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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
-
-