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Doom on the Internet

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Marcus Graham

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Jan 4, 1994, 8:09:06 PM1/4/94
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A long time ago before Doom was realeased, a bunch of guys were talking
about playing doom over networks...

We started talking about the possibility of playing it over the Internet,
does anyone know if this option has been ruled out, cause if we could, I
could host a really cool Doom site where you could play four player games...
I belive it could be really successful!

Any ideas?
Marcus


--
"FIGHT CHEESE WITH CHEESE!!! | Best MK2 Quotes for the month of December:
-Marcus Graham... | "OH YEAH! Well I've spent more $$ than you!"
mgr...@guinness.unomaha.edu | "WHAT?! They took out Kano?!"
mgr...@corona.unomaha.edu | "(after losing) SSF2 kicks MK's ass..." BOGGLE

Aron Bonar

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Jan 4, 1994, 9:31:24 PM1/4/94
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>We started talking about the possibility of playing it over the Internet,
>does anyone know if this option has been ruled out, cause if we could, I
>could host a really cool Doom site where you could play four player games...
>I belive it could be really successful!

I doubt you could get a 4 player game going over the internet but you might
be able to get a 2 player going with a serial port option and the IHHD.

FTP to cactus.org in /pub/IHHD for more info that..

Nick Bensema

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Jan 5, 1994, 12:16:16 AM1/5/94
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In article <1994Jan5.0...@news.unomaha.edu>,

Marcus Graham <mgr...@unomaha.edu> wrote:
>A long time ago before Doom was realeased, a bunch of guys were talking
>about playing doom over networks...
>
>We started talking about the possibility of playing it over the Internet,
>does anyone know if this option has been ruled out, cause if we could, I
>could host a really cool Doom site where you could play four player games...
>I belive it could be really successful!
>
>Any ideas?
>Marcus

I doubt it would work unless in geographically close places, and to homes
that have a 56k leased line or something. Lag would have a bad effect on
the game. And, if one site were to act as host... even just _ten_ sites,
the traffic would probably be overwhelming.

From what I hear, the thing cant even run on a LAN.

--
The opinions expressed are not necessarily those of the University of
North Carolina at Chapel Hill, the Campus Office for Information
Technology, or the Experimental Bulletin Board Service.
internet: laUNChpad.unc.edu or 152.2.22.80

David S. Jones

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Jan 5, 1994, 4:40:46 AM1/5/94
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Nick Bensema (Nick.B...@launchpad.unc.edu) wrote:
: In article <1994Jan5.0...@news.unomaha.edu>,

I got the thing to run on a LAN (at work) no problem. (Actually we
couldn't get the 3 player game running only 2 player.)

It is ABSOLUTELY worth seeing it run on a network if you haven't! The game
is very intense by yourself, amagine what it would be like if you have
another guy in the room with you (that you can see and shot (if you'd like))
helping you conquer all! What are best friends for, right ?!!

Gaming like this is upon us everyone! The dawn of interactive multi-user
graphical games is what I have been waithing for... and it's here... and
it's VERY WELL DONE! 8^) I think I will actually break down and buy the
registered version. They DEFINATELY deserve it!

-Dave
-ps...@netcom.com

ps. We did run into about 3 bugs though, and one of them actually killed
us in the middle of the 4th level!
--


________________________________________________________________________
_
ps...@netcom.com - David S. Jones, Pleasanton, California - (_><
________________________________________________________________________

thomas gschwind

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Jan 5, 1994, 7:06:17 AM1/5/94
to
Nick Bensema (Nick.B...@launchpad.unc.edu) wrote:
> In article <1994Jan5.0...@news.unomaha.edu>,
> Marcus Graham <mgr...@unomaha.edu> wrote:
> >A long time ago before Doom was realeased, a bunch of guys were talking
> >about playing doom over networks...
> >
> >We started talking about the possibility of playing it over the Internet,
> >does anyone know if this option has been ruled out, cause if we could, I
> >could host a really cool Doom site where you could play four player games...
> >I belive it could be really successful!
> >
> >Any ideas?
> >Marcus

> I doubt it would work unless in geographically close places, and to homes
> that have a 56k leased line or something. Lag would have a bad effect on
> the game. And, if one site were to act as host... even just _ten_ sites,
> the traffic would probably be overwhelming.

> From what I hear, the thing cant even run on a LAN.

It runs perfect on our LAN here (using NeXTStep)! On the DOS-machine it
also runs, but quite slow, when 4 players are playing (3 runs fine)! I think
that's the fault of the networktools used under Dog.
TOM
--
\|/
(o o)
O------------oOo--(_)--oOo------------O------------------------------------O
| email: | |
| t...@siegfried.smc.univie.ac.at | DOS is too DOSASTROUS for you??? |
| tgsc...@cslab.tuwien.ac.at | Try UN*X!!! |
| | |
O-------------------------------------O------------------------------------O

Mike Mooser

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Jan 5, 1994, 7:04:32 PM1/5/94
to
mgr...@unomaha.edu (Marcus Graham) writes:

>A long time ago before Doom was realeased, a bunch of guys were talking
>about playing doom over networks...
>
>We started talking about the possibility of playing it over the Internet,
>does anyone know if this option has been ruled out, cause if we could, I
>could host a really cool Doom site where you could play four player games...
>I belive it could be really successful!
>
>Any ideas?
>Marcus

Wouldn't the way to do so be to (when modem support is possible) use
Interenet Head to head (or whatever), something that is supposed to allow
Modem-able games to be played over the the Internet... Some program I
think... Saw something about IHHD in Gamebytes.

--
sco...@netcom.com

Todd E. Van Hoosear

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Jan 5, 1994, 8:42:40 PM1/5/94
to


I would caution the use of the network version of this game over the
Internet or any LAN that other people use besides the game players; a
network Doom game _killed_ the net here. The network load was so high
no one else could get a packet in edgewise.

2 cents,

- Todd

Mike Mooser (sco...@netcom.com) wrote:
: mgr...@unomaha.edu (Marcus Graham) writes:

: --
: sco...@netcom.com

--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Dual Lives of Todd E. Van Hoosear -
``''' Graduate Assistant, | Graduate Student,
(._.) Hypermedia and Instructional | Department of Communication,
(_) Support Services, | Michigan State University
`---' MSU Computer Laboratory | East Lansing, MI 48824
Internet ID: vanh...@msu.edu OR: vanh...@cl-next4.cl.msu.edu
BITnet ID: vanh...@msu.bitnet My Mac: lalaland.cl.msu.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

ejm...@iastate.edu

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Jan 6, 1994, 12:54:04 AM1/6/94
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Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote:
: I would caution the use of the network version of this game over the

: Internet or any LAN that other people use besides the game players; a
: network Doom game _killed_ the net here. The network load was so high
: no one else could get a packet in edgewise.

Please get your info straight before postin stuff like this. Doom 1.2. The
newest version, which will be out in a few days (I hope) has the network
stuff fixed! No more problems clogging up nets. I just wonder how long it
will take for the net admins to realize this and not kick doomers off their
nets.

: Mike Mooser (sco...@netcom.com) wrote:
: : mgr...@unomaha.edu (Marcus Graham) writes:
: : >A long time ago before Doom was realeased, a bunch of guys were talking
: : >about playing doom over networks...

There is still talk about creating a server, but I think the new network
setup will allow connections over internet. Maybe not in 1.2, but I heard
something about it last week. There was also talk about making a server
that allowed more than 4 players. I like this idea. :-)

: : Wouldn't the way to do so be to (when modem support is possible) use

: : Interenet Head to head (or whatever), something that is supposed to allow
: : Modem-able games to be played over the the Internet... Some program I
: : think... Saw something about IHHD in Gamebytes.

Yes, it's called IHHD. Yes it should allow 2 players to play over internet
just like over the modem. (There will probably be config problems like with
every other game tried with IHHD). The big problem here is, it will only
allow _2_ players! We want a full 4 (or more) for some real deathmatch
action!

Still patiently waiting for version 1.2.....


--
-----------------------------------------------------------------------------
Eric Johnson * What test? I don't remember
ejm...@iastate.edu * taking a math class this term!
-----------------------------------------------------------------------------

Apinop Suwintawong

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Jan 6, 1994, 1:35:30 AM1/6/94
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I had problem when I tried to install and run on compressed disk (dblspace
DOS 6.2) I couldn't turn around. But when I install to uncompressed
drive, Doom work really nice. If you have problem with Doom, maybe it
would help.

Apinop Suwintawong.

Dave Pfrommer

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Jan 6, 1994, 2:12:00 AM1/6/94
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In article <97...@copper.Denver.Colorado.EDU>, asuw...@ouray.denver.colorado.edu (Apinop Suwintawong) writes...

I use Doom on a compressed drive (6.2) and it works fine for me.

-Dave

Todd E. Van Hoosear

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Jan 6, 1994, 2:52:46 AM1/6/94
to


Well now! I never expected to get flamed for a post that could keep
someone's net from dying! I am quite aware of the new version that will
not broadcast packets, but the old version _can_, and people should be
aware of this.

Our solution, BTW (pending the new release *ahem*), has been to acquire
some Ethernet cabling and two Ts and take our two machines off the
Internet and onto a small (2-machine) LAN. We switch back when we're
done playing.

Patiently waiting 1.2...

- Todd

ejm...@iastate.edu wrote:


: Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote:
: : I would caution the use of the network version of this game over the
: : Internet or any LAN that other people use besides the game players; a
: : network Doom game _killed_ the net here. The network load was so high
: : no one else could get a packet in edgewise.

: Please get your info straight before postin stuff like this. Doom 1.2. The
: newest version, which will be out in a few days (I hope) has the network
: stuff fixed! No more problems clogging up nets. I just wonder how long it
: will take for the net admins to realize this and not kick doomers off their
: nets.

--

Sean Matheis

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Jan 6, 1994, 4:30:47 AM1/6/94
to
ejm...@iastate.edu () writes:

>Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote:
>: I would caution the use of the network version of this game over the
>: Internet or any LAN that other people use besides the game players; a
>: network Doom game _killed_ the net here. The network load was so high
>: no one else could get a packet in edgewise.

>Please get your info straight before postin stuff like this. Doom 1.2. The
>newest version, which will be out in a few days (I hope) has the network
>stuff fixed! No more problems clogging up nets. I just wonder how long it
>will take for the net admins to realize this and not kick doomers off their
>nets.

They probably won't. They've seen what DOOM can potentially do, and
have decided in their minds that it is not needed on their net.
Kind of the same mentality that enters people who ban telnetting
to certain ports (ie: mud ports) as happened on our campus.
--
**************************************************************************
Sean A. Matheis sama...@tortilla.engr.ucdavis.edu
Starving Students at UCD Fiat Lux!
**************************************************************************

Martin R Calsyn

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Jan 6, 1994, 9:28:01 AM1/6/94
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In article <samathei.757848647@tortilla> sama...@tortilla.engr.ucdavis.edu (Sean Matheis) writes:
>ejm...@iastate.edu () writes:
>
>>Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote:
>>: I would caution the use of the network version of this game over the
>>: Internet or any LAN that other people use besides the game players; a
>>: network Doom game _killed_ the net here. The network load was so high
>>: no one else could get a packet in edgewise.
>
>>Please get your info straight before postin stuff like this. Doom 1.2.
>> [...] I just wonder how long it

>>will take for the net admins to realize this and not kick doomers off their
>>nets.
>
>They probably won't. [...]

Well, ejm...@iastate.edu is a lucky fellow then - for a couple reasons.
Firstly, some of the most ardent net doom players are members of the
networking support and UNIX systems support groups in the Computation
Center. Secondly, we took (and are taking) the time to use low-level
network monitoring tools to assess the real impact of the game on
networks.

The effect of the current game on a networked lab, particulary if you
get more than one game-set going at once, can be substantial. Many of
our lab machines need to be slightly reconfigured to be doom-friendly
and that has worked to moderate playing in the public labs, but it'd be
naive to rely on this alone. We'll rely on our standing policy of
work-before-play (gamers can be asked to leave, but can use otherwise
idle stations) and we'll hope for a better net-behaved version of the
game. The work-before-play concept extends to prohibit game sessions if
they have a negative impact on the work activities at other stations.
We have a fairly long history of not banning activities, but rather
encouraging good computer/network citizenship.

--
Martin R. Calsyn mar...@iastate.edu
Software Engineer, Project Vincent PP ASEL/G AOPA EAA SSA
Iowa State University Computation Center voice: (515) 294-9889
Ames, Iowa 50011 fax: (515) 294-1717

Richard Ward

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Jan 6, 1994, 3:45:22 PM1/6/94
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In article <CJ7pI...@news.iastate.edu> mar...@iastate.edu (Martin R Calsyn) writes:
>The effect of the current game on a networked lab, particulary if you
>get more than one game-set going at once, can be substantial. Many of
>our lab machines need to be slightly reconfigured to be doom-friendly
>and that has worked to moderate playing in the public labs, but it'd be
>naive to rely on this alone. We'll rely on our standing policy of
>work-before-play (gamers can be asked to leave, but can use otherwise
>idle stations) and we'll hope for a better net-behaved version of the
>game. The work-before-play concept extends to prohibit game sessions if
>they have a negative impact on the work activities at other stations.
>We have a fairly long history of not banning activities, but rather
>encouraging good computer/network citizenship.
>Martin R. Calsyn mar...@iastate.edu

Martin,
Am I reading this right? You let students bring their own software into
your computer lab? I run a computer lab for Sacramento City College (a
two-year school) and we do not allow ANY software on our machines that the lab
does not own (Public Domain or otherwise), and we're not even networked
(otherwise I'd have crashed the network long ago playing Net Doom :) )! How
do you protect against viruses and destruction of installed software (I've got
Virus scanners going, and enough DOS tricks and custom software protections to
choke a horse, and I still spend enormous amounts of time rebuilding my
systems).

(I'm using netcom for Net access because my school has not yet put out the
money to get hooked up (and I'm not calling long-distance to get to the
four-year that is acting as my school's host).)

+----------------------------------------------------------------------------+
| "The box...you opened it. We came. It's a means to summon us - Cenobites. |
| Explorers in the further regions of experience. Demons to some, angels to |
| others. ... No tears please. It's a waste of good suffering." - Pinhead |
| rrw...@netcom.com |
+----------------------------------------------------------------------------+

Richard Webber

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Jan 7, 1994, 2:49:30 AM1/7/94
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Dave Pfrommer (drp9...@uconnvm.uconn.edu) wrote:
: In article <97...@copper.Denver.Colorado.EDU>, asuw...@ouray.denver.colorado.edu (Apinop Suwintawong) writes...

: -Dave


Same here with compressed DOS 6.0.

Richard

--
Richard (Zydlebug) Webber ~ .- |\
University of Newcastle / \
Australia. \.--._/<-- Newcastle, it's about 'ere.
email: ric...@cs.newcastle.edu.au ~ v
*** Warning! Signature under construction. ***

Adam A. Johnson

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Jan 7, 1994, 10:29:38 PM1/7/94
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In article <psyreCJ...@netcom.com> ps...@netcom.com (David S. Jones) writes:

Nick Bensema (Nick.B...@launchpad.unc.edu) wrote:
: In article <1994Jan5.0...@news.unomaha.edu>,
: Marcus Graham <mgr...@unomaha.edu> wrote:
: >A long time ago before Doom was realeased, a bunch of guys were talking
: >about playing doom over networks...
: >
: >We started talking about the possibility of playing it over the Internet,
: >does anyone know if this option has been ruled out, cause if we could, I
: >could host a really cool Doom site where you could play four player games

: >I belive it could be really successful!
: >
: >Any ideas?
: >Marcus

: I doubt it would work unless in geographically close places, and to homes
: that have a 56k leased line or something. Lag would have a bad effect on
: the game. And, if one site were to act as host... even just _ten_ sites,
: the traffic would probably be overwhelming.

: From what I hear, the thing cant even run on a LAN.

I got the thing to run on a LAN (at work) no problem. (Actually we

couldn't get the 3 player game running only 2 player.)

Same here, but we got a full 4 player session going, shareware
version, dethmatch mode, ultraviolence, AWEsome. I agree that playing
over the internet would be a bad idea for the health of the net, even
if performance was acceptable, which I would doubt. The issue of it
not working on a LAN, may have been referring to several college
networks which slowed to a crawl because of the game. This was due
in part to the schools in questions having a flat ethernet topology.
At UVM we use routers instead of bridges everywhere, and doom packets
don't cross routers. (they do cross bridges :)

It is ABSOLUTELY worth seeing it run on a net work if you haven't! The game


is very intense by yourself, amagine what it would be like if you have
another guy in the room with you (that you can see and shot (if you'd like))
helping you conquer all! What are best friends for, right ?!!

Couldn't have said it better myself. apparantly, in cooperative mode,
you can toggle through the other player's point of views, tho I
haven't done it cause my co-workers are too bloodthirsty to play in coop-mode.

Gaming like this is upon us everyone! The dawn of interactive multi-user
graphical games is what I have been waithing for... and it's here... and
it's VERY WELL DONE! 8^) I think I will actually break down and buy the
registered version. They DEFINATELY deserve it!

I usually get bored with computer games rather quickly, but the
interactive human element has kept me interested. Hey, I wonder how
many doom games are going to be running in the UVM dorm rooms on the
network there this comming semester, or should they be called doom
rooms! :)


--
========================================================================
Adam A. Johnson Adam.J...@uvm.edu
"Facts are negotiable, opinions aren't"

Tim Buck

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Jan 7, 1994, 11:57:36 PM1/7/94
to
Several others write:
>
>: I use Doom on a compressed drive (6.2) and it works fine for me.
>
>Same here with compressed DOS 6.0.
>

No problems here with Stacker 3.0 and DOS 6.2 either.

I've lost track of the original posting, but maybe the problem is something
else rather than DoubleSpace.
--

Timothy Buck tim...@borg.lib.vt.edu ------------------------
Timo...@online.apple.com "I take Him shopping with me. I say, 'OK, Jesus,
rri!t...@vtserf.cc.vt.edu help me find a bargain'." -- Tammie Faye Bakker

Scott Hopson

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Jan 8, 1994, 2:05:11 AM1/8/94
to
Apinop Suwintawong (asuw...@ouray.denver.colorado.edu) wrote:
: I had problem when I tried to install and run on compressed disk (dblspace

: Apinop Suwintawong.

I have DOOM running on a 486 with a DOS 6.2 compressed drive and have
no problems what so ever..

Jack Hudler

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Jan 8, 1994, 3:23:49 PM1/8/94
to
In article <rrwardCJ...@netcom.com>,

Richard Ward <rrw...@netcom.com> wrote:
>(otherwise I'd have crashed the network long ago playing Net Doom :) )! How
>do you protect against viruses and destruction of installed software (I've got
>Virus scanners going, and enough DOS tricks and custom software protections to
>choke a horse, and I still spend enormous amounts of time rebuilding my
>systems).

The more you over protect the plumbing, the easyer it is to stop up
the drain. (Scotty).

Rob Mroch

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Jan 8, 1994, 5:32:43 PM1/8/94
to
mgr...@unomaha.edu (Marcus Graham) writes:

People already have been playing doom over the internet. The site is
something like IHHD internet head to head deamon. I wrote them and they
added me to thier mailing list but I havent figured anything out yet.
L8R
Quell

J. M. Garzik

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Jan 8, 1994, 5:32:22 PM1/8/94
to
rrw...@netcom.com (Richard Ward) writes:
> Am I reading this right? You let students bring their own software into
>your computer lab? I run a computer lab for Sacramento City College (a
>two-year school) and we do not allow ANY software on our machines that the lab
>does not own (Public Domain or otherwise), and we're not even networked

Of course! In the lab I work in, people do it all the time. We occasionally
get a virus but no more than your average lab. And we are networked
to the Internet.

Fozziliny Moo / Doran Barton

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Jan 9, 1994, 7:01:55 PM1/9/94
to
At Utah State- some of the labs have RAMDisks as opposed to harddisks. Those
that do have hard disks are virus-inspected every time they boot. It is a very
Virus free environment.

-Fozz

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Doran L. Barton / Fozziliny G. Moo / sl...@cc.usu.edu / Utah State University
``If this is paradise, I wish I had a lawnmower.'' - Talking Heads

Robert Antonelli

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Jan 17, 1994, 2:01:31 AM1/17/94
to
In article <psyreCJ...@netcom.com>,

>
>It is ABSOLUTELY worth seeing it run on a network if you haven't! The game
>is very intense by yourself, amagine what it would be like if you have
>another guy in the room with you (that you can see and shot (if you'd like))
>helping you conquer all! What are best friends for, right ?!!
>
>Gaming like this is upon us everyone! The dawn of interactive multi-user
>graphical games is what I have been waithing for... and it's here... and
>it's VERY WELL DONE! 8^) I think I will actually break down and buy the
>registered version. They DEFINATELY deserve it!
>
>ps. We did run into about 3 bugs though, and one of them actually killed
> us in the middle of the 4th level!

We're running the game networked here at the UW and I haven't
heard of any problems when more than two players connect. Most likely
because of the fine and dedicated staff at our Academic Computing Center.
The only problems I've encountered is with trigger-happy and/or
tactical-impaired team mates! Okay, I understand that most folks who
jump on don't have any military training; let alone seen any real combat.
But fuckin-A, haven't these kids ever played team sports? I've
been killed more than twice by some eager beaver who touches off a rocket
when he's directly behind me!
I was a military advisor, I'm an expert in small-unit tactics. I
understand that this is just a game...
If anyone wants some hints on successful team play: how _not_ to
frag yr buds; who should take the point; msg signs; how to array various
weapons, etc....email me.

I be: gor...@goren.washington.edu

Robert Antonelli

leyx...@gold.tc.umn.edu

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Jan 16, 1994, 2:55:09 PM1/16/94
to
On 17 Jan 1994 07:01:31 GMT, Robert Antonelli wrote:

> I was a military advisor, I'm an expert in small-unit tactics. I
>understand that this is just a game...
> If anyone wants some hints on successful team play: how _not_ to
>frag yr buds; who should take the point; msg signs; how to array various
>weapons, etc....email me.
>
> I be: gor...@goren.washington.edu
>
> Robert Antonelli

Hey, post 'em here for all to see! Maybe we can start
alt.games.doom.tactics :-)

Kevin Cousins

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Jan 19, 1994, 12:30:57 AM1/19/94
to

*chuckle*

> But fuckin-A, haven't these kids ever played team sports? I've
> been killed more than twice by some eager beaver who touches off a rocket
> when he's directly behind me!

Not to mention the habit of 'mil-novice' players congregating in a tight bunch
---a lovely target for a snipin' imp to get damage on all of them at once---
what we in the Aust. Army Reserve used to call a "clusterf*ck".

Spread out, players! and make every shot count!

--Kevin.
--

---
When you are up to your arse in crocodiles, it is difficult to
remind yourself that your main objective was to drain the swamp! - Anon.

Steve Chaney - Toni Anaya's Fiance' !!

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Feb 20, 1994, 1:15:11 AM2/20/94
to
In article <KCOUSINS.94...@echidna.rp.CSIRO.AU> kcou...@echidna.rp.CSIRO.AU (Kevin Cousins) writes:
>
>*chuckle*
>
>> But fuckin-A, haven't these kids ever played team sports? I've
>> been killed more than twice by some eager beaver who touches off a rocket
>> when he's directly behind me!
>
>Not to mention the habit of 'mil-novice' players congregating in a tight bunch
>---a lovely target for a snipin' imp to get damage on all of them at once---
>what we in the Aust. Army Reserve used to call a "clusterf*ck".
>
>Spread out, players! and make every shot count!
>

How do you play this game over the Internet???

I have an account, I have a hard drive to play it from..
how be it done? :)


----------------------------------------------------------------------
God still does miracles.. my fiancee, Toni Anaya for instance..
_/_/_/_/ _/ _/ _/_| _/ _/ _/ _/_/_/_/ _/_/_/
_/ _/ _/ _/ _| _/ _/ _/ _/ _/ _/
_/ _/_/_/ _/ _/ _/ _| _/ _/_/_/_/ _/_/_/_/ _/ _/
_/ _/ _/ _/ _/ _/ _|_/ _/ _/ _/ _/ _/
_/_/ _/ _/_/_/_/ _/ _| _/ _/ _/_/_/_/ _/_/_/
Blame it on Steve Chaney <chan...@nextnet.ccs.csus.edu>
or <gun...@netcom.com>
And him alone :^)

Jim Blatta

unread,
Feb 24, 1994, 4:00:24 PM2/24/94
to
Sorry for the last posting, I sent it by accident. Anyway, network Doom, is it
possible? My system is:
486-33dx
8 megs ram
Intel etherexpress 16 ethernet card- twisted pair
connected to: Novell 3.11 and then to Unix host and to internet
using lsl, exp16odi, ipxodi to get to internet
also use netx for the local net

with this setup and some other program (Ihhd?) can I play someone via
internet? Any help would be greatly appreciated.
mail to bla...@bldgagric.lan1.umanitoba.ca

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