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Doom Editing Digest Vol. 01 Nr. 421
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #421
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 27 September 1995 Volume 01 : Number 421
Me So Solly
Re: Ok, enough of the first time posters.
Re: ... first time posters.
Re: New DM Level Idea....
Re: Falling
Re: Killed Monster Triggers
Instant Cage
Capture the flag; idea?
Sector triggered sound effects
----------------------------------------------------------------------
From: spockto@netdepot.com (Spock To)
Date: Mon, 25 Sep 1995 21:07:10 -0400
Subject: Me So Solly
My newsgroup access is currently down but I really need this info, I need to
know of any list of best wads that has been voted on. I know there are a
whole bunch of lists out there but to the best of my knowledge there are
none which were created as the result of a contest or other objective means.
I would appreciate a response by e-mail if you know of any. Thanks.
Geek Code:
GO dgq H+(---) s+. !g !p au- a21 w+ v>++ c+1/2 Udon't ask N++ W+>++ M--
po---@ Y+1/2 t+++ 5++ R tv+ b+++ D++ B-- e+>++ u++(*) h+ f? n-@ y+
------------------------------
From: Strange369@AOL.COM
Date: Mon, 25 Sep 1995 21:10:12 -0400
Subject: Re: Ok, enough of the first time posters.
In a message dated 95-09-24 18:20:16 EDT, you write:
>Subj: Ok, enough of the first time posters.
>Date: 95-09-24 18:20:16 EDT
>From: spockto@netdepot.com (Spock To)
>Sender: owner-doom-editing@nvg.unit.no
>Reply-to: doom-editing@nvg.unit.no
>To: doom-editing@nvg.unit.no
>
>>Anyway, I've never edited my own levels in my life, and I >want to start. I
>don't know where to begin! I have a CD-Rom >called D!Zone with, like, every
>level editor known to God or >man on it.
>
>In case you haven't figured it out yet, d!Zone doesn't have any editors on
>it, it only has wads. Your best bet to begin is to hang out in IRC #Doom, or
>to lurk here. Eventually you will see a post here called "Beginners
>questions", use it!
>ps. I'm a newbie too, you aren't the only one who can't figure out double
>sided linedefs. Also check out all the documentation from ftp.cdrom.com.
>
>
Double sided linedefs are not that difficult. If you have any questions feel
free to drop me a line. Do not post the questions to the newsgroup! HTH
Timothy
Strange369@aol.com
------------------------------
From: Shriker <GILLS@qucdn.queensu.ca>
Date: Tue, 26 Sep 95 00:55:52 EDT
Subject: Re: ... first time posters.
<DeLurk>
Another good spot for newbie DOOM Editing types is:
rec.games.doom.editing (if it's still around)
Ain't nuthin' better'n coming up with some new effect in a custom level !
*Boing!* <-- <ReLurk>
Hope this helps,
- -Shriker
<<<<<<<<<<< DOOM: The only place where I *like* to get "blue balls" >>>>>>>>>>
------------------------------
From: banj0 <pfleming@otago.ac.nz>
Date: Tue, 26 Sep 1995 17:07:22 +1200 (NZST)
Subject: Re: New DM Level Idea....
Regarding the Capture the Keen idea...
Though i suppose this'll work any old how.
----> One team trys to Kill the Keen, and the other trys to stop em.
If played in coop-mode then the player re-starts will be controlled.
OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoO
| banj0 |
| pfleming@eros.otago.ac.nz |
OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoO
------------------------------
From: dnabiesz@maple.net (Voritcon)
Date: Mon, 25 Sep 1995 16:10:36 -0400
Subject: Re: Falling
Hey!
I have to express my incredible thanx to ERVYONE that helped. I got it to
work! It works bug FREE!!!! Thanx again for ALL your help!!
Vorticon
------------------------------
From: jroberto@on-ramp.ior.com (Jacob Roberto)
Date: Tue, 26 Sep 95 09:45 PDT
Subject: Re: Killed Monster Triggers
>Is there anyway to trigger an action after you kill a monster, like the
>lowering of the floor in E1M8 and the end level in E2M8?
>
That stuff is hard-coded into the exe and cannot be changed. You could lower
a floor in E1M8, but it'd have to be set up just like the origionals
(barons, proper tags, and only on e1m8). Anything more than that would
require the source code for doom, which nobody except Id software has.
__________________________________________________
' JACOB ROBERTO -o #DEFINE USER "YOU" ``..
' ROBERTOSOFT --o MAIN () ``.._
' JROBERTO@ - -o WHILE (INPUTFROM(USER)) ..``
' ON-RAMP.IOR.COM - ---o BEEP_AT(USER) ..``
'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._:_.-+*^'^*+-._~
------------------------------
From: fjanini@awinc.com (Fabio Janini)
Date: Tue, 26 Sep 95 15:15 PDT
Subject: Instant Cage
I was trying to make sort of a cage in one of my levels, that would raise
out of the floor, and get somone stuck in there. I wanted to make it like
little columns coming out of the floor that whoever was in the area
surrounded by these columns would be in there until someone else pressed
another switch to lower these pillars again, like they were before, but I
can not get the linedef type right, because the pillars rise from the floor
too slow, and that gives the player inside the area a chance to escape.
And also, I can't get the one to lower the pillars to work for some reason.
Anyone knows how to get this to work? I know it has been done, but I can't
do it! :(
Thanks, ARJ
------------------------------
From: Jim Davis <JAD7084@tntech.edu>
Date: Tue, 26 Sep 1995 19:26:42 -0500 (CDT)
Subject: Capture the flag; idea?
How about a `capture-the-flag' on level 7, where the `flags' are a Mancubus
and an Arachnotron? You could always dehack'em up to annoyingly-high hit
points; or put them in rooms with slow-crushers, where you have to hit a
switch...
.-----------.--------------------.------------------------------------.
| Jim Davis | jad7084@tntech.edu | http://www.csc.tntech.edu/~jadavis |
`-----------^--------------------^------------------------------------'
------------------------------
From: ryan@dodgenet.com
Date: Tue, 26 Sep 1995 19:55:08 -0500
Subject: Sector triggered sound effects
Hey, anybody know anything about sector triggered sound effects. Say like,
you start a level in a building, you then walk through a doorway to an
"outside" world. As soon as you walk through the doorway, the sector at the
doorway would trigger starting a wind "blowing" type sound.
Then you could walk back inside a room and it would trigger the wind off.
ryan@dodgenet.com
Auf Wiedersehen
sent from dodgenet.com
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End of doom-editing-digest V1 #421
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