Eduke32 vs Doom Builder?
#1 Posted 10 December 2014 - 12:55 PM
I'm just curious to know if I should go with Eduke32 if I want to make my own custom maps and models. I'm not talking about Duke Nukem 3D maps, I'm talking about making my own original maps that have nothing to do with Duke Nukem; in other words, a total conversion. I have seen the power of Eduke32 (especially with the work of the many talented modders here, on this forum) and it is quite impressive -damn, I'm in love with the thing- but I'm wondering, if say, using Doom Builder or any other Doom level designer is better (easier) than using Eduke32's Mapster. The only reason I'm asking this question is because I have a grown to wonder why there are soooo many Doom and Doom II mods compared to that of Duke Nukem 3D. Is it simply because Doom is more popular than Duke Nukem? Or is it because there is something "special" about the Doom programs that make it easier to make your own custom work?
It'd be great to hear the opinion from those who have worked, using both Mapster and a Doom Builder (of any sort), but everyone else's is just as appreciated.
Thank you for your time
-Comrade Nuclear
This post has been edited by NuclearWastE3: 10 December 2014 - 12:56 PM
#2 Posted 10 December 2014 - 01:37 PM
If I were you I'd take a look at the internals of some duke projects like WGR2, DNF2013 or AMC TC and see if you can make sense of the workings. Than do the same for some popular Doom mods. The audience for Doom is larger but if you have the know how than the possibilities of Eduke32 are enormous Having said that, if you make a TC than posting it on moddb will guarantee a wider audience. Both of my big mods I've worked on have over a thousand downloads on that site.
#3 Posted 10 December 2014 - 03:59 PM
I have no experience with Doom mapping so I can't say much about that. But mapping for Eduke32 is fun and its a feature loaded game engine.
#4 Posted 10 December 2014 - 08:21 PM
I've slowly been trying to get started with modding D3D, but I've been jumbled in a heap of backlog games and college. Now, since it's basically Christmas break, I will finally get some time to settle down and start on several ideas that I've had for quite a while.
@Mark. : Yeah, I'm definitely not familiar with mapping/model creations. All I have is a lot of ideas running through my head that appear impossible to the eyes of a noob when faced with a bunch of modding tools I have no idea how to use . I have got to start somewhere though, and your words of wisdom has ward me from going straight to my TC project. I could only imagine how difficult it must have been to learn something when you go straight for the steak without having tired the appetizers first (weird analogy). Which TC did you make, anyway?
Thank you very much, you two! I had a hunch that Eduke32 was the way to go, but I just needed another person's opinion before I dived into things. I'll still check out the Doom editors, but I don't think I'll go much into depth as with Eduke32. Something about sprites and 1990's graphics attracts me; and being able to make a game with that technology just seems amazing!
-Comrade Nuclear
This post has been edited by NuclearWastE3: 10 December 2014 - 08:22 PM
#5 Posted 11 December 2014 - 02:28 PM
This post has been edited by Mark.: 11 December 2014 - 02:29 PM
#6 Posted 11 December 2014 - 07:41 PM
And thanks, to the both of you, for the quick responses!
-Comrade Nuclear
#7 Posted 11 December 2014 - 10:39 PM
I've also been told one of the big reasons why doom modding is currently bigger than Duke modding is because Dukeworld closed down, along with several mods/modding teams hosting stuff on it, while Doomworld did not. It's probably not the only reason; Doom's probably more popular, and as I said the mapping is "easier", but I can see why the shutdown wouldn't have helped things. (Apparently lots of people lost work on their mods when it happened? If so, big motivation killer, not to mention reduced audience).
This post has been edited by Micky C: 11 December 2014 - 10:42 PM
#8 Posted 11 December 2014 - 10:51 PM
My understanding is that you can make more detailed mods with DN3D, but the Doom community has a larger support base. If you're willing to brave through less support and tutorials, you could probably make a mod closer to your original vision with DN3D.
This post has been edited by MYHOUSE.MAP: 12 December 2014 - 12:41 AM
#9 Posted 12 December 2014 - 05:31 AM
Micky C, on 11 December 2014 - 10:39 PM, said:
I was around when it happened, and yes Dukeworld dying off really did hurt us quite severely. PlanetDuke was a poor replacement. There's still a bunch of TCs that have disappeared forever due to dukeworld's death (The Collision Course TC was one of them - it was pretty popular and I remember liking the demo. I doubt it would stand the test of time at all but still)
#10 Posted 12 December 2014 - 05:52 AM
Jblade, on 12 December 2014 - 05:31 AM, said:
Is demo still aveliable somewhere?
#11 Posted 12 December 2014 - 06:47 AM
#12 Posted 12 December 2014 - 10:35 AM
Jblade, on 12 December 2014 - 05:31 AM, said:
Unless there's something I don't know about, dukeworld.duke4.net is a complete backup of all dukeworld's data.
#13 Posted 12 December 2014 - 10:49 AM
#14 Posted 12 December 2014 - 12:12 PM
This post has been edited by zykov eddy: 12 December 2014 - 12:13 PM
#15 Posted 12 December 2014 - 01:42 PM
Jblade, on 12 December 2014 - 10:49 AM, said:
The problem with Collision Course is that they just uploaded their demo to their hosted site instead of the FTP, as they were supposed to do. If they had followed the Dukeworld file hosting instructions back then the demo wouldn't be lost to time.
No CCDEMO2.ZIP for you.
#16 Posted 12 December 2014 - 01:50 PM
#17 Posted 12 December 2014 - 05:58 PM
#18 Posted 12 December 2014 - 06:14 PM
#19 Posted 12 December 2014 - 07:25 PM
I guess I am learning something when I read Doom community is larger not through my vision not what I see then again i'm not involved in any Doom forums just a personal fan and my attention is fully on Duke Nukem and don't pay any attention to Doom mods. From what I see Duke is pretty damn big whether it is someone who doesn't really know much or someone fully informed or someone on duke4 or someone on steam. Duke has major fans but as a new game I think making him more like Duke 64 would be smart about now a bit less about sex more about fucking someone up with big guns including explosive shotti.
#20 Posted 13 December 2014 - 01:17 AM
#21 Posted 13 December 2014 - 08:54 PM
People prefer what they are experienced with. I don't know the intricacies of Eduke32 or whatever, but it definitely looks like it's come a long way from the original BUILD variant Duke3D used.
Being a source port author, I always wanted to look into the map format for Duke3D because I remember the formats being similar in some places, but then I remembered the nightmare G/ZDoom are facing with their non-GPL status. I'd rather keep my port GPL-compatible as much as possible.
#22 Posted 13 December 2014 - 09:13 PM
#23 Posted 14 December 2014 - 12:53 AM
Daedolon, on 13 December 2014 - 01:17 AM, said:
And changing the crosshair to a laser dot was also a big thing.
Also there were mods lost when TotalConversions.com went under too.
Unless someone magically grabbed all of them (not I).
#24 Posted 14 December 2014 - 04:56 AM
#25 Posted 14 December 2014 - 05:47 AM
#26 Posted 14 December 2014 - 10:08 AM
Micky C, on 14 December 2014 - 04:56 AM, said:
You'd think that but if someone moves on from the game they genuinely might not care anymore about some old stuff they did and not bother to move stuff across to new HDs when they upgrade. Things get easily lost if your PC is on the way out and you forget about things (or if you don't care anymore)
#29 Posted 14 December 2014 - 11:32 PM
#30 Posted 15 December 2014 - 05:32 AM
Mark., on 14 December 2014 - 05:47 AM, said:
Actually, I also have it. My version is pretty outdated, but it has everything shown in old trailers and screenshots.
This post has been edited by zykov eddy: 15 December 2014 - 05:37 AM