Dm2conv must be run in dosbox. Get it at https://www.doomworld.com/idgames/utils/wad_tools/dm2cnv32 It lets you convert between Doom 1, Doom 2, and Heretic any which way. Then replace its default.rsp with this file modifed by Gokuma. It adds these conversions * Doom1/2 to Strife * Hexen to Strife (but wad must be copy and pasted into vanilla format) (Also all Hexen line/sector/thing specials and scripting will be wiped). Following need to already be normal finished Doom vanilla format not their format in the alpha versions: * Alpha 0.3, 0.4, 0.5 conversion to Doom 2 with ClassicT.wad by Gokuma Usage for added conversions: dm2conv whatever.wad convertd.wad @:DS dm2conv whatever.wad convertd.wad @:HXS dm2conv whatever.wad convertd.wad @:A3CT dm2conv whatever.wad convertd.wad @:A4CT dm2conv whatever.wad convertd.wad @:A5CT Newest version of ClassicT.wad needed for Alpha conversions https://www.mediafire.com/file/t04dwi6zgyzr0d6/ClassicT.zip/file Sometime might make a bare minimal wad with only the textures used. Things to be aware of converting maps to Strife: Strife has much more punishing, deadlier falling damage than Hexen. The player's max step height is only 16 in Strife opposed to 24 in other games. Jumping up each of a series of 20 or 24 high steps is very slow, so it's a good idea to add steps or change floor heights. In Strife, the player width, actually radius, is 18 rather than 16. So while in Doom you can pass through 33 wide spaces, a space has to be 37 wide in Strife and even wider for diagonal space. I've caught such a space that was still passible but likely for the player to get momentarily caught on virtually every time, so I widened it to flow better. Not sure exactly how high but Strife lets you jump up 32. With Strife's normal exit switch special 11 S1 Exit, you can set the tag number to number map for the exit to take you to. This does not work for the W1 Exit and it goes to hardcoded next map or that which is specified in mapinfo. Secret exits do something with Strife's story progression. Other linedef or sector specials might not match up to Doom's. It's a good idea to check out each switch in a converted map. On short or narrow walls, you may have to adjust texture alignment for the switch to be visible. Some Strife switches are also harder to see anyway and blend in with similar textures. You may want to change some to ones easier to spot. What out for single patch textures as mid texture on 2 sided linedefs being changed to multipatch textures. Ports may handle it alright, but vanilla strife1.exe will have an ugly graphic glitch and maybe slowdown. Strife's waterfall and slimefall textures are not animated by themselves. You'll have to use line special 143 Scroll Down Fast. Unfortunately if it's a midtexture intended for players to walk through, you're out of luck. Special 143 seems to simply remove a mid texture. Also if the line already another special, you'll probably want to do more editing to make it 143 and the original special on a line near it. Strife's texture1 format is slightly different from other Doom engine games, but Slade should be able to handle it if you want to add textures. Concerning weapons: The regular shotgun gets changed to crossbows. The super shotgun changed to the similar acting Mauler. Shell ammo is then randomly changed to bolts or cells, with one bolt quiver being set to poison arrows. If a map only had one of the shotguns, then you may have a shortage of ammo for a weapon, and possibly excess of another ammo type. Rocket launchers randomly change to mini missile launcher or grenade launcher. If there's only one RL in a map then you're only going to have one of those while the ammo is split between both. Single rockets will be either 4 mini missiles or grenades. Boxes will be either 20 missile crate or grenades. One grenades item will be phosphorous grenades. Plasma Rifles change to Flame Throwers. but it's not nearly as good, unless a mod improves it. Chainsaws left as flame thrower as it's probably the closest match. Chaingun will be assault gun, randomly regular or standing. BFG will be random form of Sigil. Many of Strife's bosses, NPC's, items, decorations are set not to appear in deathmatch even with monsters on unless a mod changes it. Acolytes and Reavers are usually tougher than the lower Doom monsters, so you'll likely have to rebalance maps with the enemies they contain vs health & ammo. Most Acolytes have 70 health like a chaingunner. The bright green and blue ones have 60 like an imp. Reavers have 150 health and their hitscanner attack seems more dangerous than a chaingunner. Some of Strife's bosses spawn Specters which can only be damaged by the Sigil. Killing the Programmer ends a map (replaces Romero's head though much larger). There are no soulspheres, megaspheres, or berserk packs, so they're changed to surgery kits. Megaspheres might randomly be metal armor instead. You can put the line special 226 S1 Lower floor to low adjacent, give stat bonus a bunch of places in a map. Each time you hit one of those you get +10 max health, accuracy, and punching power. Not sure at what amount it equals or may surpass Doom berserk, but you don't need to be maxed at 200 max health for your punch to gib Acolytes. I've done my best to match things up and have a map most likely be playable, but it's a good idea to further fix it up in an editor and make it look better by changing textures and aligning more. Whatever graphics are in a wad, many get renamed to replace Strife stuff, or will replace Strife stuff without being renamed, but they need to be converted from Doom palette to Strife palette in Slade. 16 = climbable step max height for player (was 24 in Doom) Enemies are able to normally climb up steps 24 tall though. 52 = jump up (a step) max height 160 = safe jump off max height 208 = safe fall max height In zmapinfo you can disable falling damage for any map with NoFallingDamage Strife Veteran's Edition requires GL nodes. Get it at http://glbsp.sourceforge.net Build GL nodes for a wad like this: glbsp old.wad -o new.wad That will add GL nodes after each map for maxium compatibility. It does not affect anything for ports not supporting GL nodes. If a map happens to be missing built nodes altogether then it will build the normal ones too just fine for anything. However outdated on some things, see this for some more good info such as what things are changed by what map scripts. https://gokuma.neocities.org/txt/STRFEDIT.TXT gokuma.neocities.org