Right Scroll

Right Scroll

Play it. Holy poop on a stick, that texture is scrolling the wrong way!!! This is incredible!!! If only this was known ten years ago people might have cared!...

Filenames
rtscroll.wad
Size
4.42 KB
MD5
528085046c1ac767331461f8b76861b5
SHA-1
3a2944681b7513eac7575cffd24bf8a636bab3db
SHA-256
a477d628305db9ff8746f671a0d0b1b38ecadfcc6f2613d1d9bc8de396327beb
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
11
Maps
MAP01

Read Me

================================================================
Title                   : Right Scroll
Filename                : rtscroll.wad
Author                  : Andrew Stine
Email Address           : [email protected]
Misc. Author Info       : Internet nerd

Description             : Play it.  Holy poop on a stick, that texture is
                          scrolling the wrong way!!!  This is incredible!!!
                          If only this was known ten years ago people might
                          have cared!!!!
                          
                          For the more technical minded, the trick is done by
                          creating a whole ton of extra linedefs with the wall
                          scroll special which all reference the same sidedef
                          as the one you want to scroll backwards.  You need
                          to reference the sidedef an additional X-1 times,
                          where X is the width of the texture in pixels.
                          
                          While a backwards-scrolling texture is the most
                          obvious trick, you can also change the number of
                          extra sidedef references to just make the scrolling
                          texture haul ass super fast.
                          
                          Another idea would be to make a super-wide texture
                          comprised of smaller "frames" placed side by side,
                          i.e. make a giant wide texture with individual
                          32-pixel-wide frames side by side.  Then make 31 extra
                          sidedef references and the texture will appear to
                          animate at 35 FPS because the texture will shift over
                          32 pixels every tic to the next "frame."

Additional Credits to   : Adam Williamson for making an old DM WAD
                          Jon Rimmer for noticing the fast-scroll walls in it
                          Cyb for knowing the extra-sidedef trick behind it
                          Me for getting anyone to think about it in the first
                          place
================================================================

* Play Information *

Game                    : Doom 2
Episode and Level #     : MAP01
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Doom Builder, XWE
Known Bugs              : Only works on source ports that don't automatically
                          unpack sidedefs.  This does not include ZDoom :(
                          

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels.

You MAY distribute this WAD, provided you include this file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.

* Where to get this WAD *

Right next to this text file

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
1