Difference between revisions of "Caverns of Darkness"

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m (Added in 2002 source code release reference and mention in the links. I was not able to establish a lead that the community did not notice this source release, so given the requests, i assumed the majority considered it lost.)
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* {{dsda|id=1318}}
 
* {{dsda|id=1318}}
 
* [https://www.doomworld.com/10years/bestwads/2002.php Top 100 WADS of All Time: 2002, Doomworld]
 
* [https://www.doomworld.com/10years/bestwads/2002.php Top 100 WADS of All Time: 2002, Doomworld]
* [https://https://www.doomworld.com/chaoscrew/Arch2002.html Original COD Engine source code release entry (May 4th, 2002)], hosted by Doomworld
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* [https://www.doomworld.com/chaoscrew/Arch2002.html Original COD Engine source code release entry (May 4th, 2002)], hosted by Doomworld
 
* {{dwforumsp|1991608|COD Engine source code}}, re-released by Joel Murdoch
 
* {{dwforumsp|1991608|COD Engine source code}}, re-released by Joel Murdoch
  
 
[[Category:Partial conversions]]
 
[[Category:Partial conversions]]

Revision as of 11:50, 20 December 2019

Caverns of Darkness is a 12-level mapset for Doom 2 by The Chaos Crew in 2002, using a custom source port, based on the Eternity Engine v3.29 called the "COD Engine" whose source code was released on May 4, 2002 by Christopher Lutz. Despite this, the source code was long considered lost, until it was re-released on May 26, 2019 by Joel Murdoch. Because of the custom engine, MS-DOS or a DOS emulator such as DosBox is required to play. The modification is well known for its liberal use of fake three-dimensional constructs using middle textures, and ambient sounds.

ZDoom patch

In 2008, Graf Zahl released a patch for Caverns of Darkness, allowing it to be played using ZDoom. It works by substituting DECORATE actors in place of the original hard-coded custom thing types and weapons, as well as using MAPINFO to use a custom map translator to account for the COD engine's new sector and linedef types.

Content

Levels

External links