Uploaded December 2022 | Updated September 2026, 3 days ago
As ever, the answer is "because I can".
Of course it is.
Just one of those ideas that popped into existence while I was getting along with my usual absent-minded day-to-day bullshit -- what if the original E1M8 was ported to PSX Doom, instead of the cut-down 'JagDoom' version?
To the surprise of nobody, it would have been reasonably trivial to put across. With the exception of texture variety, the original E1M8 reaches nowhere near any of the limits for a PSX Doom map at all. If anything, the harmless-but-distracting 'stretchy texture' bug was the main obstacle during conversion, which is also why things start looking a bit squat and seem flatter than usual near the end; it's because they are.
Unfortunately, this flattening thing was something of a necessary evil to prevent some walls from turning into a load of smudgy stretched shit.
Well alright I could have spent a bit more time on things and figured something out but I couldn't be bothered.
Ah well.
I was initially concerned that the giant outdoor area would have caused mysterious framerate problems under native PSX conditions, but it's instead completely stable*, which was a nice enough surprise.
Anyway, after some 40 minutes of pissing around colouring in some shapes and cursing sectors which are taller than 256 units occured, this had happened, and I threw in a bunch of Nightmare Spectres for good measure.
(*Okay this isn't 100% true if you want to get really pedantic, simply because the classic renderer absolutely loathes huge sectors; holes will appear in the floor and/or ceiling of such large spaces, with the sky visible through them. While this can get really ugly to look at with certain sky/flat combinations --especially when the infamous "firesky" is in use -- it at least doesn't actually affect gameplay or create a risk of the game crashing.)
As ever, the answer is "because I can".
Of course it is.
Just one of those ideas that popped into existence while I was getting along with my usual absent-minded day-to-day bullshit -- what if the original E1M8 was ported to PSX Doom, instead of the cut-down 'JagDoom' version?
To the surprise of nobody, it would have been reasonably trivial to put across. With the exception of texture variety, the original E1M8 reaches nowhere near any of the limits for a PSX Doom map at all. If anything, the harmless-but-distracting 'stretchy texture' bug was the main obstacle during conversion, which is also why things start looking a bit squat and seem flatter than usual near the end; it's because they are.
Unfortunately, this flattening thing was something of a necessary evil to prevent some walls from turning into a load of smudgy stretched shit.
Well alright I could have spent a bit more time on things and figured something out but I couldn't be bothered.
Ah well.
I was initially concerned that the giant outdoor area would have caused mysterious framerate problems under native PSX conditions, but it's instead completely stable*, which was a nice enough surprise.
Anyway, after some 40 minutes of pissing around colouring in some shapes and cursing sectors which are taller than 256 units occured, this had happened, and I threw in a bunch of Nightmare Spectres for good measure.
(*Okay this isn't 100% true if you want to get really pedantic, simply because the classic renderer absolutely loathes huge sectors; holes will appear in the floor and/or ceiling of such large spaces, with the sky visible through them. While this can get really ugly to look at with certain sky/flat combinations --especially when the infamous "firesky" is in use -- it at least doesn't actually affect gameplay or create a risk of the game crashing.)







![[LOUD DISAPPOINTED SIGH]
Come on guys its not that difficult Im not even moving for fucks sake why do you keep doing this. [LOUD DISAPPOINTED SIGH]](https://i.ytimg.com/vi/EQ78otofyT0/mqdefault.jpg)


