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Mega Doom 1
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Mega Doom 1.iso
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gridbug
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1994-04-02
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Attention Doom coders, DEU users, and others so interested...
I've built a was that I think had pointed out a serious bug in the
Doom engine, or else BSP and DEU have a serious node flaw.
The wad is a simple grid (12 x 12 squares), and as you'll see, looking
across more then 10 or so sectors seems to cause the hall of mirror effect
regularly. I suspect that either the Doom engine can't look that many
sectors across (does anyone know if the id levels ever look across that
man at once?) OR DEU and BSP both still need a better node building
algo.
Also, DEU authors (and other editor authors): Please add this crucial
feature. You have a flip linedef, which is needed, but add a swap linedef
function also. I had to swap over half the linedefs of this wad by hand,
since DEU doesn't properly set sides up in a dense grid like this.
This would make it easier to build complex stuff, since sometime you
want to swap the trigger side, and sometimes the trigger side right, and
everything else is wrong. Having both options would be nice. Maybe even
a third that would swap linedefs AND sidedefs...
As for WHY I built a grid, I think that a simple grid could be a vast
resource for building levels given the resizing and moving options.
This grid is rather small, since it was built by hand. How about a grid
building option, either built into DEU (or other editor) or as a wad
building program. I'd prefer it as a builtin, but even a program that I
could tell to just build me a 40x40 grid would be nice...
This uuencoded wad was built with DEU 5.0 (without using the cross
check feature) and node built afterwards by BSP 1.0.
It includes just player 1, and the grid, colored like a checkerboard on the
floor. No weapons or switches, or anything else, since it's meant for
builder to look at and tweak...
Seth