home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Toolkit for DOOM
/
DOOMTOOL.ISO
/
news
/
1500
/
1595
< prev
next >
Wrap
Internet Message Format
|
1994-08-10
|
1KB
Path: cdrom.com!barrnet.net!parc!biosci!agate!howland.reston.ans.net!europa.eng.gtefsd.com!newsxfer.itd.umich.edu!zip.eecs.umich.edu!panix!not-for-mail
From: tneff@panix.com (Tom Neff)
Newsgroups: alt.games.doom
Subject: Re: Making A Window when designing a level
Date: 9 Aug 1994 19:32:18 -0400
Organization: Peripheral Operators Benevolent Association
Lines: 15
Message-ID: <3293m2$n3q@panix3.panix.com>
References: <Ctx9Mz.D6M@trc.amoco.com>
NNTP-Posting-Host: panix3.panix.com
In article <Ctx9Mz.D6M@trc.amoco.com>,
Richard M. O'Leary <zrmo05@trc.amoco.com> wrote:
>Can someone explain to me the basic idea involved in making a
>window to another room (e.g., the window to the outside in E1M1)?
You have received several specific answers, but I'll give you a more
valuable one in the long run.
In order to make a window, a door, a table, a chair, or a mini golf
course, you of course need some kind of DOOM level editor, right?
Great! So fire up your editor, edit an ID level like E1M1 and *see what
they did*. It's all there, I promise! Do what they did, and your
levels will have what theirs have. There are no secrets from an editor.
--
Tom Neff tneff@panix.com ...!panix!tneff