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Doom Editing Digest Vol. 01 Nr. 253
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #253
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 21 April 1995 Volume 01 : Number 253
Re: Swimpool and other FX: Need info
RE: Re: New Doom][ DM Wad
RE: Swimpool and other FX: Need info
Re: Swimpool and other FX: Need info
Re: Swimpool and other FX: Need info
Re: Swimpool and other FX: Need info
RE: Swimpool and other FX: Need info
Re: Swimpool and other FX: Need info
Re: Disapperaing level FX
Re: FX - sky walkway
underpasses and overpasses!
Re: underpasses and overpasses!
TNT
Re: Re: Swimpool and other FX: Need info
RE: SWIMPOOL AND OTHER FX: NEED INFO
Re: underpasses and overpasses!
Re: underpasses and overpasses!
Re: Swimpool and other FX: Need info
Re: underpasses and overpasses!
Re: underpasses and overpasses!
----------------------------------------------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Wed, 19 Apr 1995 20:54:43 -0500 (CDT)
Subject: Re: Swimpool and other FX: Need info
>> I'm writing a WWW page about WAD special effects.
>> Currently I've covered the subjects:
>>
>> The Swimpool Effect
>> The Invisible Stairs
>> The Invisible Raising Stairs
>> The invisible Lift
>
>Hello...
>
>I visited your homepage, and needless to say, I was impressed. Its
>nice having a clean and concise explanation of some of the techniques
>used.
>
>One bug report... my browser found special.zip, but not swimpool.zip
>(It came back with a this file doesn't exist error message from your
>server).
>
>Another something you might want to add: (its not as nice as some of
>the other topics you have, but I mad a wad that uses a "sky door".
>of sorts. it looks pretty cool, since the sky just kinda opens up to
>a room. You might check it out if you wish:
> ftp.cdrom.com /pub/doom2/wads/deathmatch/sky1.wad
>or something like that. Its not wholly a deathmatch wad, as it works
>on single decently too, but that's where they chose to put it.
>
>Anyway... nedless to say, I'm impressed.
The sky door is really neat. There is a new special effect I think
I am the first to figure out, but I haven't posted the WAD with it in
there yet. Thus, I am reluctant to say anything because I am still
working out the bugs with the technique. But it is definitely a neat
idea.
The Tuesday Terror
-- Evil Genius (Jimmy Sieben)
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Thu, 20 Apr 1995 09:45:51 +0100
Subject: RE: Re: New Doom][ DM Wad
Michiel, I saw your wad last night, but I reply to the list as I
am doubtful of the legality of your email address... I think
your level has good architecture, and decent lighting. I am yet
to play a deathmatch in it though so I can't comment on that.
But overall, not a bad job. Dario Casali
------------------------------
From: D.Casali@rea0808.wins.icl.co.uk
Date: Thu, 20 Apr 1995 09:39:50 +0100
Subject: RE: Swimpool and other FX: Need info
- --acOJoa9YuQW9FQKm1RqL8FLdu10G5zn4
Content-type: text/plain; charset="us-ascii"
For some neat special effects, check out LSECR2DC.WAD, it has a
floating Cyber Demon, and some spiders that can't be shot until
I want you too :) It is on ftp.cybercon.com awaiting inclusion
in TNT. My latest level (also for submission) has some highly
"advanced" effects, such as walking along and suddenly you have
the chaingun, out of nowhere. Anyone care to speculate how this
- --acOJoa9YuQW9FQKm1RqL8FLdu10G5zn4
Content-type: text/plain; charset="us-ascii"
was done? Another thing is I have put two weapons on raised
invisible ledges so it looks like they are suspended from the
ceiling. Please, these effects are copywrited (yeah right), if you
want to see them, keep an eye out for MILL.WAD, or in the TNT
wording, LMILT3DC.WAD....
The deaf spiders idea wasn't mine originally, infact nor was the
floating cyberdemon.
And the dashing Archies are not really a special effect, but they
look good none-the-less ;>
I also have a acid-pool that the player sinks into, with only two
exits points, but low damage, designed only to hurt, not kill, the
player.
Dario Casali
- --acOJoa9YuQW9FQKm1RqL8FLdu10G5zn4--
------------------------------
From: Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>
Date: Thu, 20 Apr 1995 12:02:33 +0200 (METDST)
Subject: Re: Swimpool and other FX: Need info
Thank you for all the response to my request.
I'll just collect my response in this mail.
Philip wrote:
- -------------
>Although I'm almost certain that the idea of the
>swimpool effect was first regarded by a Mathew J Ledding-Hill
>in his test wad called submerge.wad. The following is a
>note that he posted in july 94.
Thanks I'll regard Mathew as the source of the original idea then.
Michael wrote:
- --------------
>One bug report... my browser found special.zip, but not swimpool.zip
Thanks I've corrected that. (I did say it was under construction didn't I ;)
>Another something you might want to add: (its not as nice as some of
>the other topics you have, but I mad a wad that uses a "sky door".
I think that most WAD creators has met this effect when they've used the F_SKY
texture in a door by mistake. I might add this, but right now it has a low priority.
(Thanks for the suggestion though I would not have thought of this myself).
I remember seeing someone posting about how to make parts of levels "disappear"
using this very technique. Who was that?
Robert Fenske Jr wrote:
- -----------------------
> I am the one that posted the SWIMPOOL.WAD. I think it would be
>better to call this effect the "deep water" effect.
I'll make a search replace then...
> I had started on such a special effects document myself months ago,
>but never made time to finish it. I'll mail it to you (once I get it from
>home) so you can take what you want out of it. Of course you will need an
>ASCII art to GIF converter ...
Thanks and i _do_ have a ASCII to GIF converter, implemented on a large neural
network ;)
- ------------------------
I still need to find out who came up with the transparent door idea.
anyone?
With kind regards,
Jens Hykkelbjerg
- --
Jens Hykkelbjerg | "Civilisation began with the felling
Aarhus Universitet | of the first tree; and, it will end
Email: hykkelbj@daimi.aau.dk | with the felling of the last."
WWW: http://www.daimi.aau.dk/~hykkelbj/index.html
------------------------------
From: alberto@astrpi.difi.unipi.it (Alberto BARSELLA)
Date: Thu, 20 Apr 95 12:37:39 DFT
Subject: Re: Swimpool and other FX: Need info
Jens Hedegaard Hykkelbjerg <hykkelbj@daimi.aau.dk>:
> I still need to find out who came up with the transparent door idea.
> anyone?
I think I was the first to post a small wad with a transparent
door, and the idea was subsequently refined by Cameron Newman (spelling
might be wrong) and Tom Neff.
The WAD which should have included the effect is still sleeping
on my HD.....I'll resume editing sooner or later.....
Alberto
- ---
Alberto Barsella | Creator of the Wasteland Series:
alberto@astrpi.difi.unipi.it | Dead Base - Mountain of Fire
------------------------------
From: fenske@rocke.electro.swri.edu (Robert Fenske Jr)
Date: Thu, 20 Apr 95 08:12:52 CDT
Subject: Re: Swimpool and other FX: Need info
>Philip wrote:
>-------------
>
>>Although I'm almost certain that the idea of the
>>swimpool effect was first regarded by a Mathew J Ledding-Hill
>>in his test wad called submerge.wad. The following is a
>>note that he posted in july 94.
>
>Thanks I'll regard Mathew as the source of the original idea then.
I'll point out that the effect in SUBMERGE.WAD is not quite the
same "deep water" effect as demonstrated in SWIMPOOL.WAD. SUBMERGE is sort
of a "poor man's deep water". I remember the posting that Phillip quoted
and I remember replying to it by essentially saying "wait, there's a better
way" and posted SWIMPOOL. I don't know if Mathew created SUBMERGE before
I created SWIMPOOL, but Mathew was the first to announce that such an effect
existed.
Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
Electromagnetics Division /R---\ |
Southwest Research Institute | I | | "The Martian canals were the
San Antonio, Texas USA \----/ | Martians' last ditch effort."
------------------------------
From: l-sieben@MEMPHIS.EDU (ulasieben)
Date: Thu, 20 Apr 1995 09:18:40 -0500 (CDT)
Subject: RE: Swimpool and other FX: Need info
>For some neat special effects, check out LSECR2DC.WAD, it has a
>floating Cyber Demon, and some spiders that can't be shot until
>I want you too :) It is on ftp.cybercon.com awaiting inclusion
>in TNT. My latest level (also for submission) has some highly
>"advanced" effects, such as walking along and suddenly you have
>the chaingun, out of nowhere. Anyone care to speculate how this
>
>
Fix your mailer not to do this please. It is hard to read. :)
And I think that the FTP site wasn't supposed to be given out, for
bandwidth reasons.
> And the dashing Archies are not really a special effect, but they
> look good none-the-less ;>
Dashing archies?????
MOO
The Tuesday Terror
-- Evil Genius (Jimmy Sieben)
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Thu, 20 Apr 1995 10:59:31 -0400 (EDT)
Subject: Re: Swimpool and other FX: Need info
> >Another something you might want to add: (its not as nice as some of
> >the other topics you have, but I mad a wad that uses a "sky door".
>
> I think that most WAD creators has met this effect when they've used the F_SKY
> texture in a door by mistake. I might add this, but right now it has a low priority.
> (Thanks for the suggestion though I would not have thought of this myself).
>
> I remember seeing someone posting about how to make parts of levels "disappear"
> using this very technique. Who was that?
At one time (many moons ago) I was perfecting this technique, and I
posted a level to doom-editing with several kinds of sky-doors, making
parts of the level disappear etc., but the only response I got was "Oh,
you just did that with the F_SKY1 on the bottom of a door, right?", so I
decided it was a well-known technique on the list and got rid of the WAD.
Maybe someone else kept a copy of it, I don't even remember what I called
it anymore though.
Greg
------------------------------
From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Thu, 20 Apr 1995 17:58:55 +0200
Subject: Re: Disapperaing level FX
Just found it. As the author told us last year, it's 5K
uuencoded. If someone (Jens?) needs the stuff, please tell me
via private mail. If lots of other want it, too, I'll put
it on the UDS Errata www site, and might dump it into Robert
Forsmans ftp "incoming", too.
B.
- -----------------------------------------------------------------
Sun, 23 Oct 1994 01:15:47 -0400 (EDT)
From: Gregory Alan Lewis <gregl@umich.edu>
begin 644 dsappear.zip
M4$L#!!0````(`'$&5QUZU"+)/@P``%XB```,````1%-!4%!%05(N5T%$W5EK
M;%Q'%3['NW[;CM^V$\>QXR2.DVP2)T[BM$UR'7OS:-,XV&G3E%(GNUW;:4L)
M+0_S4!D!%2`0A)=4J3PE5%4"52"@5`BAY1=(_($J5!4"%/57A0`!`A2AVLMW
MSIR[OKOVKIK"G[*KV9DSWWG-W'F<>_;<A?')>B)Z?H#H^TNOHL543<&R6R+Z
M?;6T@CC1=;1B5$%HZN<"VHPO*7\N)RV/>9Y^]!Y#B0&+*X]\*D%5TH!Q5E$-
M^BL-JP96#<13M:"J:+-QUE$#^*H,JP=6"WYOH1%4#7489Q-UF5[YK`/61MV&
M-=-V:J=.HUK@8P=H3[72!B!M1K71%NCI,:J=]D)'EU$=M`M(K5&=M!^RH?5N
MZH.OK4;UT"%X4@=+\ED/7UKR]GII$_A:C-I(8_`N]&R`!H$T&[69#F,<H6=;
M:0C(.J.VT6T8<3B^8=H)I,FH'70[YB;T.D%[@#0:M9ONP(R&XQNA42`-1NVC
.. deleted ...
------------------------------
From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Thu, 20 Apr 1995 17:52:11 +0200
Subject: Re: FX - sky walkway
>Maybe someone else kept a copy of it, I don't even remember what I called
>it anymore though.
I'm not sure this is what you're looking for, but it's the only SKY
stuff I found back to Nov. 22, 1994.
- -----------------------------------------------------------------
Date: Fri, 13 Jan 95 12:30 PST
From: bmorris@islandnet.com (Ben Morris)
sky.zip 'contains a "walkway in the sky"
(A path in a room with no walls, no ceiling, and no floor.)'
- -----------------------------------------------------------------
Date: Fri, 13 Jan 1995 21:21:36 -0500 (EST)
From: Greg Lewis <gregl@umich.edu>
I created a WAD about 6 months ago that illustrated the same effect,
but without the annoying HOM stuff. If you want to check it out, it's
called TREE3.WAD, and the effect is on the third level (it's a Doom 1
WAD, obviously,
- -----------------------------------------------------------------
begin 644 sky.zip
M4$L#!!0````(`"5C+1[D4!1V?@$``!@&```'````4TM9+E=!1.V424[S0!"%
MG]LVF<G`G'_@!$@$.(`S=`:2WX[<T3]MV'($EEYR+)^!&W`/)//<[A"2H&P@
MK&BKW?75JVZ7+?E-_[1[)0"W+A"+2``6<DCO%K*1)!:$(8LD8!L2)%MGTV&3
M'+AP-#G(,]XQY*+`.&=H!T4=9Y1#B6K>4!DUJKN&*JA3+1K:18-U)4-5[+&Z
M8F@?!XP+A@YQQ.JZH6.<L+ILJ(EO?$;5T'?\8%W-T$^<ZO7,O/M\[82!_U^V
M5K(?KV9TL59E;5E=[F91]5:OVU!75_%):M;5Y<:OL0WU/5U][=V\-Z;=Q&XZ
M/2N&1R.+G<A-9\0XXN4YO-MPT\E8@+X7V9Z=,H]W8^'9],+D/NG?J/$__ISS
M]=$\)<*J<J?S-2IA&'3'K:NU/=GXU9Z>M[3/@;X&S(8C?Z!2QP*>."<C7_9D
M7S7X$6*:JQKU-#_0H(;4?\MP)O]*-3]/R8%Z?;Y2LCL+PI><'_1T<9/^[NOZ
M)1FAO&9FL;\S8?=L\AE02P$"%``4````"``E8RT>Y%`4=GX!```8!@``!P``
L`````````"``````````4TM9+E=!1%!+!08``````0`!`#4```"C`0``````
`
end
sum -r/size 28630/706 section (from "begin" to "end")
sum -r/size 19219/494 entire input file
------------------------------
From: Luney John <luneyj@jeff-lab.queensu.ca>
Date: Thu, 20 Apr 1995 12:17:18 -0400 (EDT)
Subject: underpasses and overpasses!
Hey there! Has anyone found a way to create a criss crossing hallway that
allow a player to travel overtop of another hallway below, without forcing
the above player to JUMP the gap? for example:
+----+
| |
| |
+-------+----+-------+
| |
| |
+-------+----+-------+
| |
| |
+----+
Any ideas on this one?
John. "Its deathmatch, or is just no fun!"
------------------------------
From: Brad Spencer <spencer@ug.cs.dal.ca>
Date: Thu, 20 Apr 1995 15:32:32 -0300
Subject: Re: underpasses and overpasses!
On Thu, 20 Apr 1995, Luney John wrote:
>
> Hey there! Has anyone found a way to create a criss crossing hallway that
> allow a player to travel overtop of another hallway below, without forcing
> the above player to JUMP the gap? for example:
>
Do what id did in "Industrial Zone"....
+----+ (open)
+----+ (shut)
> A +----+
> | Lo |
> | |
> +-------+----+-------+
> | High | Hi | High |
> | | | |
> +-------+----+-------+
> | Lo |
> | |
> B +----+
> +----+ (Example of "shut door" line.)
> +----+ (Example of "open door" line.)
>
> Any ideas on this one?
>
Make the middle bit a lift starting high (to match the left and right
parts). Then, when the player runs over line A or B, just drop the
middle lift fast enough for it to be all the way down by the time the
player gets there. If you want to prevent the player from getting into
the high area from the low area, you could make it a raising/lowering
floor that only raised again after the player passes A or B, but this
would get messy if he ran over the lines a few times. Perhaps make doors
at the entrances to the high areas that a) only open from the inside, or
b) shut when the player walks over a line further out than A (or B), and
only open again after they pass another line even further back. It's all
a bit messy, but there is no "floor-over-floor" . . .
If anyone's ever figured out a better way, I've never seen it :)
- ------------------------------------------------------------------
Brad Spencer - Bilbo - spencer@ug.cs.dal.ca - Dalhousie University
"Everybody is Kung-Fu Fragging . . ." Remember... God plays Doom
------------------------------
From: Andrew Du <adu@grfn.ORG>
Date: Thu, 20 Apr 1995 14:41:57 -0400 (EDT)
Subject: TNT
So how's the super-wad project coming along?
------------------------------
From: pbarone@rsa.hisd.harris.com (Philip Barone)
Date: Thu, 20 Apr 1995 14:11:53 -0400
Subject: Re: Re: Swimpool and other FX: Need info
"You may be wrong, But you may be right!"
- ----- Original message follows -----
> >Philip wrote:
> >-------------
> >
> >>Although I'm almost certain that the idea of the
> >>swimpool effect was first regarded by a Mathew J Ledding-Hill
> >>in his test wad called submerge.wad. The following is a
> >>note that he posted in july 94.
> >
> >Thanks I'll regard Mathew as the source of the original idea then.
>
> I'll point out that the effect in SUBMERGE.WAD is not quite the
> same "deep water" effect as demonstrated in SWIMPOOL.WAD. SUBMERGE is sort
> of a "poor man's deep water". I remember the posting that Phillip quoted
> and I remember replying to it by essentially saying "wait, there's a better
> way" and posted SWIMPOOL. I don't know if Mathew created SUBMERGE before
> I created SWIMPOOL, but Mathew was the first to announce that such an effect
> existed.
>
> Robert Fenske, Jr. rfenske@swri.edu Sw | The Taming the C*sm*s series:
> Electromagnetics Division /R---\ |
> Southwest Research Institute | I | | "The Martian canals were the
> San Antonio, Texas USA \----/ | Martians' last ditch effort."
>
>
- --------------------------------------------------------------------------------
Philip M. Barone (Phil)
pbarone@rsa.hisd.harris.com
Phone : (407) 635-7763
FAX : (407) 635-7500
- --------------------------------------------------------------------------------
------------------------------
From: john.orazem@ablelink.org (John Orazem)
Date: Thu, 20 Apr 1995 15:29:00 -0500
Subject: RE: SWIMPOOL AND OTHER FX: NEED INFO
>Currently I've covered the subjects:
>The Swimpool Effect
>The Invisible Stairs
>The Invisible Raising Stairs
>The invisible Lift
Can you post the info on these?
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Thu, 20 Apr 1995 16:11:28 -0400 (EDT)
Subject: Re: underpasses and overpasses!
On Thu, 20 Apr 1995, Luney John wrote:
> Hey there! Has anyone found a way to create a criss crossing hallway that
> allow a player to travel overtop of another hallway below, without forcing
> the above player to JUMP the gap? for example:
>
> +----+
> | |
> | |
> +-------+----+-------+
> | |
> | |
> +-------+----+-------+
> | |
> | |
> +----+
Like many things, you can't *really* do this (you can't build something
directly over top of another thing--you can't even walk under an overhead
caco/skull/etc., engine limit), but you *can* fake it.
Try putting teleporters on the underpass, so that when someone attempts
to walk across the intersection they will automatically get where they
were going.
Matthew Miller -- rmiller@infinet.com
------------------------------
From: Dave Worth <mbworth@unm.edu>
Date: Thu, 20 Apr 1995 15:30:36 -0600 (MDT)
Subject: Re: underpasses and overpasses!
On Thu, 20 Apr 1995, Luney John wrote:
> Date: Thu, 20 Apr 1995 12:17:18 -0400 (EDT)
> From: Luney John <luneyj@jeff-lab.queensu.ca>
> To: doom-editing@nvg.unit.no
> Subject: underpasses and overpasses!
>
>
> Hey there! Has anyone found a way to create a criss crossing hallway that
> allow a player to travel overtop of another hallway below, without forcing
> the above player to JUMP the gap? for example:
>
> +----+
> | |
> | |
> +-------+----+-------+
> | |
> | |
> +-------+----+-------+
> | |
> | |
> +----+
>
> Any ideas on this one?
>
>
> John. "Its deathmatch, or is just no fun!"
>
If I read the Doom Survivors guide right the graphic engine will not
allow it. Sorry.
Dave
------------------------------
From: a13231@mindlink.bc.ca (drake o'brien)
Date: Thu, 20 Apr 95 13:39:01 PST
Subject: Re: Swimpool and other FX: Need info
Robert Fenske Jr. wrote:
<BEGIN QUOTE>
>Philip wrote:
>-------------
>
>>Although I'm almost certain that the idea of the
>>swimpool effect was first regarded by a Mathew J Ledding-Hill
>>in his test wad called submerge.wad. The following is a
>>note that he posted in july 94.
>
>Thanks I'll regard Mathew as the source of the original idea then.
I'll point out that the effect in SUBMERGE.WAD is not quite the
same "deep water" effect as demonstrated in SWIMPOOL.WAD. SUBMERGE is sort
of a "poor man's deep water". I remember the posting that Phillip quoted
and I remember replying to it by essentially saying "wait, there's a better
way" and posted SWIMPOOL. I don't know if Mathew created SUBMERGE before
I created SWIMPOOL, but Mathew was the first to announce that such an effect
existed.
<END QUOTE>
What exactly are the differences between these deep water effects? Since
'credit' is an issue, the originator of an idea merits a different kind of
credit than a subsequent modifier of that idea, since different kinds of
creative force are at work, and if competing claims for 'credit' come to the
fore we need exact times and detailed descriptions of differences that might
exist.
------------------------------
From: helmberg@ping.at (Florian Helmberger)
Date: Fri, 21 Apr 1995 00:09:02 +0200
Subject: Re: underpasses and overpasses!
At 12:17 20.04.1995 -0400, doom-editing@nvg.unit.no wrote:
>Hey there! Has anyone found a way to create a criss crossing hallway that
>allow a player to travel overtop of another hallway below, without forcing
>the above player to JUMP the gap? for example:
>
> +----+
> | |
> | |
> +-------+----+-------+
> | |
> | |
> +-------+----+-------+
> | |
> | |
> +----+
>
> Any ideas on this one?
IMHO there is *no* way to do something caused by the limits of the DOOM engine.
- -Florian
___________________________________________________________________________
Florian Helmberger e-mail : helmberg@ping.at
Himmelpfortgasse 10/6 KaraNet : DOOM Maniac
1010 Vienna Voice : +43-1-513 11 36
Austria, EU Fax : +43-1-513 11 36
- ---------------------------------------------------------------------------
Barbarus hic ego sum, quia non intelligor ulli!
------------------------------
From: Mark Harrison <harrison@lclark.edu>
Date: Thu, 20 Apr 1995 15:35:53 -0700 (PDT)
Subject: Re: underpasses and overpasses!
On Thu, 20 Apr 1995, Brad Spencer wrote:
> On Thu, 20 Apr 1995, Luney John wrote:
>
> > Hey there! Has anyone found a way to create a criss crossing hallway that
> > allow a player to travel overtop of another hallway below, without forcing
> > the above player to JUMP the gap? for example:
> >
> Do what id did in "Industrial Zone"....
Or do what I did in "Widow Maker" (widowmkr.zip. If you can't find it,
you can ftp it from harrison.lclark.edu.)
[picture deleted]
> Make the middle bit a lift starting high (to match the left and right
> parts). Then, when the player runs over line A or B, just drop the
> middle lift fast enough for it to be all the way down by the time the
> player gets there.
Right. Or give them a long enough path to travel so it doesn't matter.
> If you want to prevent the player from getting into
> the high area from the low area, you could make it a raising/lowering
> floor that only raised again after the player passes A or B, but this
> would get messy if he ran over the lines a few times.
This is how I did it. It actually works better than you might think.
You have to really try to screw it up or just get lucky. Either way,
walking over the line-defs again fixes any problems. But if you put A
and B close enough together, there's not much problem.
I'll try my best to do an ascii drawing of how I used it. They come in
from the bottom and go straight through to the top. There they can go
left or right, up some steps, over the lower part, down some steps and
end up at the top of the structure again. My switches for the
rising/lowering floor are near the upper corners.
__________________________
| | |
| | |
| | |
| | |
| | |
| | |
| | |
__________________________
|
|
|
|
|
Player enters here
I also used this same technique in another part of the level where I have
3 raising/lowering floors all interconnected. And I'm not going to
attempt to draw it. Just download the level. :-)
> If anyone's ever figured out a better way, I've never seen it :)
Probably not better. Just different.
If anyone does check out this level, let me know what you think of it. I
released it back when Doom 1.4 was released it didn't get much attention
with a cool new version of Doom to play with.
Mark Harrison
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End of doom-editing-digest V1 #253
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