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- Anthony Jacques | STOS Falcon Extension v1.2a
- | Generic STOS Fixer v1.1
- mailto:jacquesa@cs.man.ac.uk | available from WWW pages
- http://www.cs.man.ac.uk/~jacquesa/ | - UUEncoded on request.
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- On Fri, 14 Jun 1996, robin ball wrote:
-
- > Right. Now that the level has actually got to everyone who needs
- > it, I think it's time to discuss the design a bit. (I guess that I'm the
- > only one who's had a chance to play about with it so far, but still)
-
- No, I've played it as well... :-)
-
- > Generally I think it's a pretty good demonstration of the Bad Mood
- > engine so far. It is a bit of a pity that there aren't more of the textures
- > used yet, but it's good that it has got this far in time for NAS.
-
- Yea, I didn't have time to change them all... I just wrote a little program
- to replace all occurances of the Doom2 texturenames with the BM_tex names.
- have you seen e1n2 (or others..) which contain all the wall textures.
-
- >The fact
- > that most of it has only a few visible sectors means that it can run at a
- > reasonable speed even at 320x200 on a basic machine- exactly what I'd
- > planned.
-
- Yes, some of the complex rooms were faster than I'd expected them to be.
-
- > I love the big central area with the glowing pit, it's better than
- > I imagined. It'll be even better when it's in the game with a big exciting
- > weapon on that central pedestal and with lethal lava at the bottom of the
- > pit.
-
- Or some really hard monster standing on the column... (sea BADDOOM...)
-
- > The bridge section isn't as good as it could be yet- the pillars
- > are too frequent and small. I think a few big chunky ones would be better.
- > Also, I don't think there should be pillars on the ledge on the eastern
- > edge. I still think a nice balcony on the western edge would be better than
- > a barred window too.
-
- Yes...I agree..
-
- > Generally, I think many of the corridors are too narrow, but I do
- > like the fact that there are often two corridors or stairways next to each
- > other- a big monster could be leaping down one, so you nip quickly up the
- > other one.
- >
- > I like the fact that there are lots of stairs and multi height
- > floors, this is one of the best features of the Doom (and Bad Mood) engine,
- > and is one to take advantage of. There is one staircase that's a bit too
- > steep at the moment- it needs the "look up and down" controls.
- >
- > There are a couple of errors too. There's one bit where there's a
- > "hall of mirrors" like effect on the staircase going down to the bridge and
-
- Haven't seen this... I may have missed a texture name...
-
- > another where a round font-thing disappears behind an invisible wall but
- > the floor and walls behind it don't- odd. Actually it's really difficult to
- > explain these problems, and also where to find them. Sorry Anthony.
-
- Yes, I know about this problem... it is because the level was designed with
- DCK, but the nodes were build with DEU, and the round bits use a feature
- of DCK that DEU doesn't have. Editing the level with a better version of DEU
- or with DCK should solve this...
- >
- > The game locked up at one point too. As I was going up into the top
- > left hand corner of the map, so I don't know what's up there. This could
- > have been a one off, but I didn't have time to check this morning.
-
-
- > And it didn't work with the first version of Fabrice's wall
- > collision detection (second version untested).
-
- :-( I wonder if that is something odd that I've done to the WAD...
-
- > Generally impressive though- It's good to be able to see my
- > textures being used in game. Now I know what head height is, and that the
- > computer console I drew is way too high- difficult to judge until you see
- > it operating.
- >
- > Keep up the good work Anthony (and Anthony's brother). I can't wait
- > until I can do my own designing.
-
- Shouldn't be long... the next version of DEU (unreleased yet) now has
- selecting with the mouse, so you can now insert vertexes, lines and sectors.
- Dragging them should come soon....
-
- Anthony
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