TECHNICAL NOTES FOR TREDSOFT.WAD Okay, okay. Some of you may have figured out how the landmines in TREDSOFT work, but don't know exactly why or what the limitations are. Others may simply have no clue. That's what this file is for. Essentially, the concept is a very simple one--it's just rather obscure and technical. It deals with player starting positions, and teleportation. A very curious feature of the Doom engine is that, while multiple Deathmatch starting positions result in a random start point, multiple single-player starts do not. When you place more than one Player One starting point in a level, the starting point is not randomized--what happens is that a "ghost" player--a simulacrum, if you will--is created at every startpos other than yours. The place where you actually come in is the startpos (which is a "thing" in the DEU interface) with the highest Thing #. These simulacrums have special properties. They do not affect sector types (acid floors do not hurt them, and they do not trigger secret sectors). They do not move, although they can be moved by gunshots and blasts. Monsters will not attack them directly, although they can be caught in the line of fire. They are affected by area effects, projectiles, gunshots, and they can be crushed by ceilings. They have 100% health to begin with, but no armor. In effect, they stand still and are ignored. However--and this is the key--any damage which is done to them, happens to you. If they take damage, you take it as well. If they are killed, you die as well--regardless of your own health status. This is where the teleporter comes in. If you look at Tread Softly! in DEU, you will see many small hexagon-shaped sectors littered around the level. The linedefs of these sectors are defined as W1-Teleport, and are all flagged to go to the same sector. Inside this sector is the required teleport exit, and in *exactly* the same spot is a duplicate Player One startpos, which I placed first to ensure that the player entered the game in the other one. These small sectors simulate "landmines" by strobing their light levels as a subtle warning of their presence, and when you "step on" one by crossing the teleport linedef, you are teleported to the other sector, thereby *telefragging* yourself. For those of you who don't know what telefragging is: In the Doom engine, no two objects may occupy the same X,Y coordinate at the same time. When two killable objects (such as a player or a monster) teleport into the same spot, the thing which was there first is fragged. Mushed. Toast. There are numerous possibilities for the multiple-player startpos feature. I will leave it up to your imagination, and close this by listing the only real limitation I've found thus far, and that is that this feature works *only* for single-player levels--it will not work on cooperative or deathmatch mode, sorry. :) I wish, eh? Brandon Bannerman backtrak@shadowplay.com May 1995