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NEW WAD (with and around DEU 5.2 limitations)

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alamain

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Apr 23, 1995, 3:00:00 AM4/23/95
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In December '95, released Aloha999.wad.
Uploaded to ftp.cdrom.com.
Eight original maps for Doom I E1-E8.

DEU crashed and burned more times than I can remember.
Error messages for "open sectors" that required precise surgery to
resolve.
Chunks of available screen that were off-limits to construction.
System crashed while trying to rebuild nodes.
Mysterious error messages regarding memory.

Since a: I'm not a "deep" computer person and
b: My system limitations precluded the use of windows-based
editors

I was limited to DEU and forced to work through those limitations and
if nothing else, I learned the mechanics of building a wad. I assume
those limitations are still there so I haven't attempted a third wad.
(the first being aloha911.wad- four maps for Doom I E1-E4, also
available at ftp.cdrom.com.)

The wad took about 2 months to build (sacrificing time for work/sleep/
system crashes and of course, thinking on the layout- the "look" and
the playability).

It was fun. It was frustrating. When it was done, there was a great
sense of accomplishment. Since most of us are not in the contruction
business it is amazing that by using the various editors, we can
create and ultimately see those ideas that existed only in our minds.
And we will go back time and again into the editor to modify and
change and tweak the wad until what we see on the scree is actually
what we envisoned. And aside from building the physical layout of the
wad, we also become lighting directors, interior decorators and
writers. Anyone who has attempted to build a wad knows of the time
involved in creating a "solid" wad (i.e. Apocalyp.wad for Doom I;
Stoker2.wad for Doom II).

Anyway, the point is, whatever editor you are using will work fine if
you invest the time. Yes, some editors are easier than others.
But ease of use does not guarantee a good wad. Take the time.

The end result will be worth it.

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