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1994-07-30
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Newsgroups: alt.games.doom
Path: cdrom.com!barrnet.net!agate!spool.mu.edu!uwm.edu!news.alpha.net!mvb.saic.com!eskimo!berg
From: berg@eskimo.com (Berg Oswell)
Subject: Re: Gamma Correction: How dark should Doom be?
Message-ID: <Cts4E9.6oG@eskimo.com>
Sender: news@eskimo.com (News User Id)
Nntp-Posting-Host: eskimo.com
Organization: Eskimo North (206) For-Ever
X-Newsreader: TIN [version 1.2 PL2]
References: <RICHV.94Jul29151830@hpingll.cup.hp.com>
Date: Sun, 31 Jul 1994 00:37:20 GMT
Lines: 29
Rich Van Gaasbeck (richv@hpingll.cup.hp.com) wrote:
: The first time I went through episode 1, doom didn't have a gamma
: correction button (version 1.0). Since then we started playing
: deathmatch with the later versions and everyone turns up gamma
: correction and brightness on the monitor and I followed in
: self-defense. I just started playing the second episode and noticed
: that its not nearly as gloomy and tense as I remember the first
: episode being. In fact its like walking around in well lite hospital
: corridors :-). Some of this is due to my familiarity with doom now
: compared to the first time, but I think a lot of it is due to having
: gamma correction so bright.
: How bright or dark do you thing Id intended Doom to be? Is there
: any way to calibrate things so that we are using the "official
: brightness"? Perhaps Id would like to step in and recommend a
: standard test. Such as go to a certain level and look in a certain
: direction, if your gamma is right you should just be able to see X but
: not Y. Or perhaps one of you wad creators could create a special test
: pattern wad.
: I think deathmatch would be more fun if we started playing in the dark
: again.
DOOM should be so shadowy that you get that 'panic effect' from
just about every imp on the map.