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Which game do you prefer?
Doom 3  18%  [ 7 ]
Classic Doom/Doom II  81%  [ 30 ]
Total votes : 37
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The Illuminated
The Illuminated
Joined: 15 Mar 2005
Posts: 1623
PostPosted: 11-20-2006 03:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


how do you type without a keyboard?
no wonder your in the legends forum :O



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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 11-20-2006 04:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Keyboard is in a tray underneath. :)




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
Posts: 44139
PostPosted: 11-21-2006 08:13 AM           Profile   Send private message  E-mail  Edit post Reply with quote


those were the days :tear:



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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 11-21-2006 02:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Say, if you want or need any of those editors/programs and whatever, let me know and I'll post em up.




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Legend
Legend
Joined: 04 Jan 2006
Posts: 16498
PostPosted: 11-21-2006 03:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Doom editor sounds sexy. How does it work though? I've always wanted a simple "click and drag" editor for it :icon32:




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 11-21-2006 03:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


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.




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
Posts: 44139
PostPosted: 11-22-2006 10:45 AM           Profile   Send private message  E-mail  Edit post Reply with quote


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



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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 11-22-2006 12:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


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. :)




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Gibblet
Gibblet
Joined: 04 Jan 2007
Posts: 23
PostPosted: 01-24-2007 02:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


ITS SO CHEEZY IT MAKES IT FUN FUN FUN!!! KISS MY @SS POKEMON!!!! :icon25: :icon25: :icon25: :icon25: :icon25:



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Recruit
Recruit
Joined: 02 Feb 2007
Posts: 2
PostPosted: 02-02-2007 04:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


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



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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
Posts: 44139
PostPosted: 02-05-2007 06:11 AM           Profile   Send private message  E-mail  Edit post Reply with quote


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



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no homo
no homo
Joined: 28 Feb 2006
Posts: 13721
PostPosted: 02-24-2007 03:06 PM           Profile   Send private message  E-mail  Edit post Reply with quote


no u



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freakzilla
freakzilla
Joined: 11 Dec 1999
Posts: 43185
PostPosted: 02-27-2007 07:58 PM           Profile   Send private message  E-mail  Edit post Reply with quote


LawL wrote:
no u


Stop the spam.




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 02-27-2007 08:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


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:




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44136
PostPosted: 02-27-2007 11:59 PM           Profile   Send private message  E-mail  Edit post Reply with quote


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.




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
Posts: 44139
PostPosted: 02-28-2007 10:57 AM           Profile   Send private message  E-mail  Edit post Reply with quote


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



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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 02-28-2007 05:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


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.




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
Posts: 44139
PostPosted: 03-01-2007 07:29 AM           Profile   Send private message  E-mail  Edit post Reply with quote


wow, what an ideal solution coded by id :olo:



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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 03-01-2007 11:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


ain't it though?




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 03-02-2007 04:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


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.




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Recruit
Recruit
Joined: 25 Dec 2006
Posts: 6
PostPosted: 03-09-2007 08:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


Image

there thread over




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 03-13-2007 03:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


cheetah235 wrote:

there thread over


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




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Grunt
Grunt
Joined: 06 Jun 2007
Posts: 69
PostPosted: 06-10-2007 04:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


lawls?

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

Doom I and II kickd ass, though!




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 06-11-2007 03:55 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Looking at this thread again has inspired me to install Doom I&II and Quake 2 on my computer again.




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Mercenary
Mercenary
Joined: 18 Apr 2005
Posts: 220
PostPosted: 06-20-2007 02:58 PM           Profile Send private message  E-mail  Edit post Reply with quote





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