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1994-09-03
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Newsgroups: alt.games.doom
Path: oz.cdrom.com!agate!howland.reston.ans.net!pipex!sunic!trane.uninett.no!eunet.no!nuug!EU.net!uunet!world!dwills
From: dwills@world.std.com (David E Wills)
Subject: Re: Are FLOATing CUBEs possible?
Message-ID: <CvLKJK.Aov@world.std.com>
Organization: The World Public Access UNIX, Brookline, MA
References: <34bqok$94b@news.service.uci.edu>
Date: Sun, 4 Sep 1994 08:50:07 GMT
Lines: 33
eabu1144@orion.oac.uci.edu (Vu Q. Le) writes:
>The two dimensional-ness of doom kind of prevents true floating sectors
>like a cage hanging off the ceiling. Any wadmakers have any convincing
>tricks that work for this?
Because Doom is 2D, you can never go above or below a floor.
I suppose you could do the floating cage bit. Make a hole in a sector.
Make a smaller sector inside, set the linedef to nul/cage/upper_texture.
Then make a new sector in that with the floor up there.
I'll have to try this out later... Still waiting for the new 1800meg SCSI
to show up. I'm out of disk space (ZIPed or deleted anything
non-essential) and I have 695megs total. Sheesh... :I
Oh, anyone using EdMap? A *very* good DOS GUI-type editor. Even though
it's up to v1.11, I think it's still beta testing-- loat-souls missing and
a few bugs to iron out. Other than that, it's easy to bang out a level and
playtest it immediatly (Alt-F9). A lot of things are done automatically:
sector merging (all those damned 2-sided linedefs), sector tagging
(autonumber), doors, and stairs (fixed or move), but not lifts, not yet
anyway (easy enough to create tho). The menu pick-lists are also linked to
a viewer so you can scroll though them to visually find a texture. And,
throughout EdMap, you can hit F1 for context sensitive help.
You'll need a 2 or 3 button mouse. Some actions absolutly require a mouse.
It'll take up about 800k when installed (<400k ZIPed).
You might still find v1.11 in old alt.doom.binary messages. Dunno if it's
at infant yet.
Best of all, it's freeware. :)