Congrats to the creator. Incredible amount of work!
-Sven
I agree completely. STONES is an incredible level. I rank it as the best out
there right now, with KENT2 and E2L2_GG1 as tied for second best. They've all
really enhanced our deathmatch play.
>
--
"Everyone _is_ out to get you...paranoia's just good thinking."
-Dr. Johnny Fever, 1979
: I agree completely. STONES is an incredible level. I rank it as the best out
: there right now, with KENT2 and E2L2_GG1 as tied for second best. They've all
: really enhanced our deathmatch play.
JEFF-1-2.WAD is also an exellent death match level. We played it for 6
hours last night!
TB1
Yeah but he's lucky to get it working with DEU 5! Most of us are having
MAJOR problems trying to make levels from scratch! I think once the final
DEu 5 is released, more of us will be able to make better levels :)
Ttul
But where is it? I can't find it at ocf.unc.edu (or whatever).
thanks
j
--------------------------------------------------------------------------------
John Capriotti irc: murpes | Some dude: Did you really do all those things, sir?
JDCA...@vax1.acs.jmu.edu | Duke: It's possible. I don't remember anything
My opinions are yours. | between 1968 and 1981. - DOONESBURY
--------------------------------------------------------------------------------
All spelling and grammatical errors are because I go to JMU, where
education is subservient to process.
It's not "luck" people. If you design your levels properly (with some exceptions) you can easily get your levels to compile. Try some simple stuff
first and keeping designing simple stuff until you are completely competent.
Not meant to be egotistical, but, I *rarely* have problems with DEU except for
"nodeline picked twice." This *only* happened because I used DEU 5.0 (non-BETA)
to generate the level (it had some very bad clipping effects) and then tried
importing back into DEU 5.0 BETA 4 to alleviate the clipping side effect. So,
like I said, and I have a friend (whom I trained) who can vouch for this, you
just need to design your levels carefully *each* step of the way, save often,
and run Doom after each modification to test your levels. Why do you suppose
it took me 14+ hours to develop -- not because I am slow, but, because I am
fortunate enough to have a VLB-EISA DX2/66 that operates very fast.
I cannot possibly know exactly what problems each and every devel-
oper is facing, but, with each level I have developed, I have *never* had any
troubles with clipping, compiling, or loading, with DEU. The only exception I
have is when I added a nice deathmatch arena and DEU5B4 came up with the error
that it couldn't read from my source file. I have tried everyone's suggestions
including Raphael's and the only way it *saved* was with DEU 5.0 (non-BETA).
Hopefully this won't offend anyone, as it is *not* intended to do so.
If you have any questions regarding level compilation, just ask; I am more than
happy to help. Also, I should add, I am not a programmer, thus, I can't tell
you how it works, I just know that I have discovered a method that *does* work.
I apologize if I have offended anyone (please E-mail if I have, perhaps
we can negotiate the situation) and I wish you good fortune while developing
your levels.
-------------------------------------------------------------------------------
-=#| Michael Kelsey |#=- "I used to like Mac's, until I got my PC." <grin>
-=#| mke...@eecs.wsu.edu |#=-
-------------------------------------------------------------------------------
Well, since you seem to have come up with a method that allows virtually bug-
free levels with DEU5.0, I'm sure we'd all appreciate it if you were able to
write up a small tutorial (similar to the FAQ posted recently by Cameron
Newham) on exactly how you do it, including the basics, how to avoid clipping
problems, creating different types of doors, limitations on the size of levels,
etc.
I realize that you're probably busy creating new levels, but it would certainly
be a great public service if you could do this.
Thanks,
Gary>
It's all out there already: get the DEU.TXT files, DEUTUTOR and the
other things that come with 5.0 and the ALLDOC ZIP file.
All you have to add to this is one sentence:
DON'T SKIP ANYTHING.
The penalty for cutting corners, forgetting textures, etc, is usually
the same: your level screws up. DOOM's engine never knows "what you
really meant."
Hopefully future editor releases will get better and better at doing
these consistency checks for us. In the meantime, use the coprocessor
mounted on your neck. :-)
My general advice for building complicated things is: see how Id does
it! With an editor like DEU you can examine the official levels in
great detail, seeing exactly how your favorite lifts, sniper's nests, or
torture chambers are built.
--
Tom Rauschenbach An irrelevant and uninteresting actor, of no import
to this discussion, mentioned only so that this
t...@vmark.com sentence would not be in the passive voice, did the deed.
I agree with the person who has no (few) problems. I also have had a lot
of luck with my start-from-scratch levels, the only time I have it go
haywire is when I'm editing a pre-made level (one of the standard ones),
I sometimes get clipping problems in those for no apparent reason.
I DO have a question or two, for anyone who can answer them. (regarding
DEU 5.0 non-beta) First, what is 'unpegged'? (referring to upper/lower
texture unpegged, in the linedef flags)
Second, and this isn't really a DEU question, could someone make a
program that puts new graphics in a pwad, so people can use 'em without
editing their main WAD? I think some specialty levels would look nice
with some customized graphics, but I have no knowledge about programming
so it's up to others... :) If it was an editor as well as an
extractor/inserter, so you could draw a pic and insert it in a pwad all
at once, that would be perfect. :) Thanks to all the designers out
there who have given me so much reason to play Doom. :)
(yeah, I'm excited about DEU-ming. Who wouldn't be?)
Okay Gary, you and the rest of the net will get a smal FAQ demonstrating the usage of DEU for creating levels.
-Michael