labor of love.  I met all of them on PlanetQuake's Q2Mapping List.
They are responsible for answering the many problems I encountered during
this endeavor. They are:

	Jeff Kieke, Trance, Thomas Aseylum "Escapee" Lees, Gordon White,
	and other psychopaths.

Additional thanks belong to Robert Duffy, QERadiant's author, without
which, this task would have been much more difficult.

Thanks to Tim Wright, for ArghRad!, a beautiful program.

A special thanks to David Hyde, creator of GENSURF, which I used to create
some of the outdoor landscapes. Awesome tool.

Thanks to all the iD Software computer nerds, who made it all possible.
The original DooM, including textures, music, and levels are all theirs,
as is, of course, Quake 2. Without these guys 'n gals, none of this would
have been possible.
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Shortly after slogging through Quake 2, I was bored and decided to re-play
the original DooM. The step back into Time reminded me how far computer
games had come in only a few short years. The cartoon graphics and 2-and-a-half
dimensional world of DooM was a far cry from the finely rendered world of
Quake 2. As of this writing, the Quake 2 standard is becoming passe.

I reasoned that there must be more people who may want to reminisce, but with
all the fast machines and video accelerators, wouldn't it be much better to
re-experience Phobos Moon under the Quake 2 engine?

ENTER THE STORY LINE:

The Stroggs, having had their butts kicked, decide to flee to the ancient moon
of Phobos.  They land there and begin to re-build and take over the complex.
It's your job to return to Phobos and do it all over again. Deja Vu...

That's it. Who reads story lines anyway, except game magazine editors?
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Technical Notes:

1.  In maintaining the exact dimensions of the DooM world, I found that the
Quake 2 player was a little taller. Occasionally, you'll find yourself having
to crouch to get under a doorway.  In most cases, I modified these low spots.
You'll still find a few here and there though.

2.  Don't expect to find any of the original DooM monsters---I couldn't find
any modelers willing to help me out in this area. For me to learn modeling
would have added another year to this project.

3.  Switches "blink" on and off instead of changing from "off" to "on" when you
press them. Not all of the original DooM switches were used, only the ones with
lights. Some switches that were set into angular walls disappear into the wall,
no matter what I did to change the lip pixel size.

4.  The Doom textures were all converted to the Q2 palette, since I also used
some Q2 textures. Most of them converted well, while others required a lot of
manual re-sampling (most notable was DooM's 'Exit Door' texture.)  None of the 
TekWall textures converted well, so I replaced these with some similar textures 
already found in Quake 2.

5.  I gave a lot of thought to taking advantage of Q2's capabilities. I wanted
to maintain the original feel of DooM as much as possible.  There are a few
levels where I augmented the levels.  E1M5, for example, had all the slime pits
replaced with interconnected water pools, complete with lights and killer fish.
In other areas, I used David Hyde's GenSurf to add rolling landscape and water
ponds. 

6.  Lighting was an important consideration while I was making these levels.
Some of the DooM levels were quite dark, and I was loathe to maintain this
murkiness.  Therefore, you'll find most of these levels a little brighter than
their originals.  One thing you'll notice is the liberal use of spotlights.  I
had to avoid replicating some of DooM's blinking areas where there were heavy
concentrations of monsters, as they drastically slowed down game play. I tested
the levels on 3 different machines: a vanilla 200 in software mode, a PII 300
with a Voodoo 2 card, and a 450 mhz professional graphics workstation using a
$1,200 32-meg Oxygen 402 card. The first machine displayed acceptable graphics,
while the Voodoo 2 machine displayed the levels brighter than I liked.  The NT
machine showed the levels as dark and hard ot see in some places.

7.  Doors and keys: Q2 only has blue and red keys, so the yellow doors in this
DooM use Q2's other keys and passes. I took liberties with door movement.  Some
doors go down, some so sideways, and so on. Since keys are "used up" in the Q2
engine, all keyed doors remain open once unlocked.

8.  Placement of health items, weapons, etc:  I carefully duplicated DooM's
placement of these items, although the two games differ. Since Q2 allows the
player to maintain item inventory when changing levels (DooM started you at the
bottom each time you moved to the next level), savvy players will find there 
may be too many health bonuses or weapons. In DM play, there may not be enough.

9.  Monsters: I initially tried to replace DooM's bad guys with one-for-one
swaps using Strogg monsters.  This proved to be an impossible task, since the
DooM creatures were much easier to knock off than the Stroggs and there really
are no comparison between the two games.  So I gave this up and used my 
imagination.  One note here: none of the monsters re-spawn in these levels.

10.  Deathmatch and Team play are duplicated, with the orignal spawn points
found in DooM. Sorry, no CTF.

11.  Any Quake mapper will tell you, "Don't make large, open areas!" since
they slow down game play. Unfortunately, DooM had a few of these large areas,
especially outer courtyards. I kept monsters to a minimum in these areas. You
may experience some Z-buffer problems in a coupla of levels where there is a
lot of distance.

12. Strategy: The Quake2 player can jump, whereas the Doom grunt could not.
This will change the way a level is solved and in some cases, trap the player
inadvertently. You have been warned.

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Software used:

Editor: QERadiant

Graphics: Wally, PhotoShop, WinTex, Graphics Workshop, Corel PhotoPaint, and
SkyPaint_GE

Other: WADAuthor, WadED, GenSurf, ArghRad!, and MapSpy

Author: Terry J. DeLaney (www.homestead.com/ricebug)
	email: delaneyt@yta.attmil.ne.jp