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Doom Editing Digest Vol. 01 Nr. 456

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #456
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 23 October 1995 Volume 01 : Number 456

Secrets of Hexen revealed! Yours for only $9.95! (plus $15 S&H)
anomalous things in MAP01
anomalous things in MAP02
anomalous things in MAP03
Re: anomalous things in MAP01
Hexen List
Re: Hexen List
Re: But Bob's say: "Kill, Kill, KILL!!"
WEEKLY REMINDER : Beginner's Questions
Re: Hexen List
Re: But Bob's say: "Kill, Kill, KILL!!"
Re: I need to say...

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 22 Oct 1995 22:04:14 EDT
Subject: Secrets of Hexen revealed! Yours for only $9.95! (plus $15 S&H)

I was diddling with things today and have a fresh batch of assumptions
for you Hexen-heads:

The thing flags are in short number 6 (that's byte offset 12 into the
20-byte thing structure.

The bits are (from LSB to MSB):

0 Skill12
1 Skill3
2 Skill45
3 Deaf?
4 Blind ?
5 Fighter
6 Cleric
7 Mage
8 unclear
9 Non-deathmatch
10 unclear
11-15 zero as far as I can see.

I am making an assumption when I say bit 3 is the DEAF bit. Basically
I have no evidence that it ISN'T the deaf bit.

8 is strange. It seems to correspond to bit 9 except for the deathmatch
starts on MAP01.

Bit 4 is set for the "blind" yetis who wake up when you snag the steel
key on MAP03, and for several monsters on MAP04 (the gargoyles in the
earthquake bridge room, several monsters in the central lava river room
behind the fire-key doors, and the gargoyles on the floor of the
ultra-pit). These monsters happen to have a non-zero value in the first
short of the thing structure. It could be some kind of script tag since
some of these monsters seem to be affected by scripts.

Non-monsters with a value in short #0 seem to be teleport targets, and
mostly don't have bit 4 set. I have not investigated this thoroughly.

When bit 9 is clear the item only appears in deathmatch mode.

Bit 10 could be a "multi-player" bit. It could be line noise. I am
unable to test this.

- --
Hammor - author of the PFME

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 22 Oct 1995 23:04:49 EDT
Subject: anomalous things in MAP01

I am poking through the things in MAP01. Here's a list of the
anomalies. By anomalous, I mean that they have on-zero values in one of
the unknown fields. The unknown fields follow the dash and are in
hexadecimal.

offset: 2 4 8 10 12 0 6 14 16 18
- -------------------------------------------------------------
#14 -1424,1456 45 54 7e7 - 0 10 0 0 0
#15 -1232,1456 45 54 7e7 - 0 10 0 0 0
#16 -912,1456 45 54 7e7 - 0 10 0 0 0
#17 -720,1456 45 54 7e7 - 0 10 0 0 0
the torches flanking the spinning fireball trap

#51 -1328,1392 0 9001 7e7 - 1 32 0 0 0
#52 -816,1392 0 9001 7e7 - 1 32 0 0 0
the spinning fireball traps?

#59 -320,-1664 45 104 7e7 - 0 0 1800 0 0
large pot in the bottom floor of the bell tower containing purple flask

#77 -1392,2288 135 10030 7e6 - 1f 0 0 0 0
#78 -864,2288 225 10030 7e7 - 1f 0 0 0 0
#79 -848,1744 135 10030 7e6 - 1f 0 0 0 0
#80 -1392,1744 45 10030 7e7 - 1f 0 0 0 0
the ettins behind the 4 doors around the teleporter

#97 -208,-320 45 54 7e7 - 0 48 0 0 0
#98 96,-320 45 54 7e7 - 0 48 0 0 0
#99 96,-592 45 54 7e7 - 0 48 0 0 0
#100 -240,-512 45 54 7e7 - 0 48 0 0 0
four torches in the room behind the green key door

#107 -1568,-448 180 48 7e7 - 20 0 0 0 0
#108 -1424,-464 180 48 7e7 - 20 0 0 0 0
#112 -1536,-448 180 48 7e7 - 20 0 0 0 0
#114 -1472,-464 180 48 7e7 - 20 0 0 0 0
stalactites sealing the cave which eventually disappear some time after
the bell ringing.

#118 -352,-1680 45 8065 7e7 - 2 0 e50 1 0
the big bell

#121 -3168,2176 45 8034 3e7 - 0 0 f50 1 0
the green key

#122 - 159 3-0x1e 20,40 0 0 0
assorted stain-glass windows

#160 -1248,880 180 9001 3e7 - 21 0 0 0 0
#161 -1248,1056 180 9001 3e7 - 21 0 0 0 0
#162 -928,1056 180 9001 3e7 - 22 0 0 0 0
#163 -928,880 180 9001 3e7 - 22 0 0 0 0
unknown items on the front porch

#164 -32,1056 0 14 7e7 - 9b 0 0 0 0
the one teleporter target for humans

#185 -1088,608 270 106 7e7 - 24 0 1700 0 0
small pot containing blue vial

#285 -1088,-272 0 10110 4e7 - 0 0 0 0 0
#307 -1088,-240 45 10110 4e7 - 0 10 0 0 0
#308 -1072,-208 45 10110 4e7 - 0 10 0 0 0
#309 -1088,-304 45 10110 4e7 - 0 10 0 0 0
#310 -1088,-352 45 10110 4e7 - 0 10 0 0 0
banishment devices, note that 285 is NOT anomlous, which makes it
anomalous in my mind

#311 -2144,416 90 14 7e7 - 95 0 0 0 0
teleporter target on the inaccesible ledge

#314 320,-1600 0 9001 7e7 - ff 0 0 0 0
#315 -1088,704 0 9001 7e7 - fe 0 0 0 0
#316 -1120,2432 0 9001 7e7 - fd 0 0 0 0
#317 -2976,2160 0 9001 7e7 - fc 0 0 0 0
monster spawn spots?

#339 -384,544 270 9001 7e7 - 24 80 0 0 0
#340 -1600,48 270 9001 7e7 - 24 80 0 0 0
unknown things in the first outdoor area

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 22 Oct 1995 23:26:57 EDT
Subject: anomalous things in MAP02

(I had my polarity wrong when I posted the script descriptions for
MAP02, exchange south with north and east with west.)

I am poking through the things in MAP02. Here's a list of the
anomalies. By anomalous, I mean that they have on-zero values in one of
the unknown fields. The unknown fields follow the dash and are in
hexadecimal.

offset: 2 4 8 10 12 0 6 14 16 18
- -------------------------------------------------------------
#52 -288,384 90 31 3ef - e 0 250 0 0
a chaos serpent in the south room (there's another on the very same
spot)

#54 1632,2112 180 31 3ef - 17 0 1c50 0 0
a chaos serpent in the east room

#66 -1504,1456 0 117 7e7 - 4 0 0 0 0
#67 -1504,2768 0 117 7e7 - 2 0 0 0 0
#68 1072,2256 0 117 7e7 - a 0 0 0 0
#69 1072,1968 0 117 7e7 - a 0 0 0 0
#70 928,2768 0 117 7e7 - 8 0 0 0 0
#71 928,1456 0 117 7e7 - 6 0 0 0 0
#72 1216,2384 0 54 7e7 - 9 30 0 0 0
#73 1216,2608 0 54 7e7 - 9 30 0 0 0
#74 1216,1840 0 54 7e7 - 7 30 0 0 0
#75 1216,1616 0 54 7e7 - 7 30 0 0 0
#76 -1648,1968 0 117 7e7 - 1 0 0 0 0
#77 -1648,2256 0 117 7e7 - 1 0 0 0 0
#78 -1792,1840 0 54 7e7 - 5 30 0 0 0
#79 -1792,1616 0 54 7e7 - 5 30 0 0 0
#80 -1792,2608 0 54 7e7 - 3 30 0 0 0
#81 -1792,2384 0 54 7e7 - 3 30 0 0 0
#199 -1504,2320 0 117 7e7 - 2 0 0 0 0
#200 -1504,1904 0 117 7e7 - 4 0 0 0 0
#201 928,1904 0 117 7e7 - 6 0 0 0 0
#202 928,2320 0 117 7e7 - 8 0 0 0 0
#203 1280,1904 180 54 7ef - b 30 750 0 0
#204 1280,2320 180 54 7ef - b 30 750 0 0
#205 1440,2432 180 54 7ef - b 30 750 0 0
#206 1440,1792 180 54 7ef - b 30 750 0 0
#207 -2016,1792 180 54 7ef - c 30 750 0 0
#208 -1856,1904 180 54 7ef - c 30 750 0 0
#209 -1856,2320 180 54 7ef - c 30 750 0 0
#210 -2016,2432 180 54 7ef - c 30 750 0 0
wall torches in the side chambers (these get lit or unlit by various
scripts)

#211 -288,-672 180 9001 7ef - d 1908 750 0 0
#212 -288,-736 180 9001 7ef - d 1918 750 0 0
#213 -288,-800 180 9001 7ef - d 1928 750 0 0
#214 -288,-864 180 9001 7ef - d 1938 750 0 0
#215 -288,-928 180 9001 7ef - d 1948 750 0 0
#216 -288,-992 180 9001 7ef - d 1958 750 0 0
#217 -288,-1056 180 9001 7ef - d 1968 750 0 0
the ethereal stairs across the south chasm.

#218 -544,480 90 31 3ef - e 0 250 0 0
#219 -32,480 90 31 3ef - e 0 250 0 0
more chaos serpents in the south room

#276 -544,-352 90 107 3ef - 15 0 1850 0 0
#277 -32,-352 90 107 3ef - 15 0 1850 0 0
two of the three centauroids in the south

#281 -2048,2048 0 31 3ef - 16 0 1b50 0 0
#282 -2048,2160 0 31 3ef - 16 0 1b50 0 0
two chaos serpents in the west room.

#305 -2304,2112 0 9001 7ef - 19 0 0 0 0
#306 1728,2112 0 9001 7ef - 1a 0 0 0 0
targets for the creation of purple flasks in east and west rooms

#446 1088,2112 180 1 7e7 - 0 0 100 0 0
#447 1024,2176 180 2 7e7 - 0 0 100 0 0
#448 1024,2048 180 3 7e7 - 0 0 100 0 0
#449 960,2112 180 4 7e7 - 0 0 100 0 0
multi-player starts in the east room

#450 704,2560 180 1 7e7 - 0 0 200 0 0
#451 768,2496 180 2 7e7 - 0 0 200 0 0
#452 768,2624 180 3 7e7 - 0 0 200 0 0
#453 832,2560 180 4 7e7 - 0 0 200 0 0
multi-player starts in the northeast room

#454 832,1728 180 1 7e7 - 0 0 300 0 0
#455 768,1792 180 2 7e7 - 0 0 300 0 0
#456 768,1664 180 3 7e7 - 0 0 300 0 0
#457 704,1728 180 4 7e7 - 0 0 300 0 0
multi-player starts in the southeast room

#458 -1280,1728 0 1 7e7 - 0 0 400 0 0
#459 -1344,1792 0 2 7e7 - 0 0 400 0 0
#460 -1344,1664 0 4 7e7 - 0 0 300 0 0
#461 -1408,1728 0 4 7e7 - 0 0 400 0 0
multi-player starts in the southwest room

#462 -1280,2496 0 1 7e7 - 0 0 500 0 0
#463 -1344,2560 0 2 7e7 - 0 0 500 0 0
#464 -1344,2432 0 4 7e7 - 0 0 500 0 0
#465 -1408,2496 0 4 7e7 - 0 0 500 0 0
multi-player starts in the northwest room

#511 656,2112 180 31 3ee - 17 0 0 0 0
a chaos serpent in the east room

#599 192,2368 0 9001 7e7 - ff 0 0 0 0
#600 -768,2368 0 9001 7e7 - fe 0 0 0 0
#601 -1600,2112 0 9001 7e7 - fd 0 0 0 0
#602 -1344,1728 0 9001 7e7 - fc 0 0 0 0
#603 -1344,2496 0 9001 7e7 - fb 0 0 0 0
#604 1216,2112 0 9001 7e7 - fa 0 0 0 0
#605 768,2560 0 9001 7e7 - f9 0 0 0 0
#606 768,1664 0 9001 7e7 - f8 0 0 0 0
#607 -288,288 0 9001 7e7 - f7 0 0 0 0
#608 512,-256 0 9001 7e7 - f6 0 0 0 0
#609 -1024,-272 0 9001 7e7 - f5 0 0 0 0
monster spawn spots?

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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 23 Oct 1995 00:14:54 EDT
Subject: anomalous things in MAP03

More of the same. Let me know if I'm boring you, but it won't stop me
:)

#15 800,-208 0 117 7e7 - 2 0 0 0 0
#16 928,-208 0 117 7e7 - 1 0 0 0 0
unlit helix brazier

#17 0,-192 0 9001 7e7 - 1f 1cc 0 0 0
#18 -96,64 0 9001 7e7 - 20 1e8 0 0 0
unknown objects in the south ice pit

#19 336,544 0 54 7e7 - 0 30 0 0 0
#20 368,544 0 54 7e7 - 0 30 0 0 0
#21 -112,800 0 55 7e7 - 0 30 0 0 0
#22 304,800 0 55 7e7 - 0 30 0 0 0
#23 16,304 0 54 7e7 - 0 30 0 0 0
#24 176,304 0 54 7e7 - 0 30 0 0 0
#25 16,1136 0 54 7e7 - 0 30 0 0 0
#26 176,1136 0 54 7e7 - 0 30 0 0 0
#27 32,1456 0 54 7e7 - 23 30 0 0 0
#28 160,1456 0 54 7e7 - 23 30 0 0 0
#29 336,1760 0 54 7e7 - 23 30 0 0 0
#30 -144,1760 0 54 7e7 - 23 30 0 0 0
#31 448,2048 0 55 707 - 0 30 0 0 0
#32 -256,2048 0 55 7e7 - 0 30 0 0 0
#33 -48,2336 0 55 7e7 - 0 30 0 0 0
#34 240,2336 0 55 7e7 - 0 30 0 0 0
#35 16,2512 0 55 7e7 - 0 30 0 0 0
#36 176,2512 0 55 7e7 - 0 30 0 0 0
assorted wall torches which perhaps get lit and unlit by scripts (I'm
assuming 55 is an unlit torch).

#37 736,-480 0 117 7e7 - 1 0 0 0 0
#38 992,-480 0 117 7e7 - 2 0 0 0 0
unlit braziers in southeast room, probably get lit by scripts

#39 864,-672 0 9001 7e7 - 3 0 0 0 0
target for creation of purple flask in southeast room

#40 784,208 0 54 7e7 - 0 30 0 0 0
#41 944,208 0 54 7e7 - 0 30 0 0 0
lit wall torches in switch chamber north of southeast room

#42 496,208 0 9001 7e7 - 4 c 0 0 0
#43 720,208 180 9001 7e7 - 5 c 0 0 0
source spots for ice shard trap in south east area

#44 416,656 0 55 7e7 - 6 30 0 0 0
#45 800,656 0 55 7e7 - 6 30 0 0 0
#46 656,464 0 55 7e7 - 6 30 0 0 0
#47 560,464 0 55 7e7 - 6 30 0 0 0
unlit torches in the south of the center east room

#48 -64,1792 315 9013 7e7 - 7 0 0 0 0
#49 256,1792 225 9013 7e7 - 8 0 0 0 0
#50 256,1536 135 9013 7e7 - 9 0 0 0 0
#51 -64,1536 45 9013 7e7 - a 0 0 0 0
teleport targets for ettin ambush in the north room

#53 32,352 0 9001 7e7 - c 0 0 0 0
#54 160,352 0 9001 7e7 - c 0 0 0 0
#55 224,544 0 9001 7e7 - e 0 0 0 0
#56 -32,544 0 9001 7e7 - d 0 0 0 0
teleport target for ettin ambush in south center room

#57 736,-288 0 9001 7e7 - 1d 0 0 0 0
#58 736,-416 0 9001 7e7 - 1d 0 0 0 0
#59 992,-288 0 9001 7e7 - 1e 0 0 0 0
#60 992,-416 0 9001 7e7 - 1e 0 0 0 0
teleport targets for ettin ambush in south east room

#61 448,1184 0 9001 7e7 - f 0 0 0 0
#62 768,1184 0 9001 7e7 - 10 0 0 0 0
fireball spawn spots in center east room

#63 -480,80 0 9001 7e7 - 11 20 0 0 0
source spot for poison dart trap in south west room

#64 -384,304 90 107 3e7 - 12 0 e1e 10 0
centauroid in south west room (hey, is this a death-triggers-script
thing? oo, might explain some of those chaos serpents in MAP02)

#65 -160,912 90 9001 7e7 - 13 10 0 0 0
#66 -288,912 90 9001 7e7 - 17 10 0 0 0
#67 -352,912 90 9001 7e7 - 19 10 0 0 0
#68 -224,912 90 9001 7e7 - 15 10 0 0 0
#69 -416,912 90 9001 7e7 - 1b 10 0 0 0
#70 -416,1072 90 9001 7e7 - 1c 10 0 0 0
#71 -352,1072 90 9001 7e7 - 1a 10 0 0 0
#72 -288,1072 90 9001 7e7 - 18 10 0 0 0
#73 -224,1072 90 9001 7e7 - 16 10 0 0 0
#74 -160,1072 90 9001 7e7 - 14 10 0 0 0
source spots for spike ball trap

#75 736,32 0 9001 7e7 - 1d 0 0 0 0
#76 992,32 0 9001 7e7 - 1e 0 0 0 0
more spawn spots or teleporter targets for ettin ambush in southeast

#156 880,1664 180 8033 3e7 - 0 0 1e50 2 0
fire key in northeast room (triggers fire gargoyle ambush)

#157 -1568,1632 180 8030 3e7 - 0 0 1f50 2 0
steel key in northwest room (triggers yeti/ettin ambush)

#217 -1504,1120 90 8020 7f4 - 22 0 0 0 0
#218 -1488,2016 315 8020 7f4 - 22 0 0 0 0
#219 -928,1568 180 8020 7d7 - 22 0 0 0 0
"frozen" yetis from ambush in northwest room

#280 800,1824 315 122 7f7 - 22 0 0 0 0
#281 928,1824 315 122 7f7 - 22 0 0 0 0
#282 928,1504 315 122 7f7 - 22 0 0 0 0
#283 800,1504 315 122 7f7 - 22 0 0 0 0
#284 1088,1664 315 122 7f7 - 22 0 0 0 0
blue mana in northeast room with fire key (um, WHY?!)

#285 352,1664 315 81 7f7 - 22 0 0 0 0
#286 416,1664 315 81 7b7 - 22 0 0 0 0
#287 480,1664 315 81 7f7 - 22 0 0 0 0
#288 544,1664 315 81 7b7 - 22 0 0 0 0
#289 608,1664 315 81 7f7 - 22 0 0 0 0
blue vials in corridor leading to northeast room (again, WHY?!)

#290 352,352 315 82 7f7 - 22 0 0 0 0
purple flask in a room in the southeast. Might trigger single ettin
ambush

#296 864,-336 90 1 e7 - 0 0 100 0 0
#297 800,-400 90 2 7e7 - 0 0 100 0 0
#298 928,-400 90 3 7e7 - 0 0 100 0 0
#299 864,-464 90 4 7e7 - 0 0 100 0 0
secondary player starts in southeast area

#303 864,-352 90 1 7e7 - 0 0 100 0 0
another player 1 start in the southeast area (possible mistake?)

#305 -96,160 0 33 3e7 - 0 0 1050 3 0
torch on ledge in south ice pit. (What does it trigger?)

#328 -960,1216 135 8020 7d6 - 22 0 0 0 0
#329 -944,1776 225 8020 7f6 - 22 0 0 0 0
#332 -912,1472 180 8020 7fc - 22 0 0 0 0
more "frozen" yetis from the northeast room ambush

#340 0,448 0 9001 7e4 - d 0 0 0 0
#341 192,448 0 9001 7e4 - e 0 0 0 0
more spawn spots for the south center ettin ambush

#357 992,-352 0 9001 7e6 - 1e 0 0 0 0
#358 736,-352 0 9001 7e6 - 1d 0 0 0 0
#359 736,-96 0 9001 7e4 - 1d 0 0 0 0
#360 992,-96 0 9001 7e4 - 1e 0 0 0 0
more spawn spots in the southeast ambush room

#361 96,1120 0 9001 7e7 - ff 0 0 0 0
#362 96,2368 0 9001 7e7 - fe 0 0 0 0
#363 -976,1664 0 9001 7e7 - fd 0 0 0 0
#364 736,1664 0 9001 7e7 - fc 0 0 0 0
#365 864,-288 0 9001 7e7 - fb 0 0 0 0
#366 96,416 0 9001 7e7 - fb 0 0 0 0
#367 -480,288 0 9001 7e7 - f9 0 0 0 0
#368 608,720 0 9001 7e7 - f8 0 0 0 0
perhaps the assorted spawn locations for the random monsters

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

From: Ted Vessenes <tjvessen@midway.uchicago.edu>
Date: Mon, 23 Oct 1995 08:49:56 -0500 (CDT)
Subject: Re: anomalous things in MAP01

> I am poking through the things in MAP01. Here's a list of the
> anomalies. By anomalous, I mean that they have on-zero values in one of
> the unknown fields. The unknown fields follow the dash and are in
> hexadecimal.
>
> offset: 2 4 8 10 12 0 6 14 16 18
> -------------------------------------------------------------
[chop chop]

> #285 -1088,-272 0 10110 4e7 - 0 0 0 0 0
> #307 -1088,-240 45 10110 4e7 - 0 10 0 0 0
> #308 -1072,-208 45 10110 4e7 - 0 10 0 0 0
> #309 -1088,-304 45 10110 4e7 - 0 10 0 0 0
> #310 -1088,-352 45 10110 4e7 - 0 10 0 0 0
> banishment devices, note that 285 is NOT anomlous, which makes it
> anomalous in my mind

Actually, these are repulsion devices. When I play deathmatch, I notice
no difference in any of these items. I would bet large amounts of money
that field 8 is the direction field. Note how the items have no
direction. For kicks, try changing it on a monster. (Remember how items
had a direction in doom, but it usually didn't matter?) Not sure what
field 6 is for, but I can assure you that there were exactly 5 of them
on deathmatch.

> #314 320,-1600 0 9001 7e7 - ff 0 0 0 0
> #315 -1088,704 0 9001 7e7 - fe 0 0 0 0
> #316 -1120,2432 0 9001 7e7 - fd 0 0 0 0
> #317 -2976,2160 0 9001 7e7 - fc 0 0 0 0
> monster spawn spots?

Maybe.

- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
| "[William] Shatner couldn't direct his way out of the
tjvessen@midway. | bathroom with both hands and a map!"
uchicago.edu | -Ryan Ingram (1st), -Kibo's .sig (2nd)

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

From: Alex Janini <fjanini@awinc.com>
Date: Mon, 23 Oct 1995 07:18:12 -0700
Subject: Hexen List

I think we definetly need a separate list for Hexen. I susbscribed this
list to disscuss about DOOM. Someone said something about when DOOM 2 came
out people were complaning. I think DOOM 2, for being the sequel to DOOM,
should be allowed, but not Hexen.

Hexen is a pretty different game, I mean, it's more like an RPG game...

What do you guys think?

ARJ


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

From: S.Benner@lancaster.ac.uk (Steve Benner)
Date: Mon, 23 Oct 95 16:07:46 +0100
Subject: Re: Hexen List

At 7:18 am 23/10/95, Alex Janini wrote:
>I think we definetly need a separate list for Hexen. I susbscribed this
>list to disscuss about DOOM. Someone said something about when DOOM 2 came
>out people were complaning. I think DOOM 2, for being the sequel to DOOM,
>should be allowed, but not Hexen.
>
>Hexen is a pretty different game, I mean, it's more like an RPG game...
>
>What do you guys think?
>

Sorry, this is not open to debate. Hexen is based on the DOOM engine and
it therefore is appropriate here, like I said last week. The list admin
have spoken...

If you have a problem with this, mail owner-doom-editing@nvg.unit.no and
we'll discuss it away from the list. Remember, you have a delete key....

- -Steve
List caretaker



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

From: Robert Forsman <thoth@cis.ufl.edu>
Date: Mon, 23 Oct 1995 11:42:11 EDT
Subject: Re: But Bob's say: "Kill, Kill, KILL!!"

Fischer Randy <fischer@ucet.ufl.edu> ,in message <199510231450.KAA47199@godard.
ucet.ufl.edu>, wrote:

> BURBANK, CALIFORNIA, U.S.A., 1995 OCT 13 (NB ) -- Next week.
> Time-Warner Interactive is launching a new CD-ROM game, called
> Endorfun. Designed to uplift the spirit and provide entertainment,
> Endorfun contains 100 positive affirmations which are subliminally
> transmitted while the game is being played.

...

> Revealing a few of the 100 affirmations, he commented, "They are very
> straightforward and simple, such as 'I feel joyful,' 'I feel
> abundance,' 'I love being alive.' We have watched people sit and play

"I feel abundance" ?! WHAT IS THIS CRAP!?!?!!!! It doesn't even make
sense. Somebody hit this new-age fuck with a Buick

BTW, I think one thing that makes doom a little more of a rush is the
difference in sound effects. The gunshots are more percussive, while the
hexen weapons go whoosh. The main exception is the rocket launcher which
compensates with a low-frequency thump.

I just can't imagine someone running into battle screaming while firing a
serpent staff. Magic takes more concentration than a twitch of the finger.
It just isn't as primal.

Bob suggests new weapons for Hexen:
Fighter:
uppercut, replace the third squishy-noise punch with an uppercut, which, if
the fatal blow causes
1) the enemy to do a backflip -or-
2) the enemy's head to pop off and bounce along the ground

Mage:
lightning strike, replaces the arc of death. One loud thunderclap and a
bolt of lightning strikes the opponent causing him to jump six feet in the
air, bounce off the ceiling, and then land on the ground flopping like a fish.

Cleric:
chaingun from doom. Sure it doesn't fit into the fantasy theme, but it's a
fun weapon to shoot. Go watch the lawn-mowing scene in Predator again if you
disagree.

Another thing is that there are no one-shot drop monsters. In DooM you had
the shotgun for troopers, sergeants, and imps. If you had the berserk pack
you could hamburger imps (which was very satisfying). Play E2M2 with only
the berserk pack. It has that Steven Segal movie feel (BTW, Steven's a dork).

You'll never be able to mow down a room of imps with a shotgun in Hexen.
You'll have to go to the heaviest weapon to clean house, and that costs mana
(ammo), and doesn't require anywhere near as much skill.

If I want to see close-in fighting against opponents that take several hits
to drop, I'll watch a Jackie Chan movie or play Virtua Figher.

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

From: John Wakelin <johnw@datametrics.com>
Date: Mon, 23 Oct 95 10:54:37 -0500
Subject: WEEKLY REMINDER : Beginner's Questions

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

In this you will find: the purpose of this list, how to get answers
to less than 'expert' questions, how to get info about
the list, and what can get you kicked off the list.

====================================================================

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,
including instructions for unsubscribing from the list, you should
send mail to the list-server, thus:

To: majordomo@nvg.unit.no
Subject:
Body: info doom-editing

====================================================================

**How to get kicked off DOOM-Editing**

This list looks very unfavorably upon chain-letters (No matter what
the cause). The caretakers have indicated that persons posting these
items to this list are subject to immediate unsubscription with no
warning.

The admin of this list also looks very unfavorably upon public
flaming via the list, and has indicated that it is one other reason
to be unsubscribed without warning. If you must stoop to slapping at
someone verbally, do it via PRIVATE mail.

CONSIDER THIS YOUR WARNING.

=====================================================================

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

WEEKLY REMINDER : Beginner's Questions

=====================================================================

:wq <doh>



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

From: Ted Vessenes <tjvessen@midway.uchicago.edu>
Date: Mon, 23 Oct 1995 12:35:38 -0500 (CDT)
Subject: Re: Hexen List

> I think we definetly need a separate list for Hexen. I susbscribed this
> list to disscuss about DOOM. Someone said something about when DOOM 2 came
> out people were complaning. I think DOOM 2, for being the sequel to DOOM,
> should be allowed, but not Hexen.
>
> Hexen is a pretty different game, I mean, it's more like an RPG game...
>
> What do you guys think?

More than anything else, editing a game has to do with the engine itself.
Therefore, since the Hexen engine was based on the Heretic engine (itself
based on the DOOM engine), Hexen belongs here. Not that I read most of the
Hexen posts... But I still defend its right to be discussed here.

- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
| "[William] Shatner couldn't direct his way out of the
tjvessen@midway. | bathroom with both hands and a map!"
uchicago.edu | -Ryan Ingram (1st), -Kibo's .sig (2nd)

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

From: Ty Halderman <thldrmn@neosoft.com>
Date: Mon, 23 Oct 1995 14:41:42 -0500 (CDT)
Subject: Re: But Bob's say: "Kill, Kill, KILL!!"

At 11:42 AM 10/23/95 EDT, Robert Forsman wrote:

>Somebody hit this new-age fuck with a Buick...
>...percussive...low-frequency thump.
>...primal.
>...the enemy's head to pop off and bounce along the ground
>...bolt of lightning strikes the opponent causing him to jump six feet in the
>air, bounce off the ceiling, and then land on the ground flopping like a fish.
>...lawn-mowing scene in Predator...hamburger imps (which was very satisfying).
>...mow down a room of imps

I gotta say, I like the way you think :)


=-Ty Halderman (thldrmn@neosoft.com) -=
=- TNT:Evilution home page (Oct 24!) -=
=- <http://www.neosoft.com/~teamtnt> -=


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

From: DRCJ@AOL.COM
Date: Mon, 23 Oct 1995 16:50:20 -0400
Subject: Re: I need to say...

We are in Milwaukee, WI

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

End of doom-editing-digest V1 #456
**********************************

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