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Original Doom is like getting inside the mind of an insane person.
It's not supposed to be scientifically accurate or to emulate a horror movie.
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IDGODS. No, seriously. id Sofware are gods, just like Olympian deities, we worshiped them since our twenties. For me, it was the epoch, filled with gaming, deathmatching, learning through Carmack's code, picking up rumors on Stomped, SugarShack, VoodooExtreme, and sometimes BluesNews. We were having DM parties, bringing our systems to someone's place, playing literally till dawn, and then sneaking home, with warm PCs in our hands, freaking out we might be spotted by police, and going to be arrested for some local office robbery. It was like greatest time to live in, everything was spinning around that logo with small letters: [id], our key to the Universe.


This one's my favorite. DOOM was shocking, but Quake is just like the whole new reality. I still got the system from that time to play it (as for the rest of them, actually) - Pentium II 450MHz on ASUS P2V motherboard with 64Mb RAM, ATI Rage IIc, running MS-DOS 6.22 (Quake v1.06) or FreeBSD 4.10 (QuakeForge).

My editor of choice to make a Quake map was QuArK (Quake Army Knife) by Armin Rigo. The main problem with QuArK was it ran only on Windows. And I liked Macs :) So I started developing my personal Quake editor named Mosque. The name is acronym as well, stood for "Mac OS Quake Editor". But then I decided to make it Motif-based, so it could be used with FreeBSD and Linux, in addition to Mac.

As soon as there is alpha ready for testing, I'll put it here as source, with some instructions on how to build it.

For now, here's (8K) small utility for PAK files, named wad3 renamed to wad2.

To build it you have to get Quake tools sources, from here.

Please note: it works with PAK and WAD formats used in original Quake, and *not* with Half-Life ones.

Also, I guess it has a bug when working with mips on 64-bit systems; going to check it and then fix it soon.

Currently, I'm on 64-bit Ubuntu, so here are quick notes on how to build and play Quake on it. As always, codebase I'm using is pretty obsolete, the SDL port of 1.0.9, you can grab sources and shareware game data from here. I'm not interested in updated versions of game engine, so the closer source to the original, the better, for me. To build 32-bit programs on 64-bit Ubuntu, you should update your gcc first, with following:

$ sudo dpkg --add-architecture i386
$ sudo apt-get install multiarch-support
$ sudo apt-get install gcc-multilib
$ sudo apt-get install libc6-dev-i386
$ sudo apt-get install libsdl1.2-dev:i386

Now download (from the SDL home linked above) sdlquake-1.0.9.tar.gz, untar it, change to the directory and configure build with:

$ CFLAGS="-m32 -O3" LDFLAGS=-m32 ./configure --target=i386 --host=i386 --disable-sdltest

If everything went okay, after building with make, download and unpack shareware game data to the id1 directory inside sources root, and run it with:

$ ./sdlquake -cachedir . -nocdaudio

You can change resolution through command line as well:

$ ./sdlquake -nocdaudio -cachedir . -winsize 512 512 -fullscreen

Quake II

This one I played most.

I'm doing a little level editing, map for deathmatch named 'Vita Brevis'. Will post some screens here, and then the map.

I'm a Quake-purist, so that tools I'm using to compile the map are original ones that became available immediately after Quake II released, in December 1997. You may find it here. Required tools - qbsp3, qvis3 and qrad3 - are all placed under utils3/bsp directory; I did a little patch to resolve some issues with makefiles and 64-bit systems, which can be grabbed here. To make use of it, extract the archive with tools sources, change into utils3 directory, then test and apply the patch (using appropriate path to utils3-patch):

$ patch -p1 --dry-run < utils3-patch
$ patch -p1 < utils3-patch

Now you can build (separately though, there is still no top-level makefile) and run it, at least on 64-bit PPC and Intel Macs.


I'm huge fan of DOOM 3. I regard it as opus magnum for id Software. Talking about the 'original' version, released in August 2004, and not that 'BFG edition'.

Although I built dedicated system for DOOM 3 (Pentium 4 Northwood 2.66GHz on Intel D845GEBV2 motherboard with 1Gb RAM, Galaxy GeForce 6800XT 128Mb; yes, it's AGPx4 :), I prefer to play it on my Power Mac G5 (Dual 2 GHz, 2Gb RAM, GeForce 6600LE 128 Mb). They both run it equally well (45 FPS timedemo demo1), using 640x480 with medium quality, which sounds like a joke to modern gamers, but *these* games were designed in mind to look beautiful on such resolution (I got NEC MultiSync 70GX2 monitor with 4/3 aspect ratio). DOOM 3 looks just amazing on GeForce 6s, it's the best option to get *that* image quality, just like Voodoo2 in times of Quake II and Unreal. I know I sound like an *audiophile*.

Anyway, one annoying thing about DOOM 3 on Mac is a CD check, which is not present in Linux version, so I would like to share a nocd patch (6K) that removes it for both PPC and Intel Macs.

I was so impressed with Quake games that started to build my own engine, just to learn the things better. It was portal-based though: I picked through Unreal as well. I made accompanying level editor also, but neither was really finished.

No mipmaps yet, that's why moire patterns on large scale.

My map for Quake II, only lighting.

The most complete part in the editor was toolbar :-P

This is Quake II map base1 (w/o textures), but it's rather heavy for portal-based tech without special hints on brushes (you can tell it by traverse depth and timings).

1 Constructive Solid Geometry

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