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Doom Editing Digest Vol. 01 Nr. 254
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #254
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Friday, 21 April 1995 Volume 01 : Number 254
Re: TNT
Re: underpasses and overpasses!
Re: underpasses and overpasses!
Re: underpasses and overpasses!
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From: hsimpson@unixg.ubc.ca (Enigma)
Date: Thu, 20 Apr 1995 15:40:55 -0700
Subject: Re: TNT
>So how's the super-wad project coming along?
Just fine.
- ----
TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT TNT
enigma <hsimpson@unixg.ubc.ca> * Coming to you from Vancouver, Canada
Organizer of "Trials and Tribulations", _the_ Doom .WAD project.
I like: Techno, PBS, Jerry Mander, Fettuccini Alfredo, and SFU Engineering!
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From: tedv@geom.umn.edu
Date: Thu, 20 Apr 95 17:40:24 CDT
Subject: Re: underpasses and overpasses!
> Try putting teleporters on the underpass, so that when someone attempts
> to walk across the intersection they will automatically get where they
> were going.
I was never a big fan of this. When you teleport, your heading is changed.
So even if you back across the line.... And your velocity is set to zero,
which is a problem if you're running from someone. A BIG problem if they're
fast enough to teleport over you. I prefer to only use teleportation for
teleporters myself. Just my $.02.
- -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)
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From: Ethan Brodsky <ERICBRODSKY@psl.wisc.edu>
Date: Thu, 20 Apr 95 17:38 CDT
Subject: Re: underpasses and overpasses!
Dave 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:
>If I read the Doom Survivors guide right the graphic engine will not
>allow it. Sorry.
Although the engine does not support it, there is a good way to fake
it. Make the intersection a separate sector and use linedefs in the
approach corridors raise and lower it to the proper floor level. You
need to make the triggers sufficiently far away that the player can't
see it raising or lowering. This will also not work well with multi
player games. For a level that uses it, download my level, Crusher.
In the south-central level, there is an overpass. (Entry corridors
at north of outside wooden room and west wall of cage room)
Ethan Brodsky
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From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Fri, 21 Apr 95 9:25:08 EST
Subject: Re: 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:
> [example deleted]
I thought that this is impossible with the DOOM engine.
Sure would be good if we could, though
Matthew.
- --
Matthew Smith-Stubbs. -------------| Life is like a smelly bowl of sour cream:
Brisbane, Australia. --------------| the longer you leave it, the worse it
Email: matthew@hitech.com.au ------| gets.
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End of doom-editing-digest V1 #254
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