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Doom Editing Digest Vol. 01 Nr. 546
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #546
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Wednesday, 10 January 1996 Volume 01 : Number 546
dCAD 1.0 beta
Dead conversations about marines
Deathmatch idea
WEEKLY REMINDER : Beginner's Questions
Re: Deathmatch idea
Re: Deathmatch idea
Scoreboard/LMP parsing
Re: Deathmatch idea
----------------------------------------------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Sun, 07 Jan 1996 21:21:00 -0500
Subject: dCAD 1.0 beta
From the author of DoomCAD comes a new editor- named dCAD for now.
Here are the highlights:
10x faster than DoomCAD (written in Delphi, not VB).
More of a 'sectors down' approach than a 'vertices up'.
No Node builder (final version will comes w/ WARM, w/
permission from RF).
3D preview removed.
Hexen supported.
1.0 beta available at http://junior.apk.net/~kryten. This is a
friends site.
I don't expect any hardcore users of other editors to change
(everyone has their favorite by now), but I'd like all prior
DoomCAD users to try it out. All future development work
will probably be in dCAD, as opposed to DoomCAD.
matt tag
_ _ ---------------------------------------------------------------
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------------------------------
From: Damien.Wellman@Narrows.Kendra.Com (Damien Wellman)
Date: 07 Jan 96 16:06:38 -0800
Subject: Dead conversations about marines
:: From: Eskinews!aol.com!lummoxjr To: Damien Wellman Subj: Dead conversations about marines ::
Es> My one comment on the whole thing: Yes, I do think it's intriguing to
Es> use fake marines in a DeathMatch, but they really won't look very good,
Es> even if you put in ways for them to charge and (sort of) strafe. The
Es> only thing left to be said is: anyone for an enemy with a chainsaw?
Although in a multiplayer game, it doesn't really matter if the decoys are
realistic - just as long as they distract the players and make them waste ammo.
- ---
# TLX v4.00 # No Sir, I didn't get it done. I was in DEATHMATCH mode..
- --- Blue Wave/DOS v2.21 [NR]
- --
|Fidonet: Damien Wellman 1:262/31
|Internet: Damien.Wellman@narrows.kendra.com
|
| Kendra Communications - FTS <=> Internet Gateway
| When Fido's all ya got, make the best of it.....
| Via-COPLINK 1:343/304 (206)397-6021 Everett WA
------------------------------
From: marka@chch.planet.org.nz (Mark Anderson)
Date: Tue, 9 Jan 1996 20:56:41 +1300
Subject: Deathmatch idea
Hi all.
I've been tossing around this cool idea I had for a deathmatch wad, and
thought I'd try here to get some feedback.
What I would like to do is to make a relatively simple level, in roughly an
oval shape, with a few corridors and rooms, a good chase in other words.
The trick is that in the centre of this level, in a very exposed place,
would be a scaled down map of the entire level; we're talking sectors only a
few doom-units in size here. Note: this is not a new floor texture (dunno
whether you can do that anyway) but a representation of the level by using
very small sectors.
The real sectors would be tagged to the "map" sectors with lights on/off
lines, so that when a player entered a particular room, they'd trigger the
line which would light up the appropriate sector on the "map".
Hence, anyone who was brave enough could go to this central area and work
out from the lights where the other players were.
What I'd like to know is, has anyone tried this before? The sector work on
the "map" would be very fiddly so it may not be too nodes-friendly (I hope
you know what I mean, I'm not a techie).
Any feedback/comments would be appreciated.
Mark.
- --
marka@chch.planet.org.nz --- Christchurch, New Zealand.
*Collector of Doom wads and Classical midi files*
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Tue, 9 Jan 96 9:12:26 -0500
Subject: WEEKLY REMINDER : Beginner's Questions
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------------------------------
From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Tue, 9 Jan 1996 10:32:04 -0500 (EST)
Subject: Re: Deathmatch idea
>
>
> The trick is that in the centre of this level, in a very exposed place,
> would be a scaled down map of the entire level; we're talking sectors only a
> few doom-units in size here. Note: this is not a new floor texture (dunno
> whether you can do that anyway) but a representation of the level by using
> very small sectors.
>
[snip]
>
> What I'd like to know is, has anyone tried this before? The sector work on
> the "map" would be very fiddly so it may not be too nodes-friendly (I hope
> you know what I mean, I'm not a techie).
>
> Any feedback/comments would be appreciated.
>
Look for something called justdeth or something like that. The idea
was used, but a wall map was made instead. It is really cool.
brian
------------------------------
From: Bill_Campbell@corp.dialog.com (Bill Campbell)
Date: Tue, 9 Jan 1996 09:58:39 -0800
Subject: Re: Deathmatch idea
>The real sectors would be tagged to the "map" sectors with lights on/off
>lines, so that when a player entered a particular room, they'd trigger the
>line which would light up the appropriate sector on the "map".
>Hence, anyone who was brave enough could go to this central area and work
>out from the lights where the other players were.
Check out JustDeth.wad, It has a Wall Map similar to what you are talking
about. You can see where a player is, teleport there and frag him 8-)
Doc
------------------------------
From: Yugo Nakai <ynakai@midway.uchicago.edu>
Date: Tue, 9 Jan 1996 14:33:25 -0600 (CST)
Subject: Scoreboard/LMP parsing
A while ago, some folks were discussing the possibility of having non-human
'players' connected to network games as scoreboards or controllers. One
helpful resource may be COOLMP by John Ripley -- a utility that parses and
interprets LMP files. It is available at
ftp.uwp.edu/pub/msdos/games/id/home-brew/doom/utils/misc/colmp10a.zip.
Hope this helps.
------------------------------
From: Jimmy Sieben <l-sieben@MEMPHIS.EDU>
Date: Tue, 09 Jan 1996 18:15:22 -0600 (CST)
Subject: Re: Deathmatch idea
On Tue, 9 Jan 1996, Mark Anderson wrote:
> The trick is that in the centre of this level, in a very exposed place,
> would be a scaled down map of the entire level; we're talking sectors only a
> few doom-units in size here. Note: this is not a new floor texture (dunno
> whether you can do that anyway) but a representation of the level by using
> very small sectors.
>
> The real sectors would be tagged to the "map" sectors with lights on/off
> lines, so that when a player entered a particular room, they'd trigger the
> line which would light up the appropriate sector on the "map".
I thought about doing that once, but decide against it. Making a
miniature of the level in sectors is costly space wise, and going into
that room would slow the game down a lot. Then, it would be hard to see
some parts of the map beacause of the viewing angle....it could be done
yes. IMO a better idea is the wall map idea several ppl have come up
with. JustDeth.wad has the bets implementation of the idea that I know of.
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End of doom-editing-digest V1 #546
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