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1994-08-09
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Path: cdrom.com!barrnet.net!parc!biosci!agate!overload.lbl.gov!ames!pendragon!bcm!news.msfc.nasa.gov!europa.eng.gtefsd.com!darwin.sura.net!pegasus.cc.ucf.edu!pegasus.cc.ucf.edu!not-for-mail
From: ind00045@pegasus.cc.ucf.edu (Leeeeeenda)
Newsgroups: alt.games.doom
Subject: Re: What a new Doom engine should have...
Date: 9 Aug 1994 16:38:47 -0400
Organization: University of Central Florida
Lines: 15
Message-ID: <328pgn$h1q@pegasus.cc.ucf.edu>
References: <Bg8wb7l.chrisgielow@delphi.com> <321vcg$ein@agate.berkeley.edu> <776369271snz@runrun.demon.co.uk>
NNTP-Posting-Host: pegasus.cc.ucf.edu
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I once heard Jon de Wallasio (John@runrun.demon.co.uk) say:
:> Personally I think enhanced background sounds would be much better. One of the
:> attractions of DOOM is the "being there" experience and that would really be
:> enhanced by adding footsteps, general background noises, shouting, radio static
:> whatever. All of my Doom playing friends have the music turned off as it is too
:> distracting and often downright annoying.
I've been thinking a lot about this also as I design levels. Simply add
a linedef that triggers a sound effect #. Like you walk into a room and
it triggers effect #80; sfx #80 is someone saying "Welcome to Hell".
Something like that... sounds easy enough and would offer tremendous
possibilities to wad creators.
--BH