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Now map creating, I'm not sure yet. You could probably do it.
Anyone who is familiar with slade can open the Doom64.wad and see how the levels are organized. They are compatible with Doom Builder 64.
There is also some "mods" folder definied in code (from what I've dissected it), which apparently suppose to work with kpf files, but I have not been able to get it running.
That's interesting! I did not know that. kpf files are basically zip files and you can make them by changing the extensions around and handling them like zips. I wonder if that would be the proper way to get at adding custom textures since I know the kpf files do contain custom graphics.
ngl i was expecting more options on this remaster so the fact that it isnt as feature complete as some of the other community source ports/remasters/remakes makes me wonder if it would be worth buying if it didn't have the lost levels extra chapter, its nice i got it for free though and so is the accurate lighting
Ill see if they have custom textures, if not, some of them should be compatible, if they are compatible with EX. I found this, which may do the trick, I'll just have to look at the wads later: https://www.tapatalk.com/groups/doom64ex/outcast-redemption-denied-and-reckonking-maps-upda-t191.html
Yeah, I tried, but it doesn't seem to work, sadly. Also Map command seems to use level ID and not level name
Also it's "mods" folder.
Unless I am missing something....