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Tim Williams

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Since: Aug 29, 2004
Posts: 29



(Msg. 1) Posted: Sun Dec 12, 2004 4:58 pm
Post subject: For you moderate masochists
Archived from groups: rec>games>computer>doom>editing (more info?)

MAP23 http://webpages.charter.net/dawill/breathe.wad
Pretty much done I guess. Needs skill levels (except at the beginning).

Tim

--
"I've got more trophies than Wayne Gretsky and the Pope combined!"
- Homer Simpson
Website @ http://webpages.charter.net/dawill/tmoranwms

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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 2) Posted: Sun Dec 12, 2004 11:16 pm
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Tim Williams wrote:
> MAP23 http://webpages.charter.net/dawill/breathe.wad
> Pretty much done I guess. Needs skill levels (except at the
> beginning).

The beginning was suicide. From a pistol start I needed god mode.

The map is essentially a switch hunt, which was not bad given that
switches were never difficult to find. While not primitive, the
architecture could use some work. Some of the hallways had no purpose.
The one to the outdoor area with the two lifts snaked around, but it was
orthagonal and empty. I would either populate it and add detail, or
eliminate it and move the outdoor area closer.

Difficulty was alright, but damnit, warn me next time I have to kill 10
imps with a pistol and no ammo!

Also, a warning about it being on MAP23 would have been nice.

--
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. 3) Posted: Mon Dec 13, 2004 12:27 am
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"John Gaughan" <john.TakeThisOut@johngaughan.net> wrote in message
news:xA9vd.7063$ZP5.3594@fe40.usenetserver.com...
> Tim Williams wrote:
> > MAP23 http://webpages.charter.net/dawill/breathe.wad
^^^^^
:-p

> The beginning was suicide. From a pistol start I needed god mode.

LOL! Figured. Trick is to shoot no more than one (you can't last long
enough for two Razz), reach the switch then get out the door.
I can get it maybe 1 in 10 with 46% health or so. Try strafing hard right
first thing, into the south imp, and shoot 'im.

> The map is essentially a switch hunt, which was not bad given that
> switches were never difficult to find.

Yeah, thin on key doors...

> While not primitive, the architecture could use some work.

....And simple.

It's short structurally so doesn't really matter too much as far as doors.

> Some of the hallways had no purpose.

Howso? You have to walk through all of them... Wink

Oh, that reminds me. Any easy way to fix up the platform switch (up from
underground with the Mancubus) so the guys behind don't see you? They can't
possibly see you...but they still do...

Oh, speaking of that area, I was going to move the hell knights closer to
the door...

> The one to the outdoor area with the two lifts snaked around, but it was
> orthagonal and empty. I would either populate it and add detail, or
> eliminate it and move the outdoor area closer.

Yeah... was going to do something about that. Hrm, I could rotate it 90 or
180 degrees to cull some of it. Cuts out that nice lighting though Wink

Come to think of it, I can go 90 degrees and shorten the lighted hall,
without killing it completely. Gives a break and seperates the outdoor area
from the halls, which if you look closely should be visible behind the STONE
wall! <g>

And decorations. Threw in a few corpses but needs more skewers of heads and
such.

> Difficulty was alright, but damnit, warn me next time I have to kill 10
> imps with a pistol and no ammo!

LOL!

Tim

P.S. Did you look through the new texture pack (contained)? Yes, I got
tired of typoing COMPSPAN all the time... :_)

--
"I've got more trophies than Wayne Gretsky and the Pope combined!"
- Homer Simpson
Website @ http://webpages.charter.net/dawill/tmoranwms
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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 4) Posted: Mon Dec 13, 2004 11:23 am
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Tim Williams wrote:
> MAP23 http://webpages.charter.net/dawill/breathe.wad

Just because I am literate does not mean I can read Wink

> LOL! Figured. Trick is to shoot no more than one (you can't last
> long enough for two Razz), reach the switch then get out the door. I
> can get it maybe 1 in 10 with 46% health or so. Try strafing hard
> right first thing, into the south imp, and shoot 'im.

I figured that was the way to do it, but even with the supercharge, I
still could not get out of there. I guess I just did not find the right
imp to shoot.

> Yeah, thin on key doors...

Not a bad idea, as long as the switches have obvious targets.

> It's short structurally so doesn't really matter too much as far as
> doors.

I am not complaining about the doors. I think you did a fine job keeping
keys to a minimum, making switches obvious, and introducing some variety
in doors and triggers.

>> Some of the hallways had no purpose.

I think I should expand on this. What I meant is if a hallway is 1024
units long, orthagonal, relatively undetailed, and has no monsters, then
it has no purpose even if you do like the lights. Break up the floor and
ceiling, adding detail. Make the walls non-orthagonal, maybe add
windows, steps, or other decoration. Add monsters, maybe a monster trap
that triggers as the player walks through.

We are all guilty of making plain hallways, I am just doing my part as a
tester/editor to help you make it more interesting Smile

> Yeah... was going to do something about that. Hrm, I could rotate it
> 90 or 180 degrees to cull some of it. Cuts out that nice lighting
> though Wink

Even better, add some 45 degree angles. See my above point.

> P.S. Did you look through the new texture pack (contained)? Yes, I
> got tired of typoing COMPSPAN all the time... :_)

No. If I remember after work I will look through the textures.

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

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Since: Aug 29, 2004
Posts: 29



(Msg. 5) Posted: Mon Dec 13, 2004 3:17 pm
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"John Gaughan" <john DeleteThis @johngaughan.net> wrote in message
news:yekvd.7392$ZP5.1816@fe40.usenetserver.com...
> I think I should expand on this. What I meant is if a hallway is 1024
> units long, orthagonal, relatively undetailed, and has no monsters, then
> it has no purpose

Suspense? ;o)

> Make the walls non-orthagonal

Hard to do in Doom :^) Oh, wrong plane... Wink

> Even better, add some 45 degree angles. See my above point.

Bah, then the flats don't line up Wink

Tim

--
"I've got more trophies than Wayne Gretsky and the Pope combined!"
- Homer Simpson
Website @ http://webpages.charter.net/dawill/tmoranwms
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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 6) Posted: Mon Dec 13, 2004 4:10 pm
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Tim Williams wrote:
>> I think I should expand on this. What I meant is if a hallway is
>> 1024 units long, orthagonal, relatively undetailed, and has no
>> monsters, then it has no purpose
>
> Suspense? ;o)

I think light and occlusions (e.g. corners) handle suspense better than
regular hallways do.

>> Even better, add some 45 degree angles. See my above point.
>
> Bah, then the flats don't line up Wink

Hey, you already added custom textures, just rotate your flats 45
degrees, add them to the wad, and they will line up Smile

Look at the Hell Revealed 2 wad. They have tons of flats that are
rotated and off-center so when they need flats to line up they don't
have to align sectors on a 64x64 grid.

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

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Since: Aug 29, 2004
Posts: 29



(Msg. 7) Posted: Mon Dec 13, 2004 7:02 pm
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"John Gaughan" <john.TakeThisOut@johngaughan.net> wrote in message news:Provd.7408
> Hey, you already added custom textures, just rotate your flats 45
> degrees, add them to the wad, and they will line up Smile

I suppose. I did it with that switch on the ground Wink
Hard to keep every pixel though. Can't really do it with my favored form of
editing, Windows Paint Wink

> Look at the Hell Revealed 2 wad. They have tons of flats that are
> rotated and off-center so when they need flats to line up they don't
> have to align sectors on a 64x64 grid.

Nice. I have uh, GATE1A, plus a bunch of others...
In fact you'll notice said came in handy on the level in question Smile

Tim

--
"I've got more trophies than Wayne Gretsky and the Pope combined!"
- Homer Simpson
Website @ http://webpages.charter.net/dawill/tmoranwms
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 8) Posted: Tue Dec 14, 2004 3:06 am
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Tim Williams wrote:
>> degrees, add them to the wad, and they will line up Smile
>
>I suppose. I did it with that switch on the ground Wink
>Hard to keep every pixel though. Can't really do it with my favored form of
>editing, Windows Paint Wink

Need something rotated? Let me know - I did it to some wood textures for
Hermitage (thus allowing diagonally placed benches and desks and ceiling
supports). Not that hard if you have the app for it, as long as you're careful
to make sure it still tiles when you're done.

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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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 9) Posted: Tue Dec 14, 2004 3:09 am
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John Gaughan wrote:
>> MAP23 http://webpages.charter.net/dawill/breathe.wad
>> Pretty much done I guess. Needs skill levels (except at the
>> beginning).
>
>The beginning was suicide. From a pistol start I needed god mode.

I cheated as well. Using Fusion, I kicked in a couple of helper dogs. They
took enough heat off me that I survived. Couldn't do it in the 10 previous
attempts.

>The map is essentially a switch hunt, which was not bad given that
>switches were never difficult to find.

Basic run-and-gun, nothing wrong with that.

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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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 10) Posted: Tue Dec 14, 2004 11:30 am
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Len Pitre wrote:
> Basic run-and-gun, nothing wrong with that.

Check out the recently released ka_hm.wad, Hollow Minds. It is run and
gun, flipping switches, etc. but I could not stop playing. It was very
addictive. Awesome architecture, good gameplay, and all it entailed was
running to the next switch, mowing down monsters who got in the way.

It is easily one of the best maps I have ever played.

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

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Since: Aug 29, 2004
Posts: 29



(Msg. 11) Posted: Tue Dec 14, 2004 1:52 pm
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"John Gaughan" <john.DeleteThis@johngaughan.net> wrote in message
news:HqFvd.7451$ZP5.4995@fe40.usenetserver.com...
> Check out the recently released ka_hm.wad, Hollow Minds.

Wherezat? I can't find it on gamers.org or in-span.net Surprised

Tim

--
"I've got more trophies than Wayne Gretsky and the Pope combined!"
- Homer Simpson
Website @ http://webpages.charter.net/dawill/tmoranwms
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RjY

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Since: Dec 14, 2004
Posts: 8



(Msg. 12) Posted: Tue Dec 14, 2004 8:38 pm
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Tim Williams typed...
>"John Gaughan" <john RemoveThis @johngaughan.net> wrote in message
>news:HqFvd.7451$ZP5.4995@fe40.usenetserver.com...
>> Check out the recently released ka_hm.wad, Hollow Minds.
>Wherezat? I can't find it on gamers.org or in-span.net Surprised

http://www.doomworld.com/idgames/?id=12999

I also couldn't get past your ring of imps

--
RjY/anARCHy >o o< http://www.triv.org.uk/~rjy/
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 13) Posted: Sun Dec 19, 2004 5:59 pm
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BTW, there's some neat textures squirreled away in the WAD.

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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Tim Williams

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Since: Aug 29, 2004
Posts: 29



(Msg. 14) Posted: Sun Dec 19, 2004 5:59 pm
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"Len Pitre" <I_am_the_archon@Doom!.com> wrote in message
news:kkjxd.198159$Np3.8169926@ursa-nb00s0.nbnet.nb.ca...
> BTW, there's some neat textures squirreled away in the WAD.

Thanks.

Headsup: I updated the file a bit, has DM pathways too (opened by the DM
start in the north sky/STONE area).
http://webpages.charter.net/dawill/breathe.zip

Tim

--
"I've got more trophies than Wayne Gretsky and the Pope combined!"
- Homer Simpson
Website @ http://webpages.charter.net/dawill/tmoranwms
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John R. Strohm

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Since: Dec 27, 2004
Posts: 1



(Msg. 15) Posted: Sun Dec 26, 2004 11:42 am
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"Tim Williams" <tmoranwms.TakeThisOut@charter.net> wrote in message
news:la4vd.1681$Xs2.1324@fe05.lga...
> MAP23 http://webpages.charter.net/dawill/breathe.wad
> Pretty much done I guess. Needs skill levels (except at the beginning).

Did you pull it off the site? I'm getting "not found" errors when I try to grab
it.
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