: It'd be awesome if Sgt Mark IV (the counterpart to our Liacrow in terms of
: raw talent & awesome mods) or another GZ Doom wizard got a hold of the
: Aleph One source code and found ways to make the engine more like modern
: GZ Doom or the Ion Maiden version of Build/Eduke32 instead of the
: Chocolate Marathon it's been for too long.
: Even if it's a separate fork or a sourceport of a sourceport would be
: something. I know for a fact Brutal Doom 64 has Marathon terminals in one
: of the brand new levels though they may be based on Strife dialogs too if
: what you say is true.
: I completely forgot about my thread until you posted. really insightful on
: the two engines differences like texture tile sizes and objective gameplay
: coding. Makes me wonder how hard it would be to recreate some of the Doom
: games in Aleph One.
I'd have to go measure, but Marathon's max map size is tiny compared to Doom's. A Marathon world unit is roughly equivalent to 64 doom map units. Doom maps can be 65535 map units cubed, which is ~1024 marathon world units cubed. Marathon maps, horizontally can be 64x64 world units. Height wise, marathon can only accomodate 18 total world units of verticality. In doom units, this is roughly 4096x4096x1152.
I just measured Doom 1 E1M1 (which isn't a particularly large level), and it came out to ~4700 map units at it's greatest width. Divided by 64 to get our marathon units, you get something like 73 world units and some change. Someone on Pfhorums a few years ago seems to have gotten it scrunched into the grid somehow (I think they may have calculated the scale differently and rotated the map), but again: E1M1 is not a particularly large level; many other maps are significantly larger. So, no, you wouldn't be able to port most of doom's maps without significant redesign to A1, since the map size is significantly smaller.