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Doom Editing Digest Vol. 01 Nr. 152

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #152
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 10 February 1995 Volume 01 : Number 152

Re: Top Ten Tips (longish)
Re: Re: Deathmatch Level Testing..
Re: Deathmatch Level Testing..
Re: New DEU?
Re: Top Ten Tips
Re: Top Ten Tips (longish)
RE: Top Ten Tips
The DESCENT mailing list!
WinTex 3.3 beta is out!
Re: Top Ten Tips (longish)
Re: Deathmatch Level Testing..
Re: Top Ten Tips (longish)
Re: Top Ten Tips (longish)
Re: Top Ten Tips (longish)
Re: Deathmatch Level Testing..
Re: Top Ten Tips
Re: Top Ten Tips (longish)
Re: Top Ten Tips (longish)
Re: Top Ten Tips (longish)
Re: Top Ten Tips (longish)
Re: Top Ten Tips (longish)

----------------------------------------------------------------------

From: John Minadeo <jminadeo@cybercon.com>
Date: Wed, 8 Feb 1995 20:46:55 -0500 (EST)
Subject: Re: Top Ten Tips (longish)

Forgive my ineptitude but I'm a bit new to the doom editing thing and I
was wondering if someone could tell me what a HOM is? In the context :
"I believe ID's levels are HOM-free except for one spot."
Thanks!

jminadeo@cybercon.com


------------------------------

From: doomhead <doomhead@thone.demon.co.uk>
Date: Thu, 9 Feb 1995 00:06:55 GMT
Subject: Re: Re: Deathmatch Level Testing..

In your message dated Wednesday 8, February 1995 you wrote :
>
> Keith Reid wrote:
> > Why not just use -DEATHMATCH when not connected? That'll start you up in
> > random spots and also have all deathmatch items there.
> >

> Good point, though that wasn't the main thing I wanted to get across.
> Similarly, you can use -altdeath and the THINGS will respawn
> (less key strokes as well) :)

Now that's a damn fine argument for altdeath if ever I heard one :-)
Regards,
Andy
- --
* Andy Sawyer ** e-mail:andys@thone.demon.co.uk ** Compu$erve:100432,1713 **
The opinions expressed above are my own, but you are granted the right to
use and freely distribute them. I accept no responsibility for any injury,
harm or damage arising from their use. -- The Management.


------------------------------

From: swift1@powergrid.electriciti.com (Dave Swift)
Date: Wed, 08 Feb 1995 18:48:54 -0800
Subject: Re: Deathmatch Level Testing..

>On Tue, 7 Feb 1995, Matthew Miller wrote:
>
>> On Mon, 6 Feb 1995, Dave Swift wrote:
>>
>> > I want to test play my deathmatch levels in single play to see the
>> > placement of things and test play it without having to link up
>> > with someone.. Is there a way to play a level and make Doom2
>> > think that there is another player?
>>
>> Try `DOOM2 -DEATHMATCH -WARP xx -SKILL z'.
>> (xx is level number 01-30, z is skill level 1-5)
>>
>> You won't get simulated extra players or whatever, but you *will* get
>> jettisoned to Deathmatch starts instead of the usual ones,
>
>True
>
>> and you will see the `multi-player-only' objects.
>
>No, you need the `-Net 1' parm to see multi-only things.
>
>In dos this gives me a `Doomcom - invalid buffer'
>works fine in LiNuX tho....
>
>-- GK
>
Is there a way around this "invalid buffer"? Id like to see all multi
play things if possible.. I've tried the other suggestions forwarded on this
matter but none seem to be the answer. BlindGypsy@aol.com mentioned a
utility EZ41.ZIP.. where might this be found? All help appreciated.
Dave Swift ~ Campagnolo USA ~ Carlsbad, SoCal USA
Swift1@PowerGrid.Electriciti.Com ~ Stonehenge BBS (619) 929-6596
74401,1041@CompuServe.Com ~ DaveSwift@Aol.Com

------------------------------

From: tedv@geom.umn.edu
Date: Wed, 8 Feb 95 22:37:53 CST
Subject: Re: New DEU?

> I take it the project for the new version has been dropped? I've heard
> no word on it, and it's been months and months and months.

No... Actually, a beta now exists. One catch... Raphael has it... and is
in Sweden... He was planning on uploading it before he left on his plane,
but (grr...) his ftp site was down. So we have to wait until he gets back
on Friday. Time from beta release to actual release? Probably less than
two weeks, but don't quote me. ;) Actually... we finally tracked down
a rather pesky bug in the GIF import/export code. So that's pretty cool.

- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"

tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)

------------------------------

From: Genesis Krzyzaniak <genesisk@eden.com>
Date: Wed, 8 Feb 1995 23:10:27 -0600 (CST)
Subject: Re: Top Ten Tips

On Wed, 8 Feb 1995 BonesBro@aol.com wrote:

> Here are a few that I kept in mind as I was building Amok.wad, 10 DM stages.

I completely agree with everything you said except this:

> 7. Try not to have really tiny levels, like idMap01.

I only play 2 player DM and IMO, levels like idMap01, DOOM ][ level 7,
ledges, etc are the _perfect_ size. If a level is too big you wind up just
looking for the other player, no fun...

> It was great, but when someone beamed in, you pretty much knew exactly
> where they were. 50-0 real fast if all they can get is a pistol...

This is cuz of weapon placement, not size, get idMap01f.wad...

- -- GK

------------------------------

From: Robert E Arthur <rea@st-andrews.ac.uk>
Date: Thu, 9 Feb 1995 09:58:14 +0100
Subject: Re: Top Ten Tips (longish)

On Wed, 8 Feb 1995, John Minadeo wrote:

> Forgive my ineptitude but I'm a bit new to the doom editing thing and I
> was wondering if someone could tell me what a HOM is?

Hall of Mirrors. It's the effect you get when you forget to place a
testure on a line, causing wierd `reflections'. It also occurs if your
node-building software (see dmspec*.txt) contains slight bugs.

> "I believe ID's levels are HOM-free except for one spot."

The place in question is on E1M1, at the zig-zag path, with the imps on
the high platform. You need to be *real* accurate to find it, since it
is caused by a minute bug in their node-builder.


Byeeeee,
Bob.



------------------------------

From: D.Casali@rea0808.wins.icl.co.uk
Date: Thu, 9 Feb 1995 10:03:06 +0000
Subject: RE: Top Ten Tips

- -----Multi-Part-Message-Level-1-1-26244
Content-type: text/plain; charset="us-ascii"

I found what really makes a level is not the placement of
monsters (you get that in most levels) but a really innovative
original feature that makes you think "WOW, that is SUCH a good
idea"
, I came across the idea to have a wall that when a switch
is pressed, it sinks into a series of lowering steps, revealing
a spider demon on the other side. With clever texture alignment

- -----Multi-Part-Message-Level-1-1-26244
Content-type: text/plain; charset="us-ascii"







the wall looked normal before hand, so the player gets an
enourmous surprise when this occurs. The sound of so many sectors
sinking at once also gives a worried feeling. Such an effect can
realy stand out in a level, and if there are a few other
innovative things, such as good light sourcing and shadowing,
features like gun closets and a good theme of textures, the level
becomes a pleasure to play, making you feel you are somewhere, not
just in a painted set.

The other trick is then to place the monsters so that the level is
playable again and again, not an easy thing to do.

And I'll echo all the concerns for texture allignment, I have seen
so many levels now that if one has unalligned textures, I
preconceive that it will be of lower standard than such levels as
RavenX.wad.

Having said all this, I'd love to post my levels to the net but am
unable with my existing setup, so my money will have to stay away
from my mouth so to speak.

Dario Casali.

- -----Multi-Part-Message-Level-1-1-26244--

------------------------------

From: "Hurricane/ -=[ Woo woo!! ]=-" <bhume@is.dal.ca>
Date: Thu, 9 Feb 1995 07:47:09 -0400 (AST)
Subject: The DESCENT mailing list!

Just to let everyone know: A new mailing list dedicated to DESCENT has
finally been created. There won't be too much to talk about until the
registered version gets out, except for possibly hacking the executable
and the creation of new editors for the game (though I'm sure there'll be
plenty to talk about in that respect.)

Like the DOOM mailing list, this will be a list discussing Descent
editing techniques, the art being in infancy as it is. It'll also get
the DESCENT comments and questions off this list so that it can go back
to what it was made and meant for. :)

To subscribe to the Descent mailing list:
Mail listserv@swamp.nstn.ca
In the body of the message:
SUB DESCENT <Your real name here>
For help put the command "HELP" in the body of the message.

This list is just starting, so don't expect a flood of mail right after
you subscribe. But if you have anything to say, please do. It'll help
get things rolling.

------------------------------

From: Olivier Montanuy <montanuy@LANNION.cnet.fr>
Date: Thu, 9 Feb 1995 14:06:58 +0100
Subject: WinTex 3.3 beta is out!

WinTex 3.3, the visual basic shell for deutex is out!
ftp.cdrom.com pub/doom/NEWSTUFF (?)
wuarchive.wustl.edu pub/MSDOS_UPLOADS/doom

It's a tool to replace DMGRAPH, DMAUD, DMMUS, DMADDS, NWT, WT....
Windoze only (sorry :-), but based on the DOS version of DeuTex.
Completely graphic, easy to use...

Have fun!

Olivier Montanuy



------------------------------

From: <jdh15@po.cwru.edu>
Date: 9 Feb 1995 13:35:59 GMT
Subject: Re: Top Ten Tips (longish)

> > "I believe ID's levels are HOM-free except for one spot."
>
> The place in question is on E1M1, at the zig-zag path, with the imps on
> the high platform. You need to be *real* accurate to find it, since it
> is caused by a minute bug in their node-builder.

Wow. I have played E1M1 approx. 850,027,472 times, and have never
noticed a HOM. I think "minute" was indeed the correct word here.
:)

- -j

p.s., which is correct, "a" HOM or "an" HOM.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

ASPARAGUS is available year-round but is at its best in the spring.
-Look for plump, crisp, straight, unshriveled stems and tightly furled tips.
-Refrigerate in a moist wrapper for no more than a couple of days.
-Asparagus is rich in vitamins A and C.
-The stalks have been a treasured food since ancient times.

<from the Cleveland Plain Dealer, April 6th, 1994>

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Jeremy Holland
jdh15@po.cwru.edu
Case Western Reserve University
http://maniac.cwru.edu/~deth/
Cleveland, Ohio

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


------------------------------

From: sky@euler.Verity.COM (Sky Golightly)
Date: Thu, 9 Feb 1995 07:41:25 -0800
Subject: Re: Deathmatch Level Testing..

> On Feb 8, 18:48, Dave Swift wrote:
> >On Tue, 7 Feb 1995, Matthew Miller wrote:
> >
> >> On Mon, 6 Feb 1995, Dave Swift wrote:
> >>
> >> > I want to test play my deathmatch levels in single play to see the
> >> > placement of things and test play it without having to link up
> >> > with someone.. Is there a way to play a level and make Doom2
> >> > think that there is another player?
> >>
> >> Try `DOOM2 -DEATHMATCH -WARP xx -SKILL z'.
> >> (xx is level number 01-30, z is skill level 1-5)
> >>
> >> You won't get simulated extra players or whatever, but you *will* get
> >> jettisoned to Deathmatch starts instead of the usual ones,
> >
> >True
> >
> >> and you will see the `multi-player-only' objects.
> >
> >No, you need the `-Net 1' parm to see multi-only things.
> >
> >In dos this gives me a `Doomcom - invalid buffer'
> >works fine in LiNuX tho....
> >
> >-- GK
> >
> Is there a way around this "invalid buffer"? Id like to see all multi
> play things if possible.. I've tried the other suggestions forwarded on this
> matter but none seem to be the answer. BlindGypsy@aol.com mentioned a
> utility EZ41.ZIP.. where might this be found? All help appreciated.
> Dave Swift ~ Campagnolo USA ~ Carlsbad, SoCal USA
> Swift1@PowerGrid.Electriciti.Com ~ Stonehenge BBS (619) 929-6596
> 74401,1041@CompuServe.Com ~ DaveSwift@Aol.Com
>
>-- End of excerpt from Dave Swift

Start a network game (using ipxsetup, idoom, or ifrag) with just yourself
and you'll see all the multi-items.


- -- sky

------------------------------

From: John Wakelin <johnw@datametrics.com>
Date: Thu, 9 Feb 95 12:07:21 -0500
Subject: Re: Top Ten Tips (longish)

> Wow. I have played E1M1 approx. 850,027,472 times, and have never
> noticed a HOM. I think "minute" was indeed the correct word here.
> :)
>
> -j
>
> p.s., which is correct, "a" HOM or "an" HOM.
>

Neither, it is "the" HOM or just HOM. It is a condition applied to an
object (like AIDS) You refer to it as if it were a desease. ex.
"The WAD had a bad case of HOM." or "The HOM can be eliminated by
reversing the line tags in that sector."
Of course this will be
included in my next book 'Grammar and Structure for 3D Game Hacking
and Documentation'. It should be released sometime after the release
of DEU 6.0 (a couple of months at most). Look for draft copies on
your favorite Lexically oriented FTP server.

Hope this helps,
John

__________________________________________________________
#include <stupidstuff.h>
#define USER "johnw" /* John Wakelin */
/* Johnw@datametrics.com */
main() /* (703) 385 7700 */
{
while (isstupid(USER)) ignore(USER);
}

------------------------------

From: Madis Remmik <h2madis@siil.edu.ee>
Date: Thu, 9 Feb 1995 19:50:03 +0200 (EET)
Subject: Re: Top Ten Tips (longish)

> > > "I believe ID's levels are HOM-free except for one spot."
> >
> > The place in question is on E1M1, at the zig-zag path, with the imps on
> > the high platform. You need to be *real* accurate to find it, since it
> > is caused by a minute bug in their node-builder.
>
> Wow. I have played E1M1 approx. 850,027,472 times, and have never
> noticed a HOM. I think "minute" was indeed the correct word here.
> :)
>
> -j
>
> p.s., which is correct, "a" HOM or "an" HOM.
>
I agree that there is no HOM at E1M1.But what about E1M6?The one that has
a lot outdoor action?That level is much slower than any other,and I think
this is caused by very tiny HOMs,which are not visible because of VGA's
poor resolution.It's very possible that there are sometimes more than
16 2-sided linedefs visible in that kind of levels.

Madis Remmik (h2madis@siil.edu.ee)


------------------------------

From: tedv@geom.umn.edu
Date: Thu, 9 Feb 95 14:03:19 CST
Subject: Re: Top Ten Tips (longish)

> > > > "I believe ID's levels are HOM-free except for one spot."
> > >
> > > The place in question is on E1M1, at the zig-zag path, with the imps on
> > > the high platform. You need to be *real* accurate to find it, since it
> > > is caused by a minute bug in their node-builder.

Actually not. That is not an HOM. It's some stray line. I know it's from a
rounding error in their node building, but it's not an HOM.

The one HOM I did find was on Map 7 -- Deathmatch mode. Go to where the
BFG is, stand in front of the button, and turn around 180 degrees. (Make sure
the door in front of you is open.) Hit TAB to go onto the map and TAB to go
off. You will have a small strip of black map that was no overwritten-- your
HOM.

Oh, just for kicks, go to E2M9 and look at the door that houses the yellow
key. Watch the lower texture behind the door as it opens. Very funky. I
don't know what causes this one. Of course, I haven't looked too hard either.

- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"

tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)

------------------------------

From: ag914@detroit.freenet.org (Charles R. Mabbott Jr.)
Date: Thu, 9 Feb 1995 15:10:33 -0500
Subject: Re: Deathmatch Level Testing..

>
>I want to test play my deathmatch levels in single play to see the
>placement of things and test play it without having to link up
>with someone.. Is there a way to play a level and make Doom2
>think that there is another player?

Yeah.. Setup your IPX drivers on your Net card if you have one
and run IPXSETUP -NODES 1 and it will work in netmode and have all the
new weapons in it with only one player.. FOund that out by accident..



------------------------------

From: ag914@detroit.freenet.org (Charles R. Mabbott Jr.)
Date: Thu, 9 Feb 1995 15:24:55 -0500
Subject: Re: Top Ten Tips

>2. Thos one is a minor point, but it is so easy to fix, it's hardly
>worth mentioning. Lousy Dmatch starts. I haven't seen any of them in
>pwads, but on level 1 3 (was it 1-3...hmmm...the level that gets you to
>the 1st secret level...yeah, 1-3) there was a start that gave you a
>soulsphere, but you were trapped in that little room 'till someone let
>you out.

There was also a instance like that in E1M2 when you started near
the Chainsaw if I remember correctly.. THat drives me crazy so I edited
the WAD and moved that starting point a bit..

One thing that drives me crazy is I grabbed a couple .WADs on the
local BBSes in my area and happen to notice that the levels were just a
HUGE square room.. Whoopie.. Others are just slammed together in about 5
minutes and have no real flow or method to the level... THere was no
escape on most either. there was basically one ice hallway for the level
design.. It ensures a lot of Frags that way but I liked it better with a
few back hallways.. Like Map 17 The Tenements on DOOM ][.. THats a fairly
large level but with 4 players it gets very interesting.. Its tough to
trap opponents in areas since there are so many ways around the level
through passages and such.. THat makes it pretty fun..

One last thing.. What drives me nuts is Weapon placement.. THey
design a cool level and put the weapons around the level at random.. Now
when a player starts... One is near maybe a Chaingun to start.. THe other
can be next to a ROcket Launcher or Plasma almost immeadiatly.. THat
drive me nuts.. Like on Map 01 in D2.. If you get one spot you get a
ROcket, BFG and Shotgun in one swoop.. Which does get annoying.. Relies
to much on luck for my tastes.. Make the wepaon placement somewhat even
on the level.. So wherever you start you get a fair shot at a kill..

--- CHuck




------------------------------

From: ag914@detroit.freenet.org (Charles R. Mabbott Jr.)
Date: Thu, 9 Feb 1995 15:38:19 -0500
Subject: Re: Top Ten Tips (longish)

>Wow. I have played E1M1 approx. 850,027,472 times, and have never
>noticed a HOM. I think "minute" was indeed the correct word here.

Hmmm.. WHen I heard about that one I had to really work to get it
to show up finally.. But I found a HOM.. I believe in 19 the Citidel..
<Spelling?> Anyways.. THere is a part in the lower right hand corner of
the Castle on the map.. THere are Green walls. (Like Zig Zag E1M1) and
two switches that raise platforms.. If you raise the one nearest the
stairs all the way to the top you can wander over and view the wall on
the far side of the stairs.. THere is a missing texture above the stairs

>p.s., which is correct, "a" HOM or "an" HOM.

Grammer says it would be a HOM.. since a follows consenants and
an before vowel starting words..

ex. A dog a Cat a HOM
an Umbrella, an elephant.. ect..



------------------------------

From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 9 Feb 1995 16:39:01 -0400
Subject: Re: Top Ten Tips (longish)

On Thu, 9 Feb 1995 jdh15@po.cwru.edu wrote:

> > The place in question is on E1M1, at the zig-zag path, with the imps on
> > the high platform. You need to be *real* accurate to find it, since it
> > is caused by a minute bug in their node-builder.
>
> Wow. I have played E1M1 approx. 850,027,472 times, and have never
> noticed a HOM. I think "minute" was indeed the correct word here.
> :)
>
It's just the opposite for me -- I see it _every_ time I play, but only
since I heard about it way back when... Maybe I'm just a really accurate
player :)

- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ." Remember... God plays Doom


------------------------------

From: DoomHead <doomhead@thone.demon.co.uk>
Date: Thu, 09 Feb 1995 21:14:10 GMT
Subject: Re: Top Ten Tips (longish)

In message <199502091336.IAA18321@slc5.INS.CWRU.Edu> jdh15@po.cwru.edu writes:
>
>> > "I believe ID's levels are HOM-free except for one spot."
>>
>> The place in question is on E1M1, at the zig-zag path, with the imps on
>> the high platform. You need to be *real* accurate to find it, since it
>> is caused by a minute bug in their node-builder.
>
>Wow. I have played E1M1 approx. 850,027,472 times, and have never
>noticed a HOM. I think "minute" was indeed the correct word here.
>:)
>

I remeber the first time I spotted the E1M1 HOM - just after my first ever
attempt at modifing a Doom Level, and thought it was my fault (although my
mods were miles away from there). Then reloaded without my PWAD, and lo and
behold there was the HOM in the same place...and I hadn't go looking for it
....spooky!


Regards
Andy
- --
* Andy Sawyer ** e-mail:andys@thone.demon.co.uk ** Compu$erve:100432,1713 **
The opinions expressed above are my own, but you are granted the right to
use and freely distribute them. I accept no responsibility for any injury,
harm or damage arising from their use. -- The Management.

------------------------------

From: Dopefish <decerman@ouray.cudenver.edu>
Date: Thu, 9 Feb 1995 15:04:49 -0700 (MST)
Subject: Re: Top Ten Tips (longish)

On Thu, 9 Feb 1995, Madis Remmik wrote:

> > > > "I believe ID's levels are HOM-free except for one spot."
> > >
> > > The place in question is on E1M1, at the zig-zag path, with the imps on
> > > the high platform. You need to be *real* accurate to find it, since it
> > > is caused by a minute bug in their node-builder.
> >
> > Wow. I have played E1M1 approx. 850,027,472 times, and have never
> > noticed a HOM. I think "minute" was indeed the correct word here.

I've seen an HOM on E1M1. You need to have your screen in about full
screen high detail, I believe. I don't remember the details, but I know
that when you look from a certain angle, you can see a thin vertical HOM
in the zigzag room.
__ __
____ /\ \ /\ \ Dan Cerman
/ \ \ / \ \ _\ \ \ --+-=-+-- o
/ /\ \_\ / /\ \ \ /\_\ \ \ o _/|_
\ \ \ | | \ \/ \_\ \ __ \_\ decerman@ouray.cudenver.edu . / \ /
\ \/ |_| \ /\/_/ \ \ \/_/ OO <| ><|
\ / / \ \_\ \ \_\ "For the water is deep, and UU\___/ \
\/_/ \/_/ \/_/ I have dodged the Dopefish."
-js


------------------------------

From: Erik Powell/TSS <eerok@thetics.europa.com>
Date: Thu, 9 Feb 1995 15:21:47 -0800 (PST)
Subject: Re: Top Ten Tips (longish)

> > Wow. I have played E1M1 approx. 850,027,472 times, and have never
> > noticed a HOM. I think "minute" was indeed the correct word here.
> > :)
> Neither, it is "the" HOM or just HOM. It is a condition applied to an
> object (like AIDS) You refer to it as if it were a desease. ex.

what is a HOM? It sounds like some kind of messup in the display or
something
-- eerok@europa.com --



------------------------------

End of doom-editing-digest V1 #152
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