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Doom Editing Digest Vol. 01 Nr. 331

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Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #331
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Friday, 30 June 1995 Volume 01 : Number 331

Re: Deathmatch dude that kills you?
"Invincible" enemies
Deathmatch dude that kill
[none]
Ultimate DOOM with errors
MIDI Files
Re:
[none]
See through walls... On stairs.
Administrivia: Spurious mailings
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kills you?
Re: MIDI Files
Ghosts
Re: No Subject
Arch-ville escape!
Re: Deathmatch dude that kills you?
Re: Questions
Re: "Invincible" enemies
Re: Deathmatch dude that kill...
Re: Deathmatch dude that kills you?
Re: Deathmatch dude that kill...
Re: Ghosts
Thy Flesh Consumed

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

From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Wed, 28 Jun 95 17:32 PDT
Subject: Re: Deathmatch dude that kills you?

>
>> From doom-editing-owner@nvg.unit.no Wed Jun 28 06:42:34 1995
>
>> I have come across a level where a Deathmatch figure (I'm playing single
>> player!?)is standing by a while in a courtyard. If you shoot him you lose
>> heath! If you kill him YOU die! How is this done?
>
>
>Simple :) There is more than one player 1 start on the level, so Doom
>starts more than one player 1. Result - though you only see one view-
>point, there are lots of `you's, and if you shoot yourself, you die :)
>
And you think THAT's weird. I made a room with two player 1 starts and did
some experiments. When I shot a rocket at my double (long range), it took
down to 33% health. I wondered if close range would kill me because of his
damage and the range effects of a rocket. I tried it and (ready for this),
it took me down to 0% health, no weapons, but yet I was still walking
around! Major bug in the doom engine. I wonder if there will be a 1.999 release.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
' #DEFINE USER "YOU" ' J ROBERTOSOFT R O ' '
' MAIN() ' A O T ' '
' { ' C B R ' '
' WHILE INPUTFROM(USER) BEEPAT(USER) ' O E ' '
' } ' B ''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''

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

From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Wed, 28 Jun 1995 06:13:00 GMT
Subject: "Invincible" enemies

AF|Has anyone every played a deathmatch game and all of a sudden face off wi
AF|an enemy that is invincable? I have had it happen once with an INP and la
AF|with a Cacodemon. What causes this?

An arch-vile resurrecting a monster that's been turned to
paste by a closing door or crushing ceiling.

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

From: bill.mcclendon@creature.com (Bill Mcclendon)
Date: Wed, 28 Jun 1995 06:19:00 GMT
Subject: Deathmatch dude that kill

AF|I have come across a level where a Deathmatch figure (I'm playing single
AF|player!?)is standing by a while in a courtyard. If you shoot him you lose
AF|heath! If you kill him YOU die! How is this done?

Simple. Pull the level up in any editor and check how many
Player 1 start positions there are. Bet there's more than one.


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

From: Nicholas Mcleod <n_mcleod@postoffice.utas.edu.au>
Date: Thu, 29 Jun 1995 13:02:39 +1000 (EST)
Subject: [none]

re: Teleporting Rockets

Speaking of Catch-22:

"I see everything twice!"
Doctor holds up two fingers.
"How many fingers am I holding up?"
"Two!"
Doctor holds three fingers up.
"How many fingers am I holding up now?"
"Two!"
"He does see everything twice!"


Sorry, to the point:

Why do I get two of almost every post to this list?
It's big enough as it is.


- - Nick McLeod
(n_mcleod@bruny.cc.utas.edu.au)
__________________________________________________________________________
"I had a guaranteed military sale with ED-209...renovation program...spare
parts for twenty-five years! Who CARES if it worked or not?"

- Dick Jones, _Robocop_


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

From: mmathews@genesis.nred.ma.us
Date: Thu, 29 Jun 95 01:29:02 -0500
Subject: Ultimate DOOM with errors

Hi all,

I just bought The Ultimate DOOM. It has the original 3 levels plus a forth level
called "Thy Flesh Consumed". Plus I get 5 FREE hours on Dwango.
I played over the modem and we almost finished it in about 3 hours. BTW, we played
E4M1 and I ran in this one room and turned around a found... HOM. I couldn't believe
it. So I fired up DEU and found sector not closed and missing textures. I'll
have to clean it up. You would think they would know better. I've seen 100% error
free wads for FREE.

BTW, the levels are very good and you get a free poster with the signature of
Id employees.

I went to Comp USA and I there where more than a dozen DOOM spinoffs. Each containing
DOOM editors and thousands of WADS. DOOM may become as large a Microsoft!


Mark Mathews mmathews@genesis.nred.ma.us
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??

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

From: ariens@sierra.net (Andrew Ariens)
Date: Tue, 27 Jun 1995 21:30:12 -0700
Subject: MIDI Files

Does anyone know any WWW pages, FTP sites, etc. that I can download some
good MIDI songs so I can add them to my WAD's. (I'm talking Metal/Hard Rock
songs, like Metallica, etc. Not the classical junk I keep finding on the
Web!) I don't have any musical talent at all, so I have to download MIDI
files other people made.

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

From: avatar@widomaker.com (Mackey McCandlish)
Date: Thu, 29 Jun 95 02:59 EDT
Subject: Re:

>>From doom-editing Wed Jun 28 11:16:02 0700 1995 remote from nvg.unit.no
>Received: (from bin@localhost) by sabre-wulf.nvg.unit.no (8.6.12/8.6.9) id
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>From: Kirk Yokomizo <kirk@cdrom.com>
>To: doom-editing@nvg.unit.no
>cc: doom-editing@nvg.unit.no
>Subject: Re: Deathmatch dude that kills you?
>In-Reply-To: <Pine.SUN.3.91.950628221723.13106A-100000@central.co.nz>
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>
>
>
>in one deathmatch session we had, with a rather strange level, you always
>come back at this one spot. anyway, so when you die, you have a live
>person stand on the spot and upon your return, you are still a dead body,
>but can move around on the map....this is not a reak accident for this
>level, you can do it all the time.

How bout this: Add a big group of player one starts and shoot them
with the chaingun a bit. Now and then a couple start walking in place like
the monsters do after they kill you! Weirdness plus..
-*The Avatar*-
_Avatar_ on IRC
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!


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

From: doom-editing@nvg.unit.no
Date: Thu Jun 29 06:42:06 GMT 1995
Subject: [none]

>From doom-editing Wed Jun 28 19:10:12 0400 1995 remote from nvg.unit.no
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Date: Wed, 28 Jun 1995 19:10:12 -0400 (EDT)
From: Greg Lewis <gregl@umich.edu>
X-Sender: gregl@qix.rs.itd.umich.edu
To: doom-editing@nvg.unit.no
Subject: Re: EXE Editing
In-Reply-To: <01HS7ZFHCI4WHYSKQS@tntech.edu>
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> I'm looking for a way to `gory-up' the blood-splats. Using DEHACKED, I've
> slowed 'em down a bit, and replaced the last frame with one of the pools of
> blood and set the duration to -1 so it stays, but that rapidly leads to the
> `Too Many Sprites' sprite-blinking error. How high can I set the duration
> to make it look reasonable? Would snatching frames from something else
> work, so I can eventually have the pool dry up into a puddle, then nothing?

This mostly depends on your tastes. Even leaving the exe the way it is
originally, sometimes you run into the blinking-sprites problem. The
question is, how much sooner is it acceptable to you for this to occur?
That sort of limits how long you want your duration to be. I had to tone
the duration for the blood splats down by a bit in the super-weapons
patch for exactly the same reason.... too much blood makes Doom choke.

Greg


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

From: John Minadeo <jminadeo@nforce.com>
Date: Thu, 29 Jun 1995 04:11:01 -0400 (EDT)
Subject: See through walls... On stairs.

Ok Doom gods, I need a word of advice.
I've made a see through wall (you can see through it but not shoot
through it activate monsters or the other side). It goes like this:

- ---------^------------- l1 Sector 1 : Floor- 48 Ceil- 112
| 1 | " 2 : " 111 " 111
- ---------^------------- l2 "
3 : " 48 " 112
| 2 |
- ---------^------------- l3
| 3 |
- ---------v------------- l4

Where l2 and l3 have no lower tex on their 2nd (or 1st) side.

However, I've been trying to import this effect to 8 individual little
walls going up the side of 8 stairs. Well, the effect works except the
line ( l1 on the below diagram) is screwing everything up... Can this be
done???


- -------------------------
| | | | | | | | | <-- the vert lines are l1 (the problem lines)
- -------------------------

each horizontal line has 3 sectors making it see thrugh as the 1st diagram...

Any ideas?

John Minadeo
jminadeo@nforce.com

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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Thu, 29 Jun 95 09:34:35 +0100
Subject: Administrivia: Spurious mailings

Sorry about the recent spate of spurious mailings: it should now stop.

- -Steve



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

From: Shaun Frederick Davis-Gluyas <sdavisgl@lawson.its.utas.edu.au>
Date: Thu, 29 Jun 1995 20:58:51 +1000 (EST)
Subject: Re: Deathmatch dude that kills you?

ObDoom:
concerning the bottle of poison trick mentioned, I'd create a new graphic
for the bottle, and put the extra player-1-start Thing in a little secret room
off the map somewhere. Make the ceiling height of the secret room just
taller than the playerthing. Make walk-over line defs around the bottle of
slow-crushing-ceiling Type... squish... argh.. what's happening!... die. :-)

Pathetic ObDoom, but better than some things I've read here lately... :-/

See you all in a month,
Shaun
- --
The dumb shameless plug: http://metro.turnpike.net/G/Geniac/abode.html
"640K ought to be enough for anybody." - Bill Gates 1981
"...get real y'big gusset snuffler..." - David Tomlinson 1995
Do yourself a favour; killfile AOL. Do the world a favour; kill Case



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

From: Raphael.Quinet@aachen.eed.ericsson.se
Date: Thu, 29 Jun 95 14:49:10 +0200
Subject: Re: Deathmatch dude that kills you?

On Thu, 29 Jun 1995, Shaun Frederick Davis-Gluyas <sdavisgl@lawson.its.utas.edu.au> wrote:
> concerning the bottle of poison trick mentioned, I'd create a new graphic
> for the bottle, and put the extra player-1-start Thing in a little secret room
> off the map somewhere. Make the ceiling height of the secret room just
> taller than the playerthing. Make walk-over line defs around the bottle of
> slow-crushing-ceiling Type... squish... argh.. what's happening!... die. :-)
>

I had a similar idea some time ago, but I never had the time to finish this
WAD and release it (I'd better work on DEU first). The trick is to have a
switch on a wall, with a new texture that says "Do not activate!". Under
the switch, there is a small hole in which the player cannot see because it
is right above the ground. When activated, the switch starts a crusher
in a remote room which contains the extra player 1. When the player dies,
he will be at the right level to look into the hole and he will see a
message in it: "You have been warned".


Front view: Side view:

+-------------------------+ -----+
| Do not activate! | | <- message
| ~~~~~~~~~~~~~~~~ | |
| +---------+ | ++
| | +-+ | | || <- switch (activates the crusher)
| | | | | | ||
| | OOO | | ||
| | | | ||
| | ... | | ||
| +---------+ | ++
| | |
| .---. | |
| |o o| | | deep hole
| \"/ | | |
| 0=====0 | | V
+_________________________+ +------------+
||-----------------------|| |
||You have been warned...|| | <- second message
||_______________________|| |
+-------------------------+ -----+------------+

Don't you hate ASCII art? Don't you hate people with such silly ideas? :)

- -Raphael


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

From: sheaslip@ix.netcom.com (Stephen Heaslip)
Date: Thu, 29 Jun 1995 06:46:41 -0700
Subject: Re: Deathmatch dude that kills you?

> How bout this: Add a big group of player one starts and shoot them
>with the chaingun a bit. Now and then a couple start walking in place like
>the monsters do after they kill you! Weirdness plus..
> -*The Avatar*-

Sounds like you encountered the "
touching a wall motion" (for lack of a
better term). A Doom player standing still, but touching a wall, will march
in place as you describe. This is something to be aware of while lurking in
the shadows during a deathmatch; the motion is a dead giveaway (sorry).

Anyway, my guess is that some of the "
Deathmatch Dudes" that you
chain-gunned were pushed back enough to touch a wall and viola, marching DM
Dudes.

Sound plausible?

- --
sheaslip@ix.netcom.com

This Sig is NetScape Enhanced!
(Blink, blink, blink...)


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

From: mmathews@genesis.nred.ma.us
Date: Thu, 29 Jun 95 10:37:12 -0500
Subject: Re: MIDI Files

> Does anyone know any WWW pages, FTP sites, etc. that I can download some
> good MIDI songs so I can add them to my WAD's. (I'm talking Metal/Hard Rock
> songs, like Metallica, etc. Not the classical junk I keep finding on the
> Web!) I don't have any musical talent at all, so I have to download MIDI
> files other people made.

Try the MIDI home page http://www.eed.ele.tue.nl/midi/ for a start.



Mark Mathews mmathews@genesis.nred.ma.us
Are you using DEU, WARM or DEUTEX for DOOM? WHY NOT??

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

From: Myles Williams <williams@grinch.cs.buffalo.edu>
Date: Thu, 29 Jun 1995 13:01:25 -0400
Subject: Ghosts

>person stand on the spot and upon your return, you are still a dead body,
>but can move around on the map...

Interesting. Can such a player be killed by an off-center rocket blast (like
archvile ghosts)?

BTW I think the archvile bug is one of the coolest things in the Doom engine!
Has anyone ever made a level that used it intentionally?

Myles Williams

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

From: Strange369@AOL.COM
Date: Thu, 29 Jun 1995 12:51:14 -0400
Subject: Re: No Subject

>Why do I get two of almost every post to this list? It's big enough as it
is.

I concur. I have seen up to four of the same thing. If two is bad enough,
double that!

Timothy
Strange369


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

From: joao.tavora@skyship.alce.pt (JOAO TAVORA)
Date: Wed, 28 Jun 95 18:09:00 +0100
Subject: Arch-ville escape!

Af> To try it e-mail me and ask for REDSKULL.zip

Hello Afree120,

Can I have that Wad of yours?
Is it a cool Wad comparable to the *first* levels of DOOM2?
Send to joao.tavora@skyship.alce.pt
I've also built some (very) cool Wads myself so.....

Ciao,
__ __,
</'' /&v'r& --==>InterNet:joao.tavora@skyship.alce.pt<==--

... ebius tagline. This is a moebius tagline. This is a mo ...
___ Blue Wave/QWK v2.12

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

From: Myles Williams <williams@grinch.cs.buffalo.edu>
Date: Thu, 29 Jun 1995 12:55:52 -0400
Subject: Re: Deathmatch dude that kills you?

>it took me down to 0% health, no weapons, but yet I was still walking
>around! Major bug in the doom engine. I wonder if there will be a 1.999 release.

Not a bug, a feature! When you do weird stuff like this with the Doom engine,
who knows what is going to happen?

Myles Williams

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

From: ariens@sierra.net (Andrew Ariens)
Date: Wed, 28 Jun 1995 18:46:58 -0700
Subject: Re: Questions

>How do I remove my name from this mailing list?
>thanks,
>Josh

There are two ways to do this. You could send E-mail to
doom-editing-request@nvg.unit.no and in the body of the message type:

unsubcribe

Or you can send E-mail to majordomo@nvg.unit.no and in the body of the
message type:

unsubscribe (then your E-mail address)


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

From: AFree120@AOL.COM
Date: Thu, 29 Jun 1995 14:32:59 -0400
Subject: Re: "
Invincible" enemies

These invincible monsters are truly untouchable. No archviles around.

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

From: AFree120@AOL.COM
Date: Thu, 29 Jun 1995 14:35:17 -0400
Subject: Re: Deathmatch dude that kill...

Matthew Smith-Stubbs:

I've seen a catalog with an ad for DOOM for the Mac! on cd!

Anyone have info on the DOOM III which is out (Is it out?) for SNES?

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

From: Strange369@AOL.COM
Date: Thu, 29 Jun 1995 12:51:16 -0400
Subject: Re: Deathmatch dude that kills you?

In a message dated 95-06-29 11:36:14 EDT, you write:

>I had a similar idea some time ago, but I never had the time to finish this
>WAD and release it (I'd better work on DEU first). The trick is to have a
>switch on a wall, with a new texture that says "
Do not activate!". Under
>the switch, there is a small hole in which the player cannot see because it
>is right above the ground. When activated, the switch starts a crusher
>in a remote room which contains the extra player 1. When the player dies,
>he will be at the right level to look into the hole and he will see a
>message in it: "
You have been warned".

Now this is funny! Although, the first time a player got hit with it it
probably wouldn't rub his funny bone.

Strange369@aol.com


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

From: BonesBro@AOL.COM
Date: Thu, 29 Jun 1995 16:58:56 -0400
Subject: Re: Deathmatch dude that kill...

>* Create a type of deathmatch where you play in co-op (so that the
>extra dudes will show up) and you have to defend your 'clone' against
>the other players.

I've done this before; it was pretty cool. The only problem is, your "
clone"
never comes back to life. So it's good once, then it's basically deathmatch
with F12. (Which, BTW, can be very interesting at times...)

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

From: Daniel Bateman <batemand@dasher.buck.com>
Date: Thu, 29 Jun 95 18:02:00 -0400
Subject: Re: Ghosts

>BTW I think the archvile bug is one of the coolest things in the Doom
engine!
>Has anyone ever made a level that used it intentionally?

Yeah, there's a level called WTRFRONT.ZIP that has this effect and several
other very cool ones. This wad is definitely worth playing; the author used
some very origonal ideas.

- -=-
Dan

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

From: Josh LaGrew <lagrewj@sunny.health.state.mn.us>
Date: Thu, 29 Jun 95 17:06:50 CDT
Subject: Thy Flesh Consumed

Well it's here the new levels by the guys at id, Take a ride down to your
local software retailer and find out. Bye
P.S. I found mine at Best Buy

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

End of doom-editing-digest V1 #331
**********************************

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