altest.wad
Filenames
altest.wad
Size
16.47 KB
MD5
4f8a39e506fcf94bee1baa596e6f78f3
SHA-1
07a07e1437b5e78da9c956367f768b02e365b280
SHA-256
c327a63477a8974d468ea822440b48f2fdec92005b3e950d5e804e91fab8e456
WAD Type
PWAD
IWAD
Doom
Engines
Unknown
Lumps
11
Maps
E1M1
Download
Read Me
Help file for ALTEST/WAD ======================== This file (for Doom I/Ultimate) illustrates some of the principles explained in my Doom alignments tutorial, mostly about unpegging but with some stairs and sloping ceilings as well. The blue 'u's set into the floor indicate that that window has its upper texture unpegged. The red 'L's say the same thing about the lower texture and the black 'n' means that window is not unpegged. With the other windows, you can usually tell which textures are unpegged and which aren't: the unpegged ones are the only ones which are aligned properly. There are no weapons, although an exit is available in the vine room. The wall texture of choice is GRAY4, because that looks very much like the vector graphics I created for use in my diagrams. Everything is plotted squarely on a 64-unit grid. 4 player positions and 4 deathmatch starts are there, for convention's sake if nothing else. You could possibly try it with deathmatch if you add weapons and ammunition or don't mind punching each other to death. The design makes for a very exciting game - the level is very small, and there are no dead-ends or safe hideaways - windows everywhere, and your opponent never has to look very far for you. However, this WAD's prime purpose is to serve as a tutorial. The boring bits =============== The file must NOT under ANY CIRCUMSTANCES be distributed without the tutorial, associated diagrams and this file. Before distributing any of the above, you must ALWAYS ask my permission. NO WARRANTY IS SUPPLIED. Property of Martin Bazley and no-one else. To contact me for any reason, I can be reached at mailto:[email protected] . Please, no spammers or gangsters or anyone nasty like that. Enjoy the tutorial, and I hope it teaches you something. I can confirm it taught me a lot when I was writing it! - Martin Bazley - 3rd June 2007 -
Help file for ALTEST/WAD ======================== This file (for Doom I/Ultimate) illustrates some of the principles explained in my Doom alignments tutorial, mostly about unpegging but with some stairs and sloping ceilings as well. The blue 'u's set into the floor indicate that that window has its upper texture unpegged. The red 'L's say the same thing about the lower texture and the black 'n' means that window is not unpegged. With the other windows, you can usually tell which textures are unpegged and which aren't: the unpegged ones are the only ones which are aligned properly. There are no weapons, although an exit is available in the vine room. The wall texture of choice is GRAY4, because that looks very much like the vector graphics I created for use in my diagrams. Everything is plotted squarely on a 64-unit grid. 4 player positions and 4 deathmatch starts are there, for convention's sake if nothing else. You could possibly try it with deathmatch if you add weapons and ammunition or don't mind punching each other to death. The design makes for a very exciting game - the level is very small, and there are no dead-ends or safe hideaways - windows everywhere, and your opponent never has to look very far for you. However, this WAD's prime purpose is to serve as a tutorial. The boring bits =============== The file must NOT under ANY CIRCUMSTANCES be distributed without the tutorial, associated diagrams and this file. Before distributing any of the above, you must ALWAYS ask my permission. NO WARRANTY IS SUPPLIED. Property of Martin Bazley and no-one else. To contact me for any reason, I can be reached at mailto:[email protected] . Please, no spammers or gangsters or anyone nasty like that. Enjoy the tutorial, and I hope it teaches you something. I can confirm it taught me a lot when I was writing it! - Martin Bazley - 3rd June 2007 -
Help file for ALTEST/WAD ======================== This file (for Doom I/Ultimate) illustrates some of the principles explained in my Doom alignments tutorial, mostly about unpegging but with some stairs and sloping ceilings as well. The blue 'u's set into the floor indicate that that window has its upper texture unpegged. The red 'L's say the same thing about the lower texture and the black 'n' means that window is not unpegged. With the other windows, you can usually tell which textures are unpegged and which aren't: the unpegged ones are the only ones which are aligned properly. There are no weapons, although an exit is available in the vine room. The wall texture of choice is GRAY4, because that looks very much like the vector graphics I created for use in my diagrams. Everything is plotted squarely on a 64-unit grid. 4 player positions and 4 deathmatch starts are there, for convention's sake if nothing else. You could possibly try it with deathmatch if you add weapons and ammunition or don't mind punching each other to death. The design makes for a very exciting game - the level is very small, and there are no dead-ends or safe hideaways - windows everywhere, and your opponent never has to look very far for you. However, this WAD's prime purpose is to serve as a tutorial. The boring bits =============== The file must NOT under ANY CIRCUMSTANCES be distributed without the tutorial, associated diagrams and this file. Before distributing any of the above, you must ALWAYS ask my permission. NO WARRANTY IS SUPPLIED. Property of Martin Bazley and no-one else. To contact me for any reason, I can be reached at mailto:[email protected] . Please, no spammers or gangsters or anyone nasty like that. Enjoy the tutorial, and I hope it teaches you something. I can confirm it taught me a lot when I was writing it! - Martin Bazley - 3rd June 2007 -