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Doom Editing Digest Vol. 01 Nr. 343

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Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #343
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 11 July 1995 Volume 01 : Number 343

PWAD for wimps
Re: peewad for wimps
Re: peewad for wimps
Re: .. Re: Deathmatch dude that kills you?
Re: The Ultimate DOOM (commercial aspect)
Re: .. Re: Deathmatch dude that kills you?
Re: Ultimate Doom
Is there a way...?
Re: The Ultimate DOOM (commercial aspect)
Re: Is there a way...?
Re: Is there a way...?
Re: Is there a way...?
Re: Is there a way...?
Re: Is there a way...?

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

From: Christopher Wise <WISE@eng2.eng.monash.edu.au>
Date: Mon, 10 Jul 1995 11:08:52 GMT+1100
Subject: PWAD for wimps

> I'm also looking for a PWAD for wimps. My 6 year old daughter likes to
> play DOOM. It'd be nice if there were a PWAD which took it from it's
> current 'M 17+' rating down to something tamer. You know, maybe magic
> wands instead of weapons, no gore, etc.

What about 'DOOM must fall'. I've only seen it once so I don't remember all
the details but it did feature robots instead of monsters so I assume it would
be gore free. Perhaps the author would care to comment.

Chris Wise

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

From: Mag8@AOL.COM
Date: Mon, 10 Jul 1995 00:55:38 -0400
Subject: Re: peewad for wimps

In a message dated 95-07-09 02:35:46 EDT, you write:

>> Scott Jordan asks:
>>
>> >I'm also looking for a PWAD for wimps. My 6 year old daughter likes to
>> >play DOOM. It'd be nice if there were a PWAD which took it from it's
>> >current 'M 17+' rating down to something tamer. You know, maybe magic
>> >wands instead of weapons, no gore, etc


Uhm... how about just taking out the monsters and putting in a LOT of
barrells? Worked for my 2 year old... he loves blowin them up and Dave Swift
(H2HMud level creator) even put them in rows in some places like dominoes...
so you hit one and Whamo!! Still destructive, but against inanimate
objects... guess I can handle some misdemeanor vandalism :--/

Mark Gundy
Head-to-Head Systems
H2H BBS
The Best Place On Earth To Die!
(619)426-0073 BBS#



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

From: Lane Copley <lcopley@crl.com>
Date: Sun, 9 Jul 1995 22:36:29 -0700 (PDT)
Subject: Re: peewad for wimps

On Mon, 10 Jul 1995 Mag8@aol.com wrote:

> In a message dated 95-07-09 02:35:46 EDT, you write:
>
> >> Scott Jordan asks:
> >>
> >> >I'm also looking for a PWAD for wimps. My 6 year old daughter likes to
> >> >play DOOM. It'd be nice if there were a PWAD which took it from it's
> >> >current 'M 17+' rating down to something tamer. You know, maybe magic
> >> >wands instead of weapons, no gore, etc
>
> Uhm... how about just taking out the monsters and putting in a LOT of
> barrells? Worked for my 2 year old... he loves blowin them up and Dave Swift
> (H2HMud level creator) even put them in rows in some places like dominoes...
> so you hit one and Whamo!! Still destructive, but against inanimate
> objects... guess I can handle some misdemeanor vandalism :--/
>

Come to that, you could replace the lamps and make them killable, too, I
expect...replace monsters with other scenery and furniture (self-moving
furniture...interesting concept) and have massive vandalism. Then DOOM
will be blamed for graffitti.

- --
Lane Copley
WWW links to C and C++, fencing, alternate news, DooM editing, the Tick
and dance links <a href="http://www.crl.com/~lcopley">Lane's Homeboypage</a>
No SCUBA or weight-training links, yet (but there is a link to serial killers).


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

From: martin.rudolph@jrc.it (Martin Rudolph)
Date: Mon, 10 Jul 1995 09:09:48 +0200
Subject: Re: .. Re: Deathmatch dude that kills you?

I couldn't accept, that all the nice ideas about the player 1 doll
should be scrapped already, so I made some experiments.
1)If the '-health sector' idea doesn't work, how about teleporting
a monster onto the player's doll?
Result: The monster doesn't teleport at all, but as soon as you
push the doll away from the teleport exit, - whoosh- the monster
teleports as expected.
2)If you teleport onto the monster -slurp!- the monster gets slimed,
we all appreciate this feature.
3)But what if you teleport onto your own doll ? _Slurp_!! you get
immediately slimed. And what is more interesting about it, that
this feature also works in god mode.

What can it be used for? You can design 'mines' - just make a
cyclic sector with a 'mine' object in it and set the linedef to
WR teleport to a hidden sector with the player tool. As soon as
you enter the sector - .....
Any other ideas?

Regards, Martin


|---> Martin P. W. Rudolph <---|"Life's a piece of shit, if you look at it"
|-----> rudolph@ei.jrc.it <----| ^ The Monty Python Troup
'lobotomy' !



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

From: thldrmn@neosoft.com (Ty Halderman)
Date: Fri, 07 Jul 1995 11:16:10 -0500
Subject: Re: The Ultimate DOOM (commercial aspect)

>Remember that there are surely many registered owners who don't subscribe to
>the Doom mailing lists, don't read the newsgroups, maybe don't have even
>have Net access (the shareware version is, after all, often sold in stores,
>so one couldn't argue that anyone who got shareware Doom got it from the
>Net). These people should be privy to the same information.

Um. The registered owners are known by id. Nothing is going to shareware
"owners" anyway, and all id has to do is send out a mailing to registered
DOOM1 owners. Doesn't matter about unregistered folks--they are the ones
they want to exclude from the "deal."

That said, the mailing should have occurred *before* TUD was released, so
poor saps who register it all would know not to also buy TUD off the shelf.
(Yeah, me too ;( )


=-Ty Halderman (thldrmn@neosoft.com)-=
=- Keeper of Things Miscellaneous -=



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

From: Alden Bates <abates@central.co.nz>
Date: Mon, 10 Jul 1995 22:01:45 +1200 (NZST)
Subject: Re: .. Re: Deathmatch dude that kills you?

On Mon, 10 Jul 1995, Martin Rudolph wrote:

> I couldn't accept, that all the nice ideas about the player 1 doll
> should be scrapped already, so I made some experiments.
> Any other ideas?

Have a switch which opens a small door, say 6 pixels high or so.
On the other is are a doll and, further away, a cyberdemon. The
cyberdemon will see you through the hole, and fire, hitting the doll
instead. Player won't know what hit them. :-)

Alden Bates.

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

From: Daniel Bateman <batemand@dasher.buck.com>
Date: Mon, 10 Jul 95 11:02:59 -0400
Subject: Re: Ultimate Doom

>I'm also looking for a PWAD for wimps. My 6 year old daughter likes to

>play DOOM. It'd be nice if there were a PWAD which took it from it's

>current 'M 17+' rating down to something tamer. You know, maybe magic

>wands instead of weapons, no gore, etc.

I remember some wad called HAPPY or HAPPYLND or something like that. You put
the enemies to sleep instead of killing them, and it had cartoony non-violent
graphics. This might be about as close as you're gonna get to what you're
looking for. Check the DOOM levels section of ftp.cdrom.com. The only
problem is, it will probably get old real fast for her, and I think you can
only play the level included because only some of the monster graphics are
replaced.

- -=-
Dan




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

From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Fri, 7 Jul 1995 01:08:00 GMT
Subject: Is there a way...?

- ---
This query has been forwarded to the list from S.Benner@lancaster.ac.uk. It
was originally posted to "beginner's corner" but the list may like to
suggest solutions. At least it'll be about Doom *editing* ;)

- --------
I'm making an "outdoor arena" type level --
trying my hand at dmatch levels. What I'd like to do is put
a couple of low buildings -- ceilings of, say, 128 or so -- in
the courtyard. The courtyard's ceiling is 384. I've made a couple
of low sectors in the midst of this courtyard, but the sky takes
a big chunk out of the outside wall when you look over the top
of the low buildings. (I hope I'm explaining this properly.)

Anyway, is there any way to make a low building in the center of
a courtyard with a high outside wall that'll look... well, _real_?
I've been puzzling over this over the past couple of hours, and
it's giving me fits.

Thanks for any help you can give me! And if the answer is "no,
you can't do this with the DOOM engine"
then I guess I'll have
to figure something out. :)

+--=*=---=*=---=*=---=*=---=*=---=*=-+-=*=---=*=---=*=---=*=---=*=--+
| bill.mcclendon@creature.com | If you can laugh at it, |
|--=*=---=*=---=*=---=*=---=*=---=*=-| you can live with it. |
| Author, The Unofficial WAD |-=*=---=*=---=*=---=*=---=*=--|
| Designers' Handbook: HANDBK12.ZIP | Fido netmail to 1:215/1313.2 |
+--=*=---=*=---=*=---=*=---=*=---=*=-+-=*=---=*=---=*=---=*=---=*=--+



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

From: the monk <ind01222@pegasus.cc.ucf.edu>
Date: Mon, 10 Jul 1995 11:34:05 -0400 (EDT)
Subject: Re: The Ultimate DOOM (commercial aspect)

On Fri, 7 Jul 1995, Ty Halderman wrote:

> >Remember that there are surely many registered owners who don't subscribe to
> >the Doom mailing lists, don't read the newsgroups, maybe don't have even
> >have Net access (the shareware version is, after all, often sold in stores,
> >so one couldn't argue that anyone who got shareware Doom got it from the
> >Net). These people should be privy to the same information.
>
> Um. The registered owners are known by id. Nothing is going to shareware
> "owners" anyway, and all id has to do is send out a mailing to registered
> DOOM1 owners. Doesn't matter about unregistered folks--they are the ones
> they want to exclude from the "deal."

What I meant was that people who bought the shareware version could then
buy the full, registered version through mail-order without ever having
any Net access. Thus, if id has only made the free patch release known
via the Net, which apparently they have, a number of registered owners won't
ever be informed about it. I'm a registered owner, and I never got any kind of
info about TUD directly from id (or GT). It's only through this list that I
learned about the patch.

+==========================================================================+
| Scott Osborne ind01222@pegasus.cc.ucf.edu University of Central Florida |
|--------------------------------------------------------------------------|
| Three yards of explanation doesn't equal one foot of realization. |
| --Bassui |
+==========================================================================+



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

From: Raphael.Quinet@eed.ericsson.se
Date: Mon, 10 Jul 1995 18:47:15 +0200
Subject: Re: Is there a way...?

bill.mcclendon@creature.com (Bill Mcclendon) wrote:
> I'm making an "outdoor arena" type level --
> trying my hand at dmatch levels. What I'd like to do is put
> a couple of low buildings -- ceilings of, say, 128 or so -- in
> the courtyard. The courtyard's ceiling is 384. I've made a couple
> of low sectors in the midst of this courtyard, but the sky takes
> a big chunk out of the outside wall when you look over the top
> of the low buildings. (I hope I'm explaining this properly.)
>

If I understand you correctly, you are making your "low buildings"
by having a lower ceiling height for these sectors and leaving the
upper texture transparent, right? And your problem appears when you
are trying to look at other buildings over the top of the low ones.

Here is a side view of what I think you have (the ":" show the
transparent upper texture):

sky sky
384 -----+ +------+
: : |
: (sky) : | outside wall
: : | or high building
128 ++------++ |
|| || |
|| room || |
0 -----++------++------+

All floors are at 0. The ceiling for the courtyard is at 384. The
ceiling of the low building is at 128 (the inside doesn't matter).

Well, if this is the case, then it is (alas) perfectly normal that
you cannot see the wall over the building. Doom draws the sky over
the building in the same way as if there was a "real" upper texture.

If you want to be able to see the walls or other buildings over the
low buildings, then you cannot have anything over your buildings.
In other words, the ceiling height must be at 384 and you must
create your low buildings by changing the floor level only. This
means that you can create low walls (with the _floor_ height at 128),
but the rooms surrounded by these walls will have no ceilings. Also,
you cannot have doors (unless you create them with lifts). Well,
strictly speaking you won't have buildings, but only areas surrounded
by walls. I don't see any other way of doing what you want: this is
a limitation of the Doom engine.

> Thanks for any help you can give me! And if the answer is "no,
> you can't do this with the DOOM engine"
then I guess I'll have
> to figure something out. :)
>
Hmmm... Yes, I think that's the answer. One workaround is to use
areas surrounded by low walls (but without ceiling). Another one is
to use teleporters.

- -Raphael


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

From: John Wakelin <johnw@datametrics.com>
Date: Mon, 10 Jul 95 13:59:19 -0500
Subject: Re: Is there a way...?

> From: Raphael.Quinet@eed.ericsson.se
> Reply-To: doom-editing@nvg.unit.no

> bill.mcclendon@creature.com (Bill Mcclendon) wrote:
> > I'm making an "outdoor arena" type level --
> > trying my hand at dmatch levels. What I'd like to do is put
> > a couple of low buildings -- ceilings of, say, 128 or so -- in
> > the courtyard. The courtyard's ceiling is 384. I've made a couple
> > of low sectors in the midst of this courtyard, but the sky takes
> > a big chunk out of the outside wall when you look over the top
> > of the low buildings. (I hope I'm explaining this properly.)

[Some text & nice ascii art snipped]

> Well, if this is the case, then it is (alas) perfectly normal that
> you cannot see the wall over the building. Doom draws the sky over
> the building in the same way as if there was a "real" upper texture.

> If you want to be able to see the walls or other buildings over the
> low buildings, then you cannot have anything over your buildings.
> In other words, the ceiling height must be at 384 and you must
> create your low buildings by changing the floor level only. This
> means that you can create low walls (with the _floor_ height at 128),
> but the rooms surrounded by these walls will have no ceilings. Also,
> you cannot have doors (unless you create them with lifts). Well,
> strictly speaking you won't have buildings, but only areas surrounded
> by walls. I don't see any other way of doing what you want: this is
> a limitation of the Doom engine.

This is not quite correct, Raphael.

You *can* most definitely place a lower building in a taller
courtyard without leaving the roof off *and* be able to see things on
the other side.

The instructions and restrictions are available at:

http://www.daimi.aau.dk/~hykkelbj/doom/special/

More specifically (for those not inclined to exploration)

http://www.daimi.aau.dk/~hykkelbj/doom/special/sky.html#skylow


There is an example WAD available there as well, that demonstrates a
bunch of other effects.

I had the same question a while ago and found that this site, while
kinda slow for me (US <=> DK) has been an immence help with a lot of
fun things I have been doing while building my levels.

Hope this helps,
johnw

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

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

From: bhess@wilma.widomaker.com (Brian Hess)
Date: Mon, 10 Jul 95 16:07 EDT
Subject: Re: Is there a way...?

>Anyway, is there any way to make a low building in the center of
>a courtyard with a high outside wall that'll look... well, _real_?
>I've been puzzling over this over the past couple of hours, and
>it's giving me fits.

make the low sectors around the buildings only a few pixels wide so the
blocked out spot will not be very noticable, if at all...
*------------*-------------------------------------------*
| BRIAN HESS | To reply, send to bhess@widomaker.com |
| | SysOp: Subways BBS (804)220-1759 |
| | FidoNet - 1:271/235.1 On IRC: _Wendigo |
| | Homepage: http://www.widomaker.com/~bhess |
*------------*-------------------------------------------*


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

From: Greg Lewis <gregl@umich.edu>
Date: Mon, 10 Jul 1995 17:08:21 -0400 (EDT)
Subject: Re: Is there a way...?

> >Anyway, is there any way to make a low building in the center of
> >a courtyard with a high outside wall that'll look... well, _real_?
> >I've been puzzling over this over the past couple of hours, and
> >it's giving me fits.

There is no way to do this. If there is an Upper section of a wall with
a Ceiling of F_SKY1, Doom will paint that section entirely with the sky
background. In essence what you are trying to do is make the Upper into a
transparent section (so that you can see the tall wall behind it), and
Doom does not allow Uppers or Lowers to be transparent.

Greg


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

From: Denis.Moeller@kiel.netsurf.de (Denis)
Date: Mon, 10 Jul 95 23:14 GMT
Subject: Re: Is there a way...?

Hi!

>> > a big chunk out of the outside wall when you look over the top
>> > of the low buildings. (I hope I'm explaining this properly.)
>[Some text & nice ascii art snipped]
>This is not quite correct, Raphael.
>You *can* most definitely place a lower building in a taller
>courtyard without leaving the roof off *and* be able to see things on
>the other side.
The only possibility is the use of the SKY in the middle block,
any other flat 'cuts' the things behind. At least I found this to be
the only possibility. I hate this sky-cutting 'feature' of Doom.

>The instructions and restrictions are available at:
> http://www.daimi.aau.dk/~hykkelbj/doom/special/
>More specifically (for those not inclined to exploration)
> http://www.daimi.aau.dk/~hykkelbj/doom/special/sky.html#skylow
A must for every real WAD-Builder.

cya
Denis
[] Denis Moeller, author of NWT v1.3 and TiC's WAD Reviews. []
[] Just play our Doom (2) Add-Ons: Sudtic, Teutic, Obtic. Thanks. []


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

End of doom-editing-digest V1 #343
**********************************

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