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Doom Editing Digest Vol. 01 Nr. 178

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #178
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 23 February 1995 Volume 01 : Number 178

The WAD: game engine
Re: THE WAD SHOULD BE FOR DOOM2
Re: Sprites for THE WAD
Re: id-ea
Re: The WAD

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

From: Greg Lewis <gregl@umich.edu>
Date: Wed, 22 Feb 1995 18:48:41 -0500 (EST)
Subject: The WAD: game engine

OK. My thoughts on the engine/theme ideas for the new project. I can
see we're going to have some major problems getting this thing off the
ground. :-( We need to decide on a game engine first (Doom/Doom 2/Heretic),
and on a theme. BUT, there's one important thing we should decide before
picking an engine: will this be
1. FULL (100%) everything replacement
2. MOSTLY (60%) everything, but leave some stuff that fits well in,
such as sargeants and some wall textures
3. PARTIAL (30%) replacement, change some things that we need to in order
to get new monsters or walls, but leave a lot of it
4. VERY LITTLE (10%), change only what absolutely must be changed.

Now note that if we do a FULL replacement, the game engine becomes
almost immaterial except in regards to how many people have a given
engine, and also "special effects" such as flying or looking up/down.
Any of the other types, though, and the game engine we pick becomes
essential to some degree.

My personal opinions on this:

Stick with a PARTIAL or VERY LITTLE replacement. It will drastically
decrease our production time (I think), and make it a lot easier for the
casual user to download.
Also keep close to the original Doom theme... other things may be
pretty cool, but not for this project. The original Doom was very good
in regards to atmosphere, enemies, etc, and tampering with it may make it
less fun. Doing a movie makeover may be great for a TC (total
conversion), but probably won't go too well with our particular project.
I'm viewing the project as more of a sampling of awesome levels from this
doom-editing list rather than a sampling of artwork for new sprites/walls.
What's everyone else think?

And to respond to a few other messages I saw:

DeHackEd for Heretic is out. It's called HHE10.ZIP on your favorite
Doom FTP site.

Someone suggested making one episode shareware and two episodes
registered for Doom. This won't work, since Id said that NO levels
should work for shareware Doom. Period. Make 'em register. :)

Greg


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

From: David Damerell <djsd100@hermes.cam.ac.uk>
Date: Thu, 23 Feb 1995 00:50:31 +0000 (GMT)
Subject: Re: THE WAD SHOULD BE FOR DOOM2

On Wed, 22 Feb 1995 tedv@geom.umn.edu wrote:
> > I know it is not so wide spread as DOOM1, but think of the extra
> > enemies you'd be excluding... My vote is for Doom2.
> sprites because the sprites are already there. As long as you guys are doing
> a full redo of all the sprites, it won't matter object-wise if you use DOOM I
> or DOOM ][. Textures will matter I suppose, but people have vied to make new
> ones of those to. Then the only restriction is the choice of floor/ceiling
> textures.

... and of course those can be replaced, as Aliens-TC demonstrates. Very
well. DooM I is functionally identical to DooM ][ - so we can do versions
for _both_ with relatively little extra work. Is this the route to take?

David Damerell, GCV Sauricon. djsd100@hermes.cam.ac.uk Trinity, Cambridge
WOODHAL2.WAD ftpable. CUWoCS President. METLMAZE.WAD sometime soonish.
|___| Loneliness pours over you: Emptiness can pull you through. |___|
| | | Your mother's eyes, from your eyes, cry to me... Queen, '39. | | |


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

From: Anthony Spataro <ads@netcom.com>
Date: Wed, 22 Feb 1995 17:01:16 -0800 (PST)
Subject: Re: Sprites for THE WAD

Digitized people, if done right, enhance the feel of the game. Look at
Dark Forces, for example. LucasArts started out with the costumes, some
good stock footage, good cameras and digitizers, and experience with
graphics. They got pretty good results. In Doom, you'll notice the
enemies are more squat, and in Dark Forces, they're taller, thinner and
slightly smaller, but still not nearly as bad as ROTT. Another problem
with ROTT was the enemies' behavior and speech. The AI had them stopping
and shooting at you too frequently, and it ended up looking like
they were doing some funky ballet step towards you. Also, they said too
much, in too clear a voice, at inappropriate times. I think if you
manage to avoid these pitfalls (which you should--Doom has a pretty good
AI already) you'll do fine. If I get some time this weekend, I'll take a
few Polaroids of myself in paintball gear and see if they can be cleaned
up enough to become sprites.

/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Health nuts are going to feel stupid someday, lying in hospitals dying
of nothing.
-- Redd Foxx


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

From: Anthony Spataro <ads@netcom.com>
Date: Wed, 22 Feb 1995 17:08:07 -0800 (PST)
Subject: Re: id-ea

As far as sounds go, I've got some really nice sword stuff I did for a
samurai Doom project I started that never turned out. Chings, schings,
clicks, scrapes, bangs, bongs and such.

/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Health nuts are going to feel stupid someday, lying in hospitals dying
of nothing.
-- Redd Foxx


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

From: Anthony Spataro <ads@netcom.com>
Date: Wed, 22 Feb 1995 17:17:46 -0800 (PST)
Subject: Re: The WAD

On Wed, 22 Feb 1995, ulasieben wrote:

> I had an idea...how about getting everyone involved
> in the Project to send in a picture of themselves and
> what they are doing. Then someone could scan these in and
> out them in textures. Then, we could have a level (probably
> the last one) where the player goes into a museum to see all
> the creators. The museum room would be very dark, and no
> monsters could go in there. However, where the pictures are
> on the wall, it would be brightened by torches. I would like
> to do this level, and maybe others, when we are ready to do
> levels (of course, if most people like the idea :) But,
> I can't scan the pictures in. So, whadda you think? A kind
> credits level, with each person's name and picture.

I have a 16-bit color hand scanner, and will be happy to do any scanning
the group needs, although if someone else has a better scanner, we should
use that. The only question is, how to get pictures, etc to the
scannor? (scannor vs. scanee)

/ads@netcom.com
[LC/Cardy/Kilwren/Cardenyl
\PASO/Paradigm/Storm
---------------------------->
Health nuts are going to feel stupid someday, lying in hospitals dying
of nothing.
-- Redd Foxx


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

End of doom-editing-digest V1 #178
**********************************

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