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Heretic E1M3

 
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Stephen Howe

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Since: Oct 07, 2004
Posts: 63



(Msg. 1) Posted: Wed Jan 09, 2008 5:11 pm
Post subject: Heretic E1M3
Archived from groups: rec>games>computer>doom>editing (more info?)

Hi

Hopefully relieve the boredom of low message counts Smile

On level E1M3 for Heretic (The GateHouse), there is a secret door in the
wall opposite the torch. The wall has a window into an area only reachable
once the yellow key is gained and the secret door is further down the
corridor.


But I can never get this to open. It does not open either side.
Under what conditions does it open?
I have looked at it under editors but dont know what to make of it.

Cheers

Stephen Howe

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Tim Williams

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Since: Dec 03, 2007
Posts: 4



(Msg. 2) Posted: Sat Jan 12, 2008 11:33 am
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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"Stephen Howe" <sjhoweATdialDOTpipexDOTcom> wrote in message
news:Wv2dndxRGdD1sxjanZ2dnUVZ8sCknZ2d@pipex.net...
> On level E1M3 for Heretic (The GateHouse), there is a secret door in the
> wall opposite the torch.

There are 11 wall torches alone in E1M3. Could you be a little (LOT) more
specific?

Tim

--
Deep Fryer: A very philosophical monk.
Website @ http://webpages.charter.net/dawill/tmoranwms

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Rez

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Since: Jan 12, 2008
Posts: 1



(Msg. 3) Posted: Sat Jan 12, 2008 12:32 pm
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 4) Posted: Sun Jan 13, 2008 5:25 am
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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Stephen Howe wrote:

>On level E1M3 for Heretic (The GateHouse), there is a secret door in the
>wall opposite the torch. The wall has a window into an area only reachable
>once the yellow key is gained and the secret door is further down the
>corridor.

Okay, having problems with Usenet tonight, so please excuse me if two other
more confused posts proceed this one. Every time I rewrite the post, I get a
better grasp on the question, so answer is better.

Anyway: Just a bit down the hall from the window, on the same wall. That's not
a door. It has no door tags, no sector tags, and IIRC it's stuck at the
ceiling height, not the floor. I'd say it used to be a window, but for
logistical or esthetic reasons it was removed. But rather than delete the
sector and rebuild the nodes, the map maker just set the sector to zero
height.

Len

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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 5) Posted: Sun Jan 13, 2008 5:25 am
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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Tim Williams wrote:
>"Stephen Howe" <sjhoweATdialDOTpipexDOTcom> wrote in message
>news:Wv2dndxRGdD1sxjanZ2dnUVZ8sCknZ2d@pipex.net...
>> On level E1M3 for Heretic (The GateHouse), there is a secret door in the
>> wall opposite the torch.
>
>There are 11 wall torches alone in E1M3. Could you be a little (LOT) more
>specific?

I think he means the, er, pickupable torch.

--
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 6) Posted: Sun Jan 13, 2008 6:26 am
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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Len Pitre wrote:
>Stephen Howe wrote:
>
>>On level E1M3 for Heretic (The GateHouse), there is a secret door in the
>>wall opposite the torch. The wall has a window into an area only reachable
>>once the yellow key is gained and the secret door is further down the
>>corridor.
>
>Okay, having problems with Usenet tonight, so please excuse me if two other
>more confused posts proceed this one. Every time I rewrite the post, I get a
>better grasp on the question, so answer is better.
>
>Anyway: Just a bit down the hall from the window, on the same wall.

BTW: It's sector 86 IIRC.


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Stephen Howe

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Since: Oct 07, 2004
Posts: 63



(Msg. 7) Posted: Mon Jan 14, 2008 11:05 am
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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> Anyway: Just a bit down the hall from the window, on the same wall. That's
> not
> a door. It has no door tags, no sector tags, and IIRC it's stuck at the
> ceiling height, not the floor. I'd say it used to be a window, but for
> logistical or esthetic reasons it was removed. But rather than delete the
> sector and rebuild the nodes, the map maker just set the sector to zero
> height.

Thanks Len. Thats it.
But it shows up on the map as if would open.
I see black lines marking the end of this "fake window" between the area
with the pickupable torch and the other side.

So not a door, huh?

It was probably was "removed" to hide you from the golem's line-of-view who
is on the other side from the torch.

Thanks

Stephen Howe
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Stephen Howe

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Since: Oct 07, 2004
Posts: 63



(Msg. 8) Posted: Mon Jan 14, 2008 3:00 pm
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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> IIRC there's a fairly stupid "something you have to shoot" door
> trigger in one or another of these early Heretic maps, too.

Not that I recall. A Doom level perhaps?

The only one I know of on Heretic is E5M7 - Foetid Manse where there a
"house" surrounded by barred walls and on entering the house there are 3
wooden pillars.
You have to shoot the pillars for them to raise to make your way up stairs
to a teleport.

Stephen Howe
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Stephen Howe

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Since: Oct 07, 2004
Posts: 63



(Msg. 9) Posted: Mon Jan 14, 2008 8:32 pm
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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> There are 11 wall torches alone in E1M3. Could you be a little (LOT) more
> specific?

I mean the torch you can pickup. It is Heretic special item like the
Shadowsphere, Morph Ovum, etc.. The one that is located down a long corridor
that has a window on the right at the end, a cluster of barrels on the left
and within that cluster of barrels is the torch.
That "window on the right at the end" I mentioned. On the same side of the
wall as the window but nearer the beginning of the corridor is the "fake
window" (or "fake door").

Sorry, you are right. I should have been clearer.

Cheers

Stephen Howe
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Stephen Howe

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Since: Oct 07, 2004
Posts: 63



(Msg. 10) Posted: Mon Jan 14, 2008 8:49 pm
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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> Been years since I played this (my fave engine doesn't do Heretic...

Which is?
Been using PrBoom of late (to play Congestion 1024 and 10-Sectors)
It is not bad but some of the behaviour I dont like (e.g where Monsters
"forget" another Monsert that has injured them and start re-attacking you).
Other than that, I have been using JDoom, JHeretic, JHexen

10-Sectors, MAP08 has the infamous kill 3-Cyberdemons by teleporting on them
having run a very curvy 3 walkways which end in step up into nothingness -
and teleports you onto a Cyberdemon. Using PrBoom. Absolutely impossible.
One of the walkways curves around the platform of the _same_ Cyberdemon you
are trying eliminate. There is no way of sprinting in a tight circle around
said CD with being toasted. It is a candidate for CyberDreams Smile

I have also been playing Community Chest 1, 2 (I have 3 as well).
Reached a situation where I am trying to get to the secret exit on MAP15 on
CC1.
Again impossible. Even with "Always Run" set on PrBoom, there is just no way
to trigger the line switch which opens this area, go into the teleport and
then run to the opened exit before it closes. I am wondering if PrBoom is
not helping here or alternatively which engine the map designer used (cant
be PrBoom). I feel some anger at the map designer Smile

Cheers

Stephen Howe
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 11) Posted: Mon Jan 14, 2008 10:25 pm
Post subject: Re: Heretic E1M3 [Login to view extended thread Info.]
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Quoting Stephen Howe <sjhoweATdialDOTpipexDOTcom>:
>Been using PrBoom of late (to play Congestion 1024 and 10-Sectors)
>It is not bad but some of the behaviour I dont like (e.g where Monsters
>"forget" another Monsert that has injured them and start re-attacking you).

All that can be turned off, I observe, and probably should be for levels
that do this sort of sillyness.

>10-Sectors, MAP08 has the infamous kill 3-Cyberdemons by teleporting on them

One of the things I love about Doom I is that all three bosses are killed
not by some stupid trick key mechanism but by unloading ridiculous
quantities of firepower into them - using the same mechanic of shooting
monsters and dodging stuff (well, shame about Spidey) that made the rest
of the game great.

So why, given that Doom I was a tremendous success, did almost every
subsequent FPS including Doom II - and every addon maker - feel the need
to make bosses need some stupid trick key mechanism to kill? Bah.

>and teleports you onto a Cyberdemon. Using PrBoom. Absolutely impossible.
>One of the walkways curves around the platform of the _same_ Cyberdemon you
>are trying eliminate. There is no way of sprinting in a tight circle around
>said CD with being toasted.

I'm not clear on why this is harder in prboom.

>I have also been playing Community Chest 1, 2 (I have 3 as well).
>Reached a situation where I am trying to get to the secret exit on MAP15 on
>CC1.
>Again impossible. Even with "Always Run" set on PrBoom, there is just no way
>to trigger the line switch which opens this area, go into the teleport and
>then run to the opened exit before it closes.

I just took a look. I think it might be possible with diagonal running,
although requiring diagonal running is a bit weak.
--
David Damerell <damerell DeleteThis @chiark.greenend.org.uk> flcl?
Today is Second Aponoia, January.
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 12) Posted: Tue Jan 15, 2008 3:23 pm
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Stephen Howe wrote:
>> Been years since I played this (my fave engine doesn't do Heretic...
>
>Which is?

Fusion.

Len

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