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Classic Doom better than New Doom................
https://www.quake3world.com/forum/viewtopic.php?f=3&t=25327
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Author:  S@M [ 11-20-2006 03:58 AM ]
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how do you type without a keyboard?
no wonder your in the legends forum :O

Author:  Scourge [ 11-20-2006 04:32 AM ]
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Keyboard is in a tray underneath. :)

Author:  MKJ [ 11-21-2006 08:13 AM ]
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those were the days :tear:

Author:  Scourge [ 11-21-2006 02:50 PM ]
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Say, if you want or need any of those editors/programs and whatever, let me know and I'll post em up.

Author:  Captain [ 11-21-2006 03:46 PM ]
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Doom editor sounds sexy. How does it work though? I've always wanted a simple "click and drag" editor for it :icon32:

Author:  Scourge [ 11-21-2006 03:55 PM ]
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Most of them are a 'bit' more complicated than that. A lot of manual settings/tweaking. Some of them do use a good bit of mouse work though.

Author:  MKJ [ 11-22-2006 10:45 AM ]
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i hated the official one, with the gay star prefabs et al.
hellmaker is still where its at, especially since 1.4 had realtime 3d wireframing and Final Doom engine hacks available.

but the most important part of the Doom editors is theory, not practise. understanding vectors, reverse vectors, sectors, upper / lower texturing. oh and some math :icon32:

the rest is just problemsolving

Author:  Scourge [ 11-22-2006 12:06 PM ]
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The unpinning textures on the lower/upper and the moving sectors drove me nuts until I figured them out. Overall it was pretty fun and I think I'm gonna try some more. :)

Author:  AceGec3D [ 01-24-2007 02:49 PM ]
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ITS SO CHEEZY IT MAKES IT FUN FUN FUN!!! KISS MY @SS POKEMON!!!! :icon25: :icon25: :icon25: :icon25: :icon25:

Author:  siege_str [ 02-02-2007 04:08 PM ]
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Gauranteed Classic Doom takes the cake, as Doom 3 is in a diffrent kind of FPS. 3 wasn't bad though, if it had a bit more killing in it, Doom 3 would be as good as the classic

Author:  MKJ [ 02-05-2007 06:11 AM ]
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Scourge wrote:
The unpinning textures on the lower/upper and the moving sectors drove me nuts until I figured them out. Overall it was pretty fun and I think I'm gonna try some more. :)


one thing i was never able to figure out was how to have a certain monster be a trigger for a plat. (like the two baron's of hell at the end of e1).
if memory serves, the target sector had a rediculous high id number.. that was the only thing I could ever find about that whole procedure

Author:  LawL [ 02-24-2007 03:06 PM ]
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no u

Author:  Duhard [ 02-27-2007 07:58 PM ]
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LawL wrote:
no u


Stop the spam.

Author:  Scourge [ 02-27-2007 08:09 PM ]
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MKJ wrote:
Scourge wrote:
The unpinning textures on the lower/upper and the moving sectors drove me nuts until I figured them out. Overall it was pretty fun and I think I'm gonna try some more. :)


one thing i was never able to figure out was how to have a certain monster be a trigger for a plat. (like the two baron's of hell at the end of e1).
if memory serves, the target sector had a rediculous high id number.. that was the only thing I could ever find about that whole procedure


I got to thinking about this and loaded up a couple of the old editors and opened up e1m8 and couldn't really tell what they had going with that. :shrug:

Author:  Eraser [ 02-27-2007 11:59 PM ]
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Hmm, maybe we should do a Quake3World Doom single player map pack? I've never made maps for Doom, but if anyone could point me in the direction of the bestestest editor available then I might want to give it a shot.

Author:  MKJ [ 02-28-2007 10:57 AM ]
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Scourge wrote:
MKJ wrote:
Scourge wrote:
The unpinning textures on the lower/upper and the moving sectors drove me nuts until I figured them out. Overall it was pretty fun and I think I'm gonna try some more. :)


one thing i was never able to figure out was how to have a certain monster be a trigger for a plat. (like the two baron's of hell at the end of e1).
if memory serves, the target sector had a rediculous high id number.. that was the only thing I could ever find about that whole procedure


I got to thinking about this and loaded up a couple of the old editors and opened up e1m8 and couldn't really tell what they had going with that. :shrug:


eggsacktly. *stares blankly at e1m8*
must be an engine hack, like the invisible walls in Final Doom

Author:  Scourge [ 02-28-2007 05:35 PM ]
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The tag is 666. And it must be certain levels and the last boss dies. About the only thing I've found that makes sense. Not sure how to apply it though.

http://drsleep.newdoom.com/data/doombuilderguide.pdf

page 142.

Author:  MKJ [ 03-01-2007 07:29 AM ]
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wow, what an ideal solution coded by id :olo:

Author:  Scourge [ 03-01-2007 11:56 AM ]
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ain't it though?

Author:  Scourge [ 03-02-2007 04:45 AM ]
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Eraser wrote:
Hmm, maybe we should do a Quake3World Doom single player map pack? I've never made maps for Doom, but if anyone could point me in the direction of the bestestest editor available then I might want to give it a shot.


I might start on something this weekend. I personally prefer EdMap, WadEd, and Wadauthor.

Here's a page with bunches of them. It's down to preference really. I'm using the ones I listed above with XP and no problems so far.

http://www.newdoom.com/editing.php#1

Already started on one.

Author:  cheetah235 [ 03-09-2007 08:37 PM ]
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Image

there thread over

Author:  Scourge [ 03-13-2007 03:20 PM ]
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cheetah235 wrote:

there thread over


Apparently you didn't learn how to adjust the light levels.

Author:  Nanoko [ 06-10-2007 04:35 PM ]
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lawls?

Anyway, I have never played doom III, as my craptop cant run them.

Doom I and II kickd ass, though!

Author:  Silicone_Milk [ 06-11-2007 03:55 PM ]
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Looking at this thread again has inspired me to install Doom I&II and Quake 2 on my computer again.

Author:  JooKed [ 06-20-2007 02:58 PM ]
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http://www.youtube.com/watch?v=0cj-Bibg ... mes%2Dever

Not fake

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