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Tim Williams

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Since: Aug 29, 2004
Posts: 29



(Msg. 1) Posted: Thu May 12, 2005 1:55 pm
Post subject: Welllllll, all the posts scurried away.
Archived from groups: rec>games>computer>doom>editing (more info?)

http://webpages.charter.net/dawill/Images/EvilVista.gif

Think this is acceptable, or should I try to fix it? Problem being I don't
think there's a DOOM-compatible way to do it...

Tim

--
"California is the breakfast state: fruits, nuts and flakes."
Website: http://webpages.charter.net/dawill/tmoranwms

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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 2) Posted: Fri May 13, 2005 5:11 am
Post subject: Re: Welllllll, all the posts scurried away. [Login to view extended thread Info.]
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"Tim Williams" <tmoranwms.TakeThisOut@charter.net> wrote:

Subject: Re: Welllllll, all the posts scurried away.

Sunlight does that to them.Smile

>http://webpages.charter.net/dawill/Images/EvilVista.gif
>
>Think this is acceptable, or should I try to fix it?

It's not a terribly big deal, to be honest. Annoying perhaps, but if fixing it
breaks the level or causes too much trouble editing-wise, leave it.

>Problem being I don't think there's a DOOM-compatible
>way to do it...

There isn't. You can't have two floors with the same X and Y position visible
at the same time. Hell, it's a cheat to get two floors at the same X,Y period.

Only cheat I can see is to put the whole mess on a raised platform like where
Doomguy is standing, so the "roof" isn't visible. Or, you could raise the
roof, but that would clash with the obviously Greek-themed architecture.

--
Pointless sig file.
http://www.archonrealm.com | http://archonrealm.tripod.com
Replace "Doom!" with "Hotmail" to send e-mail.
End pointless sig file.

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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 3) Posted: Wed Jun 01, 2005 7:45 pm
Post subject: Re: Welllllll, all the posts scurried away. [Login to view extended thread Info.]
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Tim Williams wrote:
> http://webpages.charter.net/dawill/Images/EvilVista.gif
>
> Think this is acceptable, or should I try to fix it? Problem being I
> don't think there's a DOOM-compatible way to do it...

I think the best solution in cases such as this is not to try to cheat
the engine, but to redesign as small a part of the level as possible to
remove the issue completely. I find that when I run into this a minor
redesign often is the easiest solution without breaking anything.

--
John Gaughan
http://www.johngaughan.net/
john.RemoveThis@johngaughan.net
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Tim Williams

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Since: Aug 29, 2004
Posts: 29



(Msg. 4) Posted: Thu Jun 02, 2005 1:13 am
Post subject: Re: Welllllll, all the posts scurried away. [Login to view extended thread Info.]
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"John Gaughan" <john.RemoveThis@johngaughan.net> wrote in message
news:3608a$429e56b7$45491c6d$3949@KNOLOGY.NET...
> I think the best solution in cases such as this is not to try to cheat
> the engine, but to redesign as small a part of the level as possible to
> remove the issue completely. I find that when I run into this a minor
> redesign often is the easiest solution without breaking anything.

Yeah, I gave in and put it on a dirt mound... gives some movement to the
terrain anyway.

As long as people are turning up here, here's a Brazen teaser for y'all:
http://webpages.charter.net/dawill/fmlr.wad

Thanks for the inspiration BTW Archon Wink

Tim

--
"California is the breakfast state: fruits, nuts and flakes."
Website: http://webpages.charter.net/dawill/tmoranwms
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 5) Posted: Fri Jun 03, 2005 4:13 am
Post subject: Re: Welllllll, all the posts scurried away. [Login to view extended thread Info.]
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Tim Williams wrote:

>As long as people are turning up here, here's a Brazen teaser for y'all:
>http://webpages.charter.net/dawill/fmlr.wad

Very nice! I liked the secret - and not-so-secret - paths back to previous
areas.

The serving of Vile Surprise was particularly well done.Smile

>Thanks for the inspiration BTW Archon Wink

For the other map? No problem.Smile

Len
-
"Oooh, very impressive. Let's blow it up!"
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Tim Williams

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Since: Aug 29, 2004
Posts: 29



(Msg. 6) Posted: Fri Jun 03, 2005 4:13 am
Post subject: Re: Welllllll, all the posts scurried away. [Login to view extended thread Info.]
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"Len Pitre" <I_am_the_archon@Doom!.com> wrote in message
news:1OQne.41242$Ph4.932526@ursa-nb00s0.nbnet.nb.ca...
> Very nice! I liked the secret - and not-so-secret - paths back to
> previous areas.

Most of those are for coop reasons, I suppose I could do transporters as
well, but meh. The shortcut in the warehouse room (MAP20) in the corner
(back to MAP01 "Dentil" which I believe has been released) is kinda hidden,
eh? Should increase the light and/or blinking I guess.

> The serving of Vile Surprise was particularly well done.Smile

Y'mean where the grass falls in MAP19? Thanks Wink

> >Thanks for the inspiration BTW Archon Wink
>
> For the other map? No problem.Smile

Evil? Uh, dunno about that... but I suppose it's kind of hard to get the
discontinuity without having played the whole levels, so I'm being somewhat
unfair...

Here's a list in order of appearance in fmlr.wad:
MAP16 - Demon Base (beginning, halls and central outdoor 'exit' area)
MAP11 - Three Way (computerized blue key room)
MAP21 - Metastatus (gray room with blue key door)
MAP19 - Courtyard (all the brown stuff, red key to grass area to
transporter)
MAP15 - Donut (large STONE2 room plus 'secret' room with switch)
MAP13 - Military Base (BRICK6-8 area after underground transporter)
MAP01 - Dentil
MAP14 - Hell Hill (distinctive hillside, paneled room)
MAP20 - PIPE and BIGBRIK crate rooms
(At this point, the transporter warps back to the beginning, as originally
done in Demon Base, the barrier falls allowing access to the outer area with
the fake exit switch)
MAP23 - Breathe (I had this up for review for a time, the imp-rape
should ring a bell!)
MAP17 - Contemplate (exit areas with respective scenery)

BTW, did you at all expect to run around in said empty areas on walking over
the telepad, or does that feel like the level is done?

Tim

--
"California is the breakfast state: fruits, nuts and flakes."
Website: http://webpages.charter.net/dawill/tmoranwms
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 7) Posted: Sat Jun 04, 2005 4:37 am
Post subject: Re: Welllllll, all the posts scurried away. [Login to view extended thread Info.]
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Tim Williams wrote:
>news:1OQne.41242$Ph4.932526@ursa-nb00s0.nbnet.nb.ca...
>> Very nice! I liked the secret - and not-so-secret - paths back to
>> previous areas.
>
>Most of those are for coop reasons, I suppose I could do transporters as
>well, but meh. The shortcut in the warehouse room (MAP20) in the corner
>(back to MAP01 "Dentil" which I believe has been released) is kinda hidden,
>eh? Should increase the light and/or blinking I guess.

Once you find the area map, it becomes easier to find anyway.Smile

>> >Thanks for the inspiration BTW Archon Wink
>>
>> For the other map? No problem.Smile
>
>Evil? Uh, dunno about that... but I suppose it's kind of hard to get the
>discontinuity without having played the whole levels, so I'm being somewhat
>unfair...

*Blinks.* Oh, you meant the whole patchwork idea. For a minute there I'd
completely forgotten I'd started it! Been busy lately, need more sleep.

As a level, it stands on its own fine.

>MAP23 - Breathe (I had this up for review for a time, the imp-rape
> should ring a bell!)

It did. Though my SSG made it much easier.Smile

>BTW, did you at all expect to run around in said empty areas on walking over
>the telepad, or does that feel like the level is done?

Feels like it's done to me. An area doesn't HAVE to be populated. Helps keep a
person on edge, waiting for ambushes that don't come.

Len

--
Pointless sig file.
http://www.archonrealm.com | http://archonrealm.tripod.com
Replace "Doom!" with "Hotmail" to send e-mail.
End pointless sig file.
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