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1994-08-05
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Newsgroups: alt.games.doom
Path: cdrom.com!barrnet.net!agate!howland.reston.ans.net!gatech!newsfeed.pitt.edu!godot.cc.duq.edu!news.duke.edu!news-feed-1.peachnet.edu!umn.edu!ryani
From: ryani@geom.umn.edu (ryani)
Subject: Re: Top Ten ways to know Doom has taken ov
Message-ID: <Cu2HnG.KDE@news.cis.umn.edu>
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Organization: University of Minnesota, Twin Cities
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References: <SIMON.S.M.HAIGH.15.000E3A2F@msm.bhp.com.au> <31i9nt$h0i@newsy.ifm.liu.se> <31oe8u$icp@vixen.cso.uiuc.edu> <31s254$p2g@beyond.escape.com>
Date: Fri, 5 Aug 1994 15:01:26 GMT
Lines: 37
ward@escape.com (Christian Ward) writes:
>Eric Jay Vanduyne (ev5967@cesn4.cen.uiuc.edu) wrote:
>: I walked into the restroom in the library and immediately thoiught
>: it'd be pretty cool for a room in Doom. Urinals on the wall. Open
>: up a door and see an Imp taking a dump. :)
>: Has anybody ever put a bathroom in doom?
>: Maybe a Grand Central Station WAD?
>Eric,
>The one problem with a bathroom is that usually, the walls separating the
>stalls don't go down to the ground, or up to the ceiling, which means
>the Doom engine couldn't handle it. I've had the same thoughts, myself,
>and had the problem I just gave you. Other than that, though, there would
>be no problem. Just find a good graphics editor for textures, and create
>the urinals, sinks, etc.
Actually, you _can_ do this if you make a new texture.
You have your texture be 'bathwall' or something, and have it have a
see through area on the top and bottom. Then you make a two-sided
wall with this texture on both sides, and, voila, instant bathroom.
Of course, you set that 2sided wall impassible :)
The really weird thing is that you'll be able to shoot through the
stall wall.
Now, getting the stall doors to open-- that'd be a problem.
--
--- GEEK CODE v2.1 --- ungeek2 available via email --- ryani@geom.umn.edu ---
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