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Doom Editing Digest Vol. 01 Nr. 551

eZine's profile picture
Published in 
Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #551
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Monday, 15 January 1996 Volume 01 : Number 551

Re: Deathmatch idea
specific forcefields
Re: Firing Frames.

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

From: BonesBro@AOL.COM
Date: Sat, 13 Jan 1996 23:49:44 -0500
Subject: Re: Deathmatch idea

In a message dated 96-01-09 07:11:15 EST, you write:

>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.

If you'd really like, I'll forward you a copy of the thread on this exact
same subject when it was kicked around awhile ago...must have been early
September? It was a nifty idea, and as I recall this actually did get built.
Or maybe this was a discussion of the wad once it was already done.
Hmmmmm...but I do remember this being talked about...

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

From: Alexander Prack <Alexander.Prack@aachen.netsurf.de>
Date: Sun, 14 Jan 1996 18:05:53 +0100
Subject: specific forcefields

Maybe you'll all know about this, after all even I discovered this little
trick many months ago, but:

invisible floors can be used to create "specific forcefields", non-object
bullets of any kind (shotgun etc.)will pass through but rockets and
plasma-bullets won't.
Simply put an invisible floor in the window or whatever you want to make
rocketsafe and that's it.

This particular feature of invisible floors isn't mentioned on Jens
Hykkelbjerg's homepage and after he told me
>I didn't know that it worked this way.
>I always thought that it stopped all bullets.
I felt brave enough to post it to doom-editing. ;)

PS. This is my first mail, don't kick me out, please? :)


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

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Sun, 14 Jan 96 15:34:00 -0700
Subject: Re: Firing Frames.

Monster and Player code firing routines.

There is chainsaw, pistol/chaingun (bullet), shotgun, rocket, plasma, BFG,
plus imp, baron and caco fireballs. That gives me 10 different kinds of
firing frames to use (including punching). And while you can do a whole
assortment with these, I have not yet figured out how to create NEW firing
routines.

How does DOOM link the firing frame of an IMP fireball to the "Imp
Fireball", or "Rocket In Air" from the rocket-firing frame?

A gentleman mentioned here back in December that he was able to create up to
20+ monsters. Do any of those monsters have far attack frames throwing
objects?

As I was considering this, I thought about the TREE in HEXEN, where the
leaves fall off, float to the ground and dissapear. This COULD be possible
in DOOM if done right. If you set the leaves up to be firing frames, they
would float towards the player - dissapearing on floor or wall, etc. A lot
of work would be needed to bring a realistic approach to it, but it might be
possible. One noted problem might be the leaves would always fall towards a
player or if they hit a monster, a monster might attack the tree back.

ALSO: I was toying around with NWT and WINTEX with HEXEN and found that NWT
will read the HEXEN.WAD file. I was able to grab textures (even monsters)
out of HEXEN and import them into DOOM 1.9. Although WINTEX is VERY slow and
lacks some high end features, I highly recommend it for this sort of work.

- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>


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

End of doom-editing-digest V1 #551
**********************************

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