- Joined
- Sep 22, 2019
So, to answer this, we first need to understand what a .wad file is to Doom. Doom uses wad files to store everything. Graphics, sounds, midis, what-have-you. Traditionally, there's a divide between iwads (so called internal or main wad, which refer to the big 4 of doom, doom2, tnt and plutonia), and pwads (patch wads, what we now call mods). In ye olden days, pwads were fairly limited in what they could do because the most you can do is replace existing entries in wad files (So 1-to-1 maps, retextures, shit like that) Of course, modern source ports have extended the wad file functionality significantly since then, by letting you add entries way beyond the existing limits, Hexen-style scripts, even mp3s.I thought custom assets were per-wad, not per-map, or am I talking out-of-date bullshit? Like it wouldn't be possible for people to have different assets on their own maps, then combine all of them.
My concern would be that you can't really do a lot with Doom mapping other than make a bunch of levels shaped like swastikas or dicks or whatever. I mean a KF project might not look different from a bunch of random amateur Final Doom maps. But I'm way out of the loop, so cmiiw.
So yes, it is possible for people to just add custom assets into their own maps and what-not. But that wouldn't be ideal because at the end of the day, you'd be:
a) potentially duplicating efforts
b) limiting assets to only that map, when you can share it
c) risk asset naming collisions
I do share your concern though. Limiting it to Boom+ standards would necessarily mean there isn't much room for creative shit and being stuck on the fairly stagnant gameplay. But the broad appeal of Boom+ standards is that it is otherwise very easy to pick up and shit out a map in hours. (Days, weeks if you're doing some bespoke shit like thousands of linedefs and shadowing and what-not). So, YMMV here.
EDIT: Fixed a typo.
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