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- TECHNICAL NOTES FOR TREDSOFT.WAD
-
- Okay, okay. Some of you may have figured out how the landmines in
- TREDSOFT work, but don't know exactly why or what the limitations are.
- Others may simply have no clue.
- That's what this file is for. Essentially, the concept is a very
- simple one--it's just rather obscure and technical. It deals with
- player starting positions, and teleportation.
-
- A very curious feature of the Doom engine is that, while multiple
- Deathmatch starting positions result in a random start point, multiple
- single-player starts do not. When you place more than one Player One
- starting point in a level, the starting point is not randomized--what
- happens is that a "ghost" player--a simulacrum, if you will--is
- created at every startpos other than yours. The place where you
- actually come in is the startpos (which is a "thing" in the DEU
- interface) with the highest Thing #.
- These simulacrums have special properties. They do not affect
- sector types (acid floors do not hurt them, and they do not trigger
- secret sectors). They do not move, although they can be moved by
- gunshots and blasts. Monsters will not attack them directly, although
- they can be caught in the line of fire. They are affected by area
- effects, projectiles, gunshots, and they can be crushed by ceilings.
- They have 100% health to begin with, but no armor. In effect, they
- stand still and are ignored. However--and this is the key--any damage
- which is done to them, happens to you. If they take damage, you take
- it as well. If they are killed, you die as well--regardless of your
- own health status.
- This is where the teleporter comes in. If you look at Tread
- Softly! in DEU, you will see many small hexagon-shaped sectors
- littered around the level. The linedefs of these sectors are defined
- as W1-Teleport, and are all flagged to go to the same sector. Inside
- this sector is the required teleport exit, and in *exactly* the same
- spot is a duplicate Player One startpos, which I placed first to
- ensure that the player entered the game in the other one. These small
- sectors simulate "landmines" by strobing their light levels as a
- subtle warning of their presence, and when you "step on" one by
- crossing the teleport linedef, you are teleported to the other sector,
- thereby *telefragging* yourself.
- For those of you who don't know what telefragging is: In the Doom
- engine, no two objects may occupy the same X,Y coordinate at the same
- time. When two killable objects (such as a player or a monster) teleport
- into the same spot, the thing which was there first is fragged.
- Mushed. Toast.
-
- There are numerous possibilities for the multiple-player startpos
- feature. I will leave it up to your imagination, and close this by
- listing the only real limitation I've found thus far, and that is
- that this feature works *only* for single-player levels--it will not
- work on cooperative or deathmatch mode, sorry. :) I wish, eh?
-
- Brandon Bannerman
- backtrak@shadowplay.com
- May 1995
-
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