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Doom Editing Digest Vol. 01 Nr. 417
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #417
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
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doom-editing-digest Saturday, 23 September 1995 Volume 01 : Number 417
Re: Falling
Re: linedef triggered player position markers
One more fall technique
Re: linedef triggered player position markers
Re: Falling player
Re: linedef triggered player position markers
Re: (Fwd) STOP NUCLEAR TESTS
Re[2]: linedef triggered player position markers
Returned mail: warning: cannot send message for 4 hours
Re: linedef triggered player position markers...
----------------------------------------------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Thu, 21 Sep 1995 20:14:59 -0400 (EDT)
Subject: Re: Falling
> Greg Lewis says:
>
> > Drake's technique? I think I'm gonna have to argue you on that one,
> >unless Drake came up with it a looong time ago.
>
> Just to be clear here: when I post to doom-editing about something that
> I've 'discovered' I'm NOT claiming to be 'first' to come up with it. But I
> don't think I should have to shut up just because someone might've said
> something similar a year or so ago, especially if I'm posting with info on
> something that isn't all that well known and yet which can be very useful.
I think you misunderstood me. I'm not putting words in anyone's mouth
by saying that they were the first to discover it, that it is 'new',
etc. All I'm saying is that it was used in levels at least 15 months ago
and that it probably shouldn't be known as 'Drake's technique' for that
reason. I have no problem at all with anyone posting information on
techniques that have been discovered before (unless of course that exact
information has been repeated many times before). I am making no
comments on your original post... merely on the fact that it was referred
to as 'Drake's technique'.
Enough quibbling. Let's call it the 'visible-walls-with-dark-floor'
technique and be done with it.
Greg
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Thu, 21 Sep 1995 22:36:33 -0400 (EDT)
Subject: Re: linedef triggered player position markers
> I took a look at it last night. Not bad. You should put an
> indicator in the map room so that it is easier to show it in single
> player (kind of a 'you are here'). I'll have to try it in DM sometime.
>
> This is the first time I have seen this done. Anyone else, or does he
> get to name it...Greg? :)
Sure, go ahead and name it. :)
Actually I could swear that I've seen this somewhere before too, but
for the life of me I can't remember where/when. Maybe I'm just getting
confused with the maps I've seen on walls (like the subway wad). Oh
well, I'm probably wrong.
Greg
------------------------------
From: LummoxJR@AOL.COM
Date: Thu, 21 Sep 1995 23:06:51 -0400
Subject: One more fall technique
Okay, I wasn't going to say anything, but how about this:
1. Player is in room standing on invisible lift.
2. Monster sees player as soon as level begins, and instantly walks over a
lower lift linedef.
It's not quite falling, but it'll do for some cases, I hope.
And I also have to ask: How can falling teleports be done, anyway? Sounds
illogical, unless there's something I'm missing. Does it have to do with DHE,
making the landing hang from the ceiling (hmm... I'll have to try that)?
Actually, that gives me some ideas. I'll have to try some teleporter patches
in DHE.
Lummox JR
grasping at straws... again
------------------------------
From: deth@webcom.com (Scott Smith)
Date: Thu, 21 Sep 1995 18:31:50 GMT
Subject: Re: linedef triggered player position markers
On Thu, 21 Sep 95 14:40:05 -0500, you wrote:
>> From: deth@webcom.com (Scott Smith)
>
>> I've always thought it would be real cool to have a map of the actual
>> PWAD displayed on a wall in the level that would show little BLIPs
>> depicting the last place that another player was detected. By having a
>> number of teleporters in the same room as the wall map, you could
>> watch the map for a BLIP and then hop into the teleporter that takes
>> you to the closest map location.
>>
>> Everyone that I've mentioned this to in the past has said "Chyeah
>> right. Can't be done!" Well... I'VE DONE IT! <g>
>
>[snip]
>
>I took a look at it last night. Not bad. You should put an
>indicator in the map room so that it is easier to show it in single
>player (kind of a 'you are here'). I'll have to try it in DM sometime.
Aww man! I can't believe that I left that out! In the very first test
version of this PWAD, I had a little green arrow on the wall map, in
the map room. I just forgot to add it after changing the TEXTURE to
represent the final layout.
Did you also check out the TURBO lifts?
>Nice web-page BTW
Thanks! Got anything you want to sell on it? <G> The pages are driving
me broke! I need sponsers! ;D
Scott A. Smith - scott@gate.net
-=( Scott's DOOM Pages )=-
*-------------------------=*=----------------------------*
| Preview some of today's | http://www.webcom.com/~deth |
* HOTTEST DOOM2 DeathMatch *-----------------------------*
| Levels! | deth@webcom.com |
*-------------------------=*=----------------------------*
------------------------------
From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Fri, 22 Sep 1995 10:47:29 +0200
Subject: Re: Falling player
Just a thought: to get the player falling at the
very beginning of the level, it might work to
set the SpawnAtCeiling (?) bit, but not the
NoGravity/Float stuff. I remember fooling
around with this for the Aliens-2.x ceiling
huggers. Dunno if/how it works for the player.
The drawback would be that all other (non-falling)
player starts in all other levels will have
to have starting spots in sectors with
ceiling-floor == player height (+1?), to avoid
falling :-).
Never tried, have no time (another dozen
bounces to handle today, and work, of course).
L8r.
B.
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Fri, 22 Sep 95 9:50:08 -0500
Subject: Re: linedef triggered player position markers
> From: af318@rgfn.epcc.edu (Paul D Shelton)
> >I took a look at it last night. Not bad.
>
> Not bad? Folks, this one represents wadding of a high order. I highly
> recommend it. In playability and design it is in the top 99 percentile of
> wads I've seen. The innovative map business aside, it's clean, well
> designed, and most of all, a joy to deathmatch in. A real classic. Well done!
Wait a second Paul,
This is the "Advanced DOOM-Editing List". Anything offered as an
example here *should* be wadding of a high order. This list used to
be where the best of the best showed off their editing prowness.
Scott's level shows me that there is a chance that it still is.
I meant no insult by saying that it was 'not bad' in fact after
Deathmatching in it last night, I would be prepared to say that it
is definitely among the top 1% of the wads I have played; however, I
expect that from this group.
Sorry to have been so unjust.
Have a great day,
johnw
****Stereographic Sig - Unfocus eyes until two Xs merge****
::::::::::::::::::X::::::::::::::::X:::::::::::::::::::::::
:::E]:;[]::: [] :::::::::::::::: [] :::""":::[];:[3:::
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------------------------------
From: Chainsaw <jimu@allmalt.cs.uwm.edu>
Date: Fri, 22 Sep 1995 11:08:09 -0500 (CDT)
Subject: Re: (Fwd) STOP NUCLEAR TESTS
> This is a chain letter to urge the french
> government to stop nuclear tests.
It's ironic that people so conserned with nuclear bombs have no problem
partial to mail bombs.
------------------------------
From: Bill_Campbell@corp.dialog.com (Bill Campbell)
Date: Fri, 22 Sep 1995 10:13:25 -0700
Subject: Re[2]: linedef triggered player position markers
>>Can't be done!" Well... I'VE DONE IT! <g>
>>
>>[snip]
>>
>>I took a look at it last night. Not bad.
>Not bad? Folks, this one represents wadding of a high order. I highly recommend
>it. In playability and design it is in the top 99 percentile of wads I've seen.
>The innovative map business aside, it's clean, well
>designed, and most of all, a joy to deathmatch in. A real classic. Well
>done!
I have to agree, a classic! I took justdeth.wad out on iFrag
(internet doom tracker) last night to rave reviews. Only prob is getting
fragged from behind while admiring the damn map :), turbo lift is
sensational.
Doc
------------------------------
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From: Bernd Kreimeier <Bernd.Kreimeier@nero.uni-bonn.de>
Date: Fri, 22 Sep 1995 10:47:29 +0200
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To: doom-editing@nvg.unit.no
Subject: Re: Falling player
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Just a thought: to get the player falling at the
very beginning of the level, it might work to
set the SpawnAtCeiling (?) bit, but not the
NoGravity/Float stuff. I remember fooling
around with this for the Aliens-2.x ceiling
huggers. Dunno if/how it works for the player.
The drawback would be that all other (non-falling)
player starts in all other levels will have
to have starting spots in sectors with
ceiling-floor == player height (+1?), to avoid
falling :-).
Never tried, have no time (another dozen
bounces to handle today, and work, of course).
L8r.
B.
- --BAJ16405.811790676/stargate.np.ac.sg--
------------------------------
From: "Walter Reid Fletcher" <fletcher@moho.uwyo.edu>
Date: 22 Sep 95 12:09:00 MST
Subject: Re: linedef triggered player position markers...
OK. I never thought it was an idea worthy of the advanced doom
editing discussion, but since the concept been mentioned...
About a year ago, I designed a deathmatch level that covered lots of
real-estate. It had 15 LARGE rooms connected extensively by long tunnels.
It was meant to be played with the players "TURBOed" and turned out to be
quite the fragfest despite being largish. I did get one complaint that
it was too large for just two person deathmatch, so to help relieve the
problem, I designated a large square room as a map room. The concept was
to have a large sunken floor area which a player could look down at from a
raised walkway surrounding the area. On the sunken area floor I placed a
bunch of sectors in the shape of a proportioned down map of the level as
a whole (a map of the level within the map, so to speak). I think I
reduced the thing 16 to 1 which made the map still quite large. The level
had linedefs at EVERY entrance to EVERY sector to increase or decrease the
lighting intensity of the sector on the map corresponding to the actual sector
on the level such that if any player exited one area and entered another, they
would cross linedefs that would extinguish the corresponding map indicator of
the area they just left and raise to max brightness the map segment of the
corresponding sector they just entered. This way a player could stand and
look at the map and watch the other players movements about the level by just
following the lights. I didn't intend to tell my opponents how the map
worked. I wanted them to figure it out much as a player would hack a stock
level from id or other sources.
The amount of sectors in the map made the play in the map room crawl so
badly I took the mapping stuff out. My machine is a 386/33. It was still
noticeable on a 486/50, though. I don't think I have the WAD around with the
annunciator map anymore, but the concept is still valid.
- -- Reid
------------------------------
End of doom-editing-digest V1 #417
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