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Doom Editing Digest Vol. 01 Nr. 104

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #104
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 31 December 1994 Volume 01 : Number 104

Descent Critique & lesson
Re: Descent Critique & lesson
Re: Descent Critique & lesson
Re: Descent Critique & lesson
heretic specs released
Re: Descent Critique & lesson
Re: Descent Critique & lesson
Re: Descent Critique & lesson
Re: Descent Critique & lesson
DOOM 2 to Heretic PWAD converter
Re: Descent Critique & lesson

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

From: John Wakelin <johnw@datametrics.com>
Date: Fri, 30 Dec 94 13:13:05 -0500
Subject: Descent Critique & lesson

Hmmmmm,

I just spent the last two days emersing myself in Descent and
although it is not at all bad from a technical stand-point, it really
lacks the "raise the hair on the back of your neck" feel of DOOM. It
seems to me that a lot of effort was put into making a smoothly
scrolling, 1st person, true 3D game engine but, not enough thought
went into playability and ambiance (IMHO).

I know this sounds like another rah rah for DOOM like you see on
a.g.d but, my intention in posting this to emphisize that while the games
we make should look good, how playable they are is what will really
determine their popularity. I honestly believe that ID has this
fully in mind with every game they make and it shows. When we make
new levels, we like to show off to each other the neat tricks and
techniques we develop but we should keep in mind that people are
going to play these thing as well.

This is probably more self-admonishment than anything else but it has
relevance to the group.

By the way, anyone else notice that John Carmack's name is in the credits
for Descent? (Coincidence or not?)

Have a great New Years,
John

__________________________________________________________
John Wakelin |
Datametrics Systems Corp. | Ph. 703 385 7700 x341
12150 East Monument Dr. Ste 300 | Fax 703 385 7711
Fairfax, VA. 22033 USA | johnw@datametrics.com
__________________________________________________________

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

From: Matt Ayres <ayres@cdrom.com>
Date: Fri, 30 Dec 1994 10:53:31 -0800 (PST)
Subject: Re: Descent Critique & lesson

On Fri, 30 Dec 1994, John Wakelin wrote:

> Hmmmmm,
>
> I just spent the last two days emersing myself in Descent and
> although it is not at all bad from a technical stand-point, it really
> lacks the "raise the hair on the back of your neck" feel of DOOM. It
> seems to me that a lot of effort was put into making a smoothly
> scrolling, 1st person, true 3D game engine but, not enough thought
> went into playability and ambiance (IMHO).

You obviously haven't tried 4 or more player anarchy network play... ;-)

> I know this sounds like another rah rah for DOOM like you see on
> a.g.d but, my intention in posting this to emphisize that while the games
> we make should look good, how playable they are is what will really
> determine their popularity. I honestly believe that ID has this
> fully in mind with every game they make and it shows. When we make
> new levels, we like to show off to each other the neat tricks and
> techniques we develop but we should keep in mind that people are
> going to play these thing as well.
>
> This is probably more self-admonishment than anything else but it has
> relevance to the group.
>
> By the way, anyone else notice that John Carmack's name is in the credits
> for Descent? (Coincidence or not?)

Yes, Parallax software said he helped them out some time ago with
something...

-Matt A.


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

From: Chainsaw Jim <jimu@point.cs.uwm.edu>
Date: Fri, 30 Dec 1994 13:09:58 -0600 (CST)
Subject: Re: Descent Critique & lesson

> >
> > By the way, anyone else notice that John Carmack's name is in the credits
> > for Descent? (Coincidence or not?)
>
> Yes, Parallax software said he helped them out some time ago with
> something...
>
>
Where did you hear about this? I'm interested in any background info on
parallax.

Thanks

jim

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

From: John Wakelin <johnw@datametrics.com>
Date: Fri, 30 Dec 94 14:20:55 -0500
Subject: Re: Descent Critique & lesson

> From: Matt Ayres <ayres@cdrom.com>
> Reply-To: doom-editing@nvg.unit.no

> > Hmmmmm,
> >
> > I just spent the last two days emersing myself in Descent and
> > although it is not at all bad from a technical stand-point, it really
> > lacks the "raise the hair on the back of your neck" feel of DOOM. It
> > seems to me that a lot of effort was put into making a smoothly
> > scrolling, 1st person, true 3D game engine but, not enough thought
> > went into playability and ambiance (IMHO).
>
> You obviously haven't tried 4 or more player anarchy network play... ;-)

Actually, we played an 8 player game last night, and your point
is well taken, it was a blast. I was refering to single player
games, the multi-player strategic potential of Descent is mind
boggling.


> Yes, Parallax software said he helped them out some time ago with
> something...

Interesting, thanks.

> -Matt A.


John
__________________________________________________________
John Wakelin |
Datametrics Systems Corp. | Ph. 703 385 7700 x341
12150 East Monument Dr. Ste 300 | Fax 703 385 7711
Fairfax, VA. 22033 USA | johnw@datametrics.com
__________________________________________________________

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

From: joost schuur <joost.schuur@student.uni-tuebingen.de>
Date: Fri, 30 Dec 1994 23:24:03 +0100 (MEZ)
Subject: heretic specs released

straight from american mcgee, the specs to heretic. thanks again guys:

SECTOR SPECIALS:

numspecials: 48
6:Ceiling_Crush&Raise
4:Damage_LavaFlow
16:Damage_LavaHefty
5:Damage_LavaWimpy
7:Damage_Sludge
10:Door_Close_in_30
14:Door_Raise_in_5_Mins
15:Friction_Low
2:Light_Fast_Strobe
1:Light_Flickering
8:Light_Glowing
3:Light_Slow_Strobe
13:Light_SynchStrobeFast
12:Light_SynchStrobeSlow
; Scroll specials scroll the floor texture and push the player.
23:Scroll_EastFast
22:Scroll_EastNormal
21:Scroll_EastSlow
28:Scroll_NorthFast
27:Scroll_NorthNormal
26:Scroll_NorthSlow
33:Scroll_SouthFast
32:Scroll_SouthNormal
31:Scroll_SouthSlow
38:Scroll_WestFast
37:Scroll_WestNormal
36:Scroll_WestSlow
9:SecretArea
; Wind specials push objects that are flagged to be affected by wind.
; Here's a (not sure if it's complete) list: players, pods, ethereal
; bow PL1&PL2 side shots, hellstaff PL1, undead warrior green axes,
; weredragon fireballs, ophidian wimpy shots, ironlich fire column,
; and gargoyle leader fireballs.
41:Wind_EastNormal
42:Wind_EastStrong
40:Wind_EastWeak
44:Wind_NorthNormal
45:Wind_NorthStrong
43:Wind_NorthWeak
47:Wind_SouthNormal
48:Wind_SouthStrong
46:Wind_SouthWeak
50:Wind_WestNormal
51:Wind_WestStrong
49:Wind_WestWeak

THINGS (* = registered version only):

numthings: 96
Ammo_DragonClawHefty = 270 55 7 (0.862072 0.223045 0.000000) NOICON
Ammo_DragonClawWimpy = 90 54 7 (0.862072 0.223045 0.000000) NOICON
Ammo_CrossbowHefty = 270 19 7 (0.862072 0.223045 0.000000) NOICON
Ammo_CrossbowWimpy = 270 18 1 (0.862072 0.223045 0.000000) NOICON
Ammo_ElvenWandHefty = 0 12 7 (0.862072 0.223045 0.000000) NOICON
Ammo_ElvenWandWimpy = 180 10 7 (0.862072 0.223045 0.000000) NOICON
*Ammo_MaceHefty = 0 16 7 (0.862072 0.223045 0.000000) NOICON
*Ammo_MaceWimpy = 180 13 7 (0.862072 0.223045 0.000000) NOICON
*Ammo_PhoenixRodHefty = 90 23 7 (0.862072 0.223045 0.000000) NOICON
*Ammo_PhoenixRodWimpy = 90 22 1 (0.862072 0.223045 0.000000) NOICON
*Ammo_HellstaffHefty = 0 21 7 (0.862072 0.223045 0.000000) NOICON
*Ammo_HellstaffWimpy = 90 20 7 (0.862072 0.223045 0.000000) NOICON
Arti_BagOfHolding = 90 8 7 (0.845759 0.000000 0.875866) NOICON
Arti_Egg = 90 30 7 (0.845759 0.000000 0.875866) NOICON
Arti_FireBomb = 90 34 7 (0.845759 0.000000 0.875866) NOICON
Arti_Fly = 90 83 23 (0.845759 0.000000 0.875866) NOICON
Arti_HealingComplete = 90 32 7 (0.845759 0.000000 0.875866) NOICON
Arti_HealingHefty = 270 82 7 (0.130390 0.731040 0.120777) NOICON
Arti_HealingWimpy = 90 81 3 (0.276894 1.000000 0.023286) NOICON
Arti_Invisibility = 90 75 7 (0.845759 0.000000 0.875866) NOICON
Arti_Invulnerability = 90 84 7 (0.845759 0.000000 0.875866) NOICON
Arti_Shield1 = 90 85 7 (0.845759 0.000000 0.875866) NOICON
*Arti_Shield2 = 90 31 7 (0.845759 0.000000 0.875866) NOICON
Arti_SuperMap = 90 35 7 (0.845759 0.000000 0.875866) NOICON
*Arti_Teleport = 180 36 7 (0.845759 0.000000 0.875866) NOICON
Arti_TomeOfPower = 90 86 7 (0.845759 0.000000 0.875866) NOICON
Arti_Torch = 90 33 7 (0.845759 0.000000 0.875866) NOICON
; Most blob things are <bl>ocking <ob>jects.
Blob_Barrel = 0 44 7 (0.462065 0.413068 0.232307) NOICON
*Blob_BrownPillar = 270 47 7 (0.462065 0.413068 0.232307) NOICON
Blob_Chandelier = 0 28 7 (0.462065 0.413068 0.232307) NOICON
Blob_FireBrazier = 270 76 7 (0.462065 0.413068 0.232307) NOICON
*Blob_HangingCorpse = 0 51 5 (0.462065 0.413068 0.232307) NOICON
Blob_KeyGizmoBlue = 180 94 7 (0.001007 0.001556 1.000000) NOICON
Blob_KeyGizmoGreen = 0 95 7 (0.000381 0.372417 0.000580) NOICON
Blob_KeyGizmoYellow = 90 96 7 (0.967025 1.000000 0.020661) NOICON
Blob_Moss1 = 0 48 7 (0.462065 0.413068 0.232307) NOICON
Blob_Moss2 = 0 49 7 (0.462065 0.413068 0.232307) NOICON
Blob_SerpentTorch = 0 27 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang35 = 90 26 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang45 = 270 25 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang60 = 0 24 7 (0.462065 0.413068 0.232307) NOICON
Blob_SkullHang70 = 180 17 7 (0.462065 0.413068 0.232307) NOICON
Blob_SmallPillar = 0 29 7 (0.462065 0.413068 0.232307) NOICON
*Blob_StalactiteLarge = 180 40 7 (0.462065 0.413068 0.232307) NOICON
*Blob_StalactiteSmall = 0 39 0 (0.462065 0.413068 0.232307) NOICON
Blob_StalagmiteLarge = 270 38 7 (0.462065 0.413068 0.232307) NOICON
Blob_StalagmiteSmall = 180 37 7 (0.462065 0.413068 0.232307) NOICON
*Blob_Volcano = 180 87 7 (0.034242 0.008667 0.413800) NOICON
Blob_WallTorch = 0 50 5 (0.462065 0.413068 0.232307) NOICON
Pod = 90 2035 7 (0.027329 0.093890 0.248283) NOICON
PodGenerator = 0 43 7 (0.153890 0.075610 0.365520) NOICON
Key_Blue = 90 79 7 (0.077990 0.279794 0.772408) NOICON
Key_Green = 0 73 7 (0.000381 0.372417 0.000580) NOICON
Key_Yellow = 0 80 7 (0.962294 1.000000 0.038926) NOICON
*Monster_Weredragon = 90 70 4 (0.324137 0.005737 0.047700) NOICON
*Monster_Sabreclaw = 270 90 15 (0.324137 0.005737 0.047700) NOICON
Monster_Ironlich = 270 6 14 (0.324137 0.005737 0.047700) NOICON
Monster_Gargoyle = 135 66 15 (0.324137 0.005737 0.047700) NOICON
Monster_GargoyleLeader = 0 5 7 (0.324137 0.005737 0.047700) NOICON
Monster_UndeadWarrior = 45 64 12 (0.324137 0.005737 0.047700) NOICON
Monster_UndeadWarriorGhost = 270 65 6 (0.324137 0.005737 0.047700) NOICON
*Monster_Maulotaur = 0 9 7 (0.324137 0.005737 0.047700) NOICON
Monster_Golem = 270 68 15 (0.324137 0.005737 0.047700) NOICON
Monster_GolemGhost = 90 69 2 (0.324137 0.005737 0.047700) NOICON
Monster_GolemLeader = 180 45 14 (0.324137 0.005737 0.047700) NOICON
Monster_GolemLeaderGhost = 180 46 6 (0.324137 0.005737 0.047700) NOICON
*Monster_Ophidian = 270 92 9 (0.324137 0.005737 0.047700) NOICON
*Monster_DSparil = 90 7 7 (0.324137 0.005737 0.047700) NOICON
*Monster_DSparilSpot = 0 56 7 (1.000000 0.545930 0.822382) NOICON
Monster_Disciple = 180 15 12 (0.324137 0.005737 0.047700) NOICON
Player_1_start = 90 1 7 (0.358623 0.031907 0.207663) NOICON
Player_2_start = 90 2 7 (0.358623 0.031907 0.207663) NOICON
Player_3_start = 90 3 7 (0.358623 0.031907 0.207663) NOICON
Player_4_start = 90 4 7 (0.358623 0.031907 0.207663) NOICON
Player_Deathmatch = 90 11 23 (1.000000 1.000000 1.000000) NOICON
; Ambient sounds are placed anywhere on a level to add them to the ambient
; sound list. They then play randomly in the background.
Sound_A1_Bells = 270 1205 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_Drops = 270 1202 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_FastFootsteps = 90 1209 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_Heartbeat = 90 1204 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_Laughter = 90 1208 7 (0.000000 1.000000 0.987091) NOICON
Sound_A1_SlowFootsteps = 90 1203 7 (0.000000 1.000000 0.987091) NOICON
*Sound_A2_Growl = 90 1206 7 (0.000000 1.000000 0.987091) NOICON
*Sound_A2_Magic = 270 1207 7 (0.000000 1.000000 0.987091) NOICON
*Sound_A2_Scream = 270 1200 7 (0.000000 1.000000 0.987091) NOICON
*Sound_A2_Squish = 270 1201 7 (0.000000 1.000000 0.987091) NOICON
; Environment sounds are tacked on to world objects that need noise.
Sound_E1_Wind = 270 42 7 (0.000000 1.000000 0.987091) NOICON
*Sound_E2_Waterfall = 90 41 7 (0.000000 1.000000 0.987091) NOICON
; Put teleport glitter on teleports.
TeleportGlitter = 90 74 7 (0.875866 0.000000 0.262017) NOICON
TeleportGlitterExit = 0 52 8 (0.875866 0.000000 0.262017) NOICON
TeleportMan = 270 14 7 (0.862072 0.785668 0.272530) NOICON
Weapon_DragonClaw = 180 53 23 (0.448271 0.164541 0.022843) NOICON
Weapon_Crossbow = 0 2001 23 (0.448271 0.164541 0.022843) NOICON
Weapon_Gauntlets = 90 2005 7 (0.448271 0.164541 0.022843) NOICON
*Weapon_Mace = 90 2002 7 (0.448271 0.164541 0.022843) NOICON
*Weapon_PhoenixRod = 90 2003 7 (0.448271 0.164541 0.022843) NOICON
*Weapon_Hellstaff = 90 2004 7 (0.448271 0.164541 0.022843) NOICON

LINE SPECIALS:

numspecials: 107
42:Button_Close_Door
43:Button_Lower_Ceiling_To_Floor
45:Button_Lower_Floor
60:Button_Lower_Floor_To_Lowest
61:Button_Open_Door
62:Button_Plat_Down_Wait_Up_Stay
63:Button_Raise_Door
64:Button_Raise_Floor
66:Button_Raise_Floor_24
67:Button_Raise_Floor_32
65:Button_Raise_Floor_Crush
68:Button_Raise_Floor_Near&Change
69:Button_Raise_To_Nearest_Floor
70:Button_Turbo_Lower_Floor
48:Effect_Scroll_Left
99:Effect_Scroll_Right
46:Impact_OpenDoor
24:Impact_RaiseFloor
47:Impact_RaiseFloorNear&Change
31:Manual_Door_Open
32:Manual_Door_Open_Blue
33:Manual_Door_Open_Red
34:Manual_Door_Open_Yellow
1:Manual_Door_Raise
26:Manual_Door_Raise_Blue
28:Manual_Door_Raise_Red
27:Manual_Door_Raise_Yellow
72:Retrigger_Ceiling_Crush
73:Retrigger_Ceiling_Crush_&_Raise
74:Retrigger_Ceiling_Crush_Stop
75:Retrigger_Close_Door
76:Retrigger_Close_Door_30
77:Retrigger_Fast_Crush_&_Raise
80:Retrigger_Light_Turn_On
81:Retrigger_Light_Turn_On_255
79:Retrigger_Lights_Very_Dark
78:Retrigger_LightsToDimmestNear
83:Retrigger_Lower_Floor
84:Retrigger_Lower_Floor_&_Change
82:Retrigger_Lower_Floor_To_Lowest
85:Retrigger_LwrFloorRaiseCeiling
86:Retrigger_Open_Door
87:Retrigger_Perpetual_Plat_Raise
88:Retrigger_PlatDownWaitUpStay
89:Retrigger_Platform_Stop
90:Retrigger_Raise_Door
100:Retrigger_Raise_Door_Turbo
91:Retrigger_Raise_Floor
92:Retrigger_Raise_Floor_24
94:Retrigger_Raise_Floor_Crush
96:Retrigger_Raise_ToShortTexture
93:Retrigger_RaiseFloor24_&_Change
95:Retrigger_RaiseFloorNear&Change
97:Retrigger_TELEPORT
98:Retrigger_Turbo_Lower_Floor
7:Switch_Build_Stairs
; Build stairs 16 creates stairs with step heights of 16 pixels.
107:Switch_Build_Stairs_16
49:Switch_CeilingCrush&Raise
9:Switch_Change_Donut
50:Switch_Close_Door
11:Switch_EXIT
41:Switch_Lower_Ceiling_To_Floor
102:Switch_Lower_Floor
23:Switch_Lower_FloorToLowest
103:Switch_Open_Door
21:Switch_PlatDownWaitUpStay
29:Switch_Raise_Door
101:Switch_Raise_Floor
55:Switch_Raise_FloorCrush
15:Switch_RaiseFloor24
14:Switch_RaiseFloor32
20:Switch_RaiseFloorNear&Change
18:Switch_RaiseToNearestFloor
51:Switch_SecretExit
71:Switch_Turbo_Lower_Floor
8:Trigger_Build_Stairs
106:Trigger_Build_Stairs_16
44:Trigger_Ceiling_Crush
25:Trigger_CeilingCrush&Raise
57:Trigger_CeilingCrushStop
3:Trigger_Close_Door
16:Trigger_CloseDoor30
52:Trigger_EXIT
6:Trigger_Fast_Crush_&_Raise
104:Trigger_Lights_To_Dimmest_Near
35:Trigger_Lights_Very_Dark
12:Trigger_LightTurnOn
13:Trigger_LightTurnOn255
38:Trigger_Lower_Floor_To_Lowest
19:Trigger_LowerFloor
37:Trigger_LowerFloor&Change
40:Trigger_LowerFloorRaiseCeiling
2:Trigger_Open_Door
53:Trigger_PerpetualPlatformRaise
10:Trigger_PlatDownWaitUpStay
54:Trigger_PlatformStop
4:Trigger_Raise_Door
5:Trigger_Raise_Floor
58:Trigger_Raise_Floor_24
59:Trigger_Raise_Floor_24&Change
56:Trigger_Raise_FloorCrush
22:Trigger_RaiseFloorNear&Change
30:Trigger_RaiseToShortTexture
105:Trigger_SecretExit
17:Trigger_StartSlowStrobing
39:Trigger_TELEPORT
36:Trigger_Turbo_Lower_Floor

/==========================================================================\
|joost schuur, reutlinger str. | "anger is a gift" |"the state must |
|92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo |
\==================================jschuur@student.uni-tuebingen.de========/



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

From: Matt Ayres <ayres@cdrom.com>
Date: Fri, 30 Dec 1994 14:41:14 -0800 (PST)
Subject: Re: Descent Critique & lesson

On Fri, 30 Dec 1994, Chainsaw Jim wrote:

> > >
> > > By the way, anyone else notice that John Carmack's name is in the credits
> > > for Descent? (Coincidence or not?)
> >
> > Yes, Parallax software said he helped them out some time ago with
> > something...
> >
> >
> Where did you hear about this? I'm interested in any background info on
> parallax.
>
> Thanks

Oh boy, I believe from IRC... I wasn't there when Parallax software was
there, but someone recorded it and sent it to me. Otherwise, I don't
have much other info on Parallax software.

-Matt A.


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

From: Matt Ayres <ayres@cdrom.com>
Date: Fri, 30 Dec 1994 14:59:58 -0800 (PST)
Subject: Re: Descent Critique & lesson

On Fri, 30 Dec 1994, John Wakelin wrote:

>
> > From: Matt Ayres <ayres@cdrom.com>
> > Reply-To: doom-editing@nvg.unit.no
>
> > > Hmmmmm,
> > >
> > > I just spent the last two days emersing myself in Descent and
> > > although it is not at all bad from a technical stand-point, it really
> > > lacks the "raise the hair on the back of your neck" feel of DOOM. It
> > > seems to me that a lot of effort was put into making a smoothly
> > > scrolling, 1st person, true 3D game engine but, not enough thought
> > > went into playability and ambiance (IMHO).
> >
> > You obviously haven't tried 4 or more player anarchy network play... ;-)
>
> Actually, we played an 8 player game last night, and your point
> is well taken, it was a blast. I was refering to single player
> games, the multi-player strategic potential of Descent is mind
> boggling.

Yup, there's nothing better than multi-player Descent. With the ability
to move in all three dimensions, it's a world of difference from Doom.
I'm setting up an 8 player game at my house for tonight and tomorrow. So
I'll be playing 8 player for the first time... Joy... 4 Pentiums, 4
486/66's... muhahaha ;-) Gotta find more Pentium owners...

-Matt A.


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

From: Hulio494@aol.com
Date: Fri, 30 Dec 1994 18:51:27 -0500
Subject: Re: Descent Critique & lesson

In what ways is 8 player Descent better than Serial Doom other than there are
lots more players? Is Descent that much better than Doom?
A friend of mine that went to Comdex said it was "allright". I have Heretic,
is it similar to that in any way?

jason

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

From: Matt Ayres <ayres@cdrom.com>
Date: Fri, 30 Dec 1994 16:25:58 -0800 (PST)
Subject: Re: Descent Critique & lesson

On Fri, 30 Dec 1994 Hulio494@aol.com wrote:

> In what ways is 8 player Descent better than Serial Doom other than there are
> lots more players? Is Descent that much better than Doom?
> A friend of mine that went to Comdex said it was "allright". I have Heretic,
> is it similar to that in any way?

3 and 4 player Doom play is much more fun than 2 player, if you've ever done
that. Same goes for Descent, however Descent allows up to 8 players.
Aside from Descent using TRUE 3D levels (walls can be any angle, you can
look any angle, move any direction/angle), it has built in support for
network and modem play... which is nice, something Doom lacks. I still
like Doom personally, it's a completely different game. But I do prefer
Descent now. I'm still leaving room in my heart for Quake, but it has
almost a year to go before it's out (according to Id, last I heard).

Getting back to 'editing' again... anyone know anything about Descent's
data files? I wanna edit some maps! I'm willing to write an editor for
it, assuming I can get the specs... I'd much rather Parallax release
their editor :)

-Matt A.


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

From: BonesBro@aol.com
Date: Fri, 30 Dec 1994 19:29:45 -0500
Subject: DOOM 2 to Heretic PWAD converter

Are there any converters out there that are able to convert a Doom 2 PWAD to
a Heretic PWAD? All that is really needed is the conversion for MAPxx to
ExMx; fixing the textures could be done by hand. Anyone up to writing one?

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

From: efisher@moose.uvm.edu (Eric Fisher)
Date: Fri, 30 Dec 1994 19:46:32 -0500 (EST)
Subject: Re: Descent Critique & lesson

>
> In what ways is 8 player Descent better than Serial Doom other than there are
> lots more players? Is Descent that much better than Doom?
> A friend of mine that went to Comdex said it was "allright". I have Heretic,
> is it similar to that in any way?
>
It is completely different. TRUE 3D. you can have people hiding up in the
corners waiting for others to fly into the room...

> jason
>



- ----------------------------------------------------------------
Eric Fisher efisher@moose.uvm.edu
"AIRBORNE... all the way!" fisher@emba.uvm.edu
L/L A217 656-6003 (x66003) UVM Army ROTC
HTML home page: http://moose.uvm.edu/~efisher/
- ----------------------------------------------------------------

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

End of doom-editing-digest V1 #104
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