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Doom Editing Digest Vol. 01 Nr. 420

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Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #420
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Tuesday, 26 September 1995 Volume 01 : Number 420

Doom-editing: Palettes
New DM Level Idea....
Re: New DM Level Idea....
Re: New DM Level Idea....
Killed Monster Triggers
WEEKLY REMINDER : Beginner's Questions
Re: New DM Level Idea....
WQ:Re: New DM Level Idea....
Re: New DM Level Idea....
Re: One more fall technique
Re: New DM Level Idea....
Re: Killed Monster Triggers
hand rails
Quake Preview Pics
Capture the flag in Doom

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

From: Jimmy Sieben <l-sieben@MEMPHIS.EDU>
Date: Mon, 25 Sep 1995 00:33:05 -0500 (CDT)
Subject: Doom-editing: Palettes

Hi. I am replacing the palette in a WAD. I would like to know how to
do this. The palette is in JASC format, and I need to get it in the WAD
and have DOOM use it. Any ideas on hoiw to do this?

+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
| _______ _ _ _____ IRC: EvlGenius |
| |______ \ / | | Mail: l-sieben@memphis.edu |
| |______ \/ __|__ |_____ |
| ______ _______ __ _ _____ _ _ _______ DOOM Player, Programmer, |
| | ____ |______ | \ | | | | |______ IRC hacker extraordinaire |
| |_____| |______ | \_| __|__ |_____| ______| Bow down to The Genius |
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+



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

From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Sat, 23 Sep 1995 08:58:56 GMT
Subject: New DM Level Idea....

Okay here's my suggestion for a new deathmatch level.
You need two teams of two, and one team has to protect their 'Keen' and kill
the other team has to try and kill it. It could be called 'Capture The Keen'.
The Keen would be situated deep in the teams fort, and they would have a number
of traps at their disposal (crushers, lava rivers etc.). Now, as you should
know if you read R.G.C.D.Editing, killing all the keens in *any* level raises
sector 666.
Feel free to use this idea (I know I will :) ) but at least *try* and give
me credit.

Jim--- jim@kildare.demon.co.uk

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

From: matthew@hitech.com.au (Matthew Smith-Stubbs)
Date: Mon, 25 Sep 1995 20:45:09 +1000 (EST)
Subject: Re: New DM Level Idea....

> You need two teams of two, and one team has to protect their 'Keen' and kill
> the other team has to try and kill it. It could be called 'Capture The Keen'.
Deathtag is very similar to this. I haven't deathmatched in it yet,
but I have had a look. It is pretty interesting, to see all the "devices"
the author(s) built into it (score markers, scrolling messages...simple, but
effective).
> The Keen would be situated deep in the teams fort, and they would have a number
> of traps at their disposal (crushers, lava rivers etc.). Now, as you should
> know if you read R.G.C.D.Editing, killing all the keens in *any* level raises
Bah! this list, you mean! :-)

- --
Matthew Smith-Stubbs | "Windows has caused a Total System Stuff Up.
Brisbane, Australia | Choose Ignore to continue working, or Nuke
Email: matthew@hitech.com.au | to solve your Windows problems forever."

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

From: Greg Lewis <gregl@umich.edu>
Date: Mon, 25 Sep 1995 09:03:03 -0400 (EDT)
Subject: Re: New DM Level Idea....

> You need two teams of two, and one team has to protect their 'Keen' and kill
> the other team has to try and kill it. It could be called 'Capture The Keen'.
> The Keen would be situated deep in the teams fort, and they would have a number
> of traps at their disposal (crushers, lava rivers etc.). Now, as you should
> know if you read R.G.C.D.Editing, killing all the keens in *any* level raises
> sector 666.

But then you would need to kill both Keens at once to activate the
sector, right? And I don't think that would be the intended point of the
level...

Greg

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

From: SHamilton@chs.osd.wednet.edu
Date: Mon, 25 Sep 1995 07:49:26 -0500
Subject: 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?

:):):D:D, Scott


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

From: John Wakelin <johnw@datametrics.com>
Date: Mon, 25 Sep 95 11:23:58 -0500
Subject: WEEKLY REMINDER : Beginner's Questions

This message is being posted at the request of the list's caretakers.

I know it was just posted five days ago but...
====================================================================

FROM: the list caretaker; *** A REMINDER ***

The DOOM-editing list is not a list aimed at newcomers to DOOM-editing. Its
purpose is to provide discussions on *advanced* DOOM editing techniques.
Many of its members are not tolerant of repeated "beginners" questions.
Sorry--that's just the way they are ;) There is much that beginners can
learn from the list, however, and we would like the list to be of use to as
many subscribers as possible.

In the past, there has been much moaning about new subscribers asking what
old-hands feel to be "typical newbie questions", usually posted in
ignorance of the fact that the topic has been discussed to death
previously. This leaves newcomers in a quandary: to post or not to post?

Well, help is at hand. The "Beginners Questions Service" can act as a
buffer between you and the higher echelons of the DOOM-editing elite,
conceited lot that they are. It works like this: if you have a question but
don't know whether it's advanced or not, and would like to avoid any
potential embarrassment from asking the question in front of the whole
list, you are encouraged to mail it in the first instance to:

John Wakelin : johnw@datametrics.com

Your question will either be answered or, if deemed appropriate for the
list, forwarded to it. This service is offered as a potential red-face
saving and list-annoyance abatement service: there is absolutely no
requirement on anyone to make use of this service, but doing so may get you
an answer quicker than sending to the list, and can potentially save you
from finding yourself in the middle of a flaming. But then, as a DOOMster,
you can take a toasting, right?

**NOTE: If your questions are prefixed with the code WQ: in the subject
field (e.g. Subject: WQ: Sprites), they will be processed quicker because
they will be brought to light sooner!**


Remember also that if you want any general info about this list, you should
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To: majordomo@nvg.unit.no
Subject:
Body: info doom-editing
====================================================================

ADDENDUM - This list looks very unfavorably upon chain-letters (No
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posting these items to this list are subject to immediate
unsubscription with no warning. CONSIDER THIS YOUR WARNING.

=====================================================================
This reminder will be posted here weekly, with the subject title:

WEEKLY REMINDER : Beginner's Questions


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

From: PASCAL LAVERDIERE <lavep00@DMI.USherb.CA>
Date: Mon, 25 Sep 1995 15:36:35 -0400
Subject: Re: New DM Level Idea....

> From doom-editing-owner@nvg.unit.no Mon Sep 25 12:53:43 1995
> Received: from sabre-wulf.nvg.unit.no (root@sabre-wulf.nvg.unit.no [129.241.161.9]) by roselin.DMI.USherb.CA (8.6.12/8.6.12) with ESMTP id MAA14745 for <lavep00@DMI.USherb.CA>; Mon, 25 Sep 1995 12:53:37 -0400
> Received: (from bin@localhost) by sabre-wulf.nvg.unit.no (8.6.12/8.6.9) id OAA27881 for doom-editing-outgoing; Mon, 25 Sep 1995 14:03:28 +0100
> Received: from qix.rs.itd.umich.edu (root@qix.rs.itd.umich.edu [141.211.63.87]) by sabre-wulf.nvg.unit.no (8.6.12/8.6.9) with ESMTP id OAA27876 for <doom-editing@nvg.unit.no>; Mon, 25 Sep 1995 14:03:12 +0100
> Received: from qix.rs.itd.umich.edu by qix.rs.itd.umich.edu (8.6.12/2.2)
> id JAA29488; Mon, 25 Sep 1995 09:03:04 -0400
> Date: Mon, 25 Sep 1995 09:03:03 -0400 (EDT)
> From: Greg Lewis <gregl@umich.edu>
> X-Sender: gregl@qix.rs.itd.umich.edu
> To: doom-editing@nvg.unit.no
> Subject: Re: New DM Level Idea....
> In-Reply-To: <309@kildare.demon.co.uk>
> Message-ID: <Pine.SOL.3.91.950925090201.29164A-100000@qix.rs.itd.umich.edu>
> MIME-Version: 1.0
> Sender: owner-doom-editing@nvg.unit.no
> Precedence: bulk
> Reply-To: doom-editing@nvg.unit.no
> X-Lines: 12
> Status: RO
>
> > You need two teams of two, and one team has to protect their 'Keen' and kill
> > the other team has to try and kill it. It could be called 'Capture The Keen'.
> > The Keen would be situated deep in the teams fort, and they would have a number
> > of traps at their disposal (crushers, lava rivers etc.). Now, as you should
> > know if you read R.G.C.D.Editing, killing all the keens in *any* level raises
> > sector 666.
>
> But then you would need to kill both Keens at once to activate the
> sector, right? And I don't think that would be the intended point of the
> level...
>
> Greg
>
Here is my idea :

One team have to search and kill the Keen, and the other have to kill
the arachnotron (tag 667). Of course you can dehacked the arachnotron
to make them act like an object, I mean they can't move or shoot.

sound ok?

Pascal L.

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

From: ryan@dodgenet.com
Date: Mon, 25 Sep 1995 15:43:30 -0500
Subject: WQ:Re: New DM Level Idea....

>Okay here's my suggestion for a new deathmatch level.
> You need two teams of two, and one team has to protect their 'Keen' and
kill
>the other team has to try and kill it. It could be called 'Capture The
Keen'.
>The Keen would be situated deep in the teams fort, and they would have a
number
>of traps at their disposal (crushers, lava rivers etc.). Now, as you should
>know if you read R.G.C.D.Editing, killing all the keens in *any* level raises
>sector 666.
> Feel free to use this idea (I know I will :) ) but at least *try* and
give
>me credit.
>
>Jim--- jim@kildare.demon.co.uk
>
>

Wouldn't you need a network for that. I could use a modem version.

sent from dodgenet.com


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

From: dnabiesz@maple.net (Voritcon)
Date: Mon, 25 Sep 1995 16:07:28 -0400
Subject: Re: New DM Level Idea....

>Okay here's my suggestion for a new deathmatch level.
> You need two teams of two, and one team has to protect their 'Keen' and kill
>the other team has to try and kill it. It could be called 'Capture The Keen'.
>The Keen would be situated deep in the teams fort, and they would have a number
>of traps at their disposal (crushers, lava rivers etc.). Now, as you should
>know if you read R.G.C.D.Editing, killing all the keens in *any* level raises
>sector 666.
> Feel free to use this idea (I know I will :) ) but at least *try* and give
>me credit.
>
>Jim--- jim@kildare.demon.co.uk
>
THAT IS A GOOD IDEA! I'M GONNA MAKE IT AND SEND YOU A COPY!!!!

Vorticon


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

From: dnabiesz@maple.net (Voritcon)
Date: Mon, 25 Sep 1995 16:05:27 -0400
Subject: Re: 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
>
>
What I did was make him start on a REAL tiny sector. So thin in fact, that he falls off immediately after warping. When I say tiny, I mean wide enough for the player to fit in it, and the other LineDef's only 6 long. CYA!
Vorticon

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

From: deth@webcom.com (Scott Smith)
Date: Mon, 25 Sep 1995 12:36:58 GMT
Subject: Re: New DM Level Idea....

On Mon, 25 Sep 1995 09:03:03 -0400 (EDT), you wrote:

>> You need two teams of two, and one team has to protect their 'Keen' and kill
>> the other team has to try and kill it. It could be called 'Capture The Keen'.
>> The Keen would be situated deep in the teams fort, and they would have a number
>> of traps at their disposal (crushers, lava rivers etc.). Now, as you should
>> know if you read R.G.C.D.Editing, killing all the keens in *any* level raises
>> sector 666.
>
> But then you would need to kill both Keens at once to activate the
>sector, right? And I don't think that would be the intended point of the
>level...


You could set it up so that one team is responsible for defending a
number of Keens while it's the job of the other team to try to kill
the Keens. Of course, there'd be the inherent problem of the defending
team just parking themselves ontop of the keens, and waiting for the
other guys to come for them. Maybe you could disperse the Keens over a
large area, so that the defending team would have to stay on their
toes to keep them defended and give the other team better weaponry,
since they'd potentially be at a disadvantage.

If you did it in some sort of castle type of environment, similar to
Death Tag, only larger, and had the offense raiding the castle, you
could even make use of that wall map technique ::AHEM:: so that the
defending team would know when the offense had breached the castle
walls.

Then there's the problem of the Keens being so easy to kill... just a
few shots and they pull a Michael Jackson. Might be a good idea to set
it up like the final beastie on map30, where the only way to kill them
would be by the blast from a rocket exploding on a nearby wall. By
making some narrow tunnel that the rocket would have to fly down,
you'd make it harder for the Keens to be killed and give the defense a
bit more time to come to the rescue if they are elsewhere.

Could be interesting.


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: LummoxJR@AOL.COM
Date: Mon, 25 Sep 1995 19:00:28 -0400
Subject: Re: Killed Monster Triggers

Yes, there is:

1. For barons, cybers, and (I think) spider bosses, you can put them in your
level and put in a sector with linedef tag 666. The level ending thing that
they can do as well works only in E2M8 and E3M8. BUT, there does seem to be
some promise another way...
2. Use DeHackEd to alter the code pointers of the monster in question. There
is a so-called "magic pointer" in the monsters listed above that lowers
sector tag 666 and ends E2M8 and E3M8. Also, there is another "magic" pointer
that, I hear, has some unusual effects in a certain level of Doom II (can be
used in Doom I, though)- but in other situations (at least in Doom I) it just
ends the level.

Better information (slightly better, anyway) is available on the Code Pointer
Web page:

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

This is a sub-page of the DeHackEd Grab Bag, a plentiful source of ideas and
inspirations for EXE hackers like myself, albeit less talented (heh heh heh).

Lummox JR
subject to debate

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

From: brian@phyast.pitt.edu (Brian K. Martin)
Date: Mon, 25 Sep 1995 18:53:02 -0400 (EDT)
Subject: hand rails

I'm currently finishing up a level which uses a hand rail texture
up the side of steps. (like in aliens tc) The texture is 32 pixels
wide and mostly transparent. What I do is stick this texture on the
side of the steps, put the texture on both sides of the linedef and
make it inpassable. The problem is that I get a little white line
above the texture between each step. It can only be seen at certain
angles. If anyone has done something similar or if anyone has an idea
what causes it, please let me know. (also if the texture is 64 or 128
wide, I get the same thing)

I was also wondering if someone has released a dehacked patch that allows
you to shoot weapons that are on the floor. I did this a while ago and
may release it if no one else has. It's pretty cool for DM, since you
can make the weapon slide when you shoot it. Then when some goes to
pick it up, you shoot it away from him. If you shoot it enough, it
blows up.

later
brian

(ZombyWoof) brian@phyast.pitt.edu


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

From: Enigma <ksimpson@sfu.ca>
Date: Mon, 25 Sep 1995 16:30:45 -0700 (PDT)
Subject: Quake Preview Pics

Has anyone else been amazed by the Quake preview pics available on
idsoftware's page?

I've got one question for Romano and Carmack: Just how the hell did you
do the lighting?

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

From: LummoxJR@AOL.COM
Date: Mon, 25 Sep 1995 19:00:30 -0400
Subject: Capture the flag in Doom

Expounding on the Keen idea:

How about someone makes these things:

1. A DeHackEd patch to create the "flag" object. It can be killed only with
difficulty (it should be tough), but it cannot move or attack. This has
something to do with the other post I just sent.
2. A PWAD (which must, of course, be merged into the IWAD to work) with flag
graphics.
3. A program to splice two half-finished pieces of a level together.

Here's the idea:
Both teams, in advance, design a level to certain specifications. There must
be ground rules as to how many of certain things can be put in, whether
teleporters are allowed, etc.- and it must be possible, with some
exploration, to reach the "flag". When finished, both teams send their WAD to
a referee. The ref splices the two WADS together with his PWAD and
node-builds the level(s), sends it out to the players who then merge it into
their IWAD (to make the new sprites work), and the players load the
appropriate DHE patch and get going.

It's complicated, but it would be awesome! Imagine also if demos were
recorded from each player's standpoint, and somehow- if possible (I don't
know, so no comments please)- spliced together for an action-packed "tape"
of the game.
I would like to see this kind of thing in action, especially between die-hard
DeathMatchers who know their way around an arena.

Lummox JR
the idea man

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

End of doom-editing-digest V1 #420
**********************************

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