floor
Filenames
floor.wad
Size
112.38 KB
MD5
4bd84ca4cb7b2c94364ec2a0d047ac12
SHA-1
a17a244c29c1a43895bf77a04750faa0c2be49a1
SHA-256
0e1a8e3263c68b86121ddb434b565b2ef1a797bf031ceff8ac02fe048dc78583
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
18
Maps
MAP01
Read Me
================================================================ Title : floor Filename : floor.wad Author : Alexander Prack Email Address : [email protected] Additional Credits to : iD Soft as always ================================================================ * Description * This WAD is "living" proof that two commonly believed 'facts' about flats and sounds are just not true. - flats don't or at least don't always need merging. The unofficial Doom Specs claim that "replacement and/or new-name flats don't work right from pwad files unless they are all in the same wad." The WinTex help file has to say the following about flats: "You can request to use F_END instead of FF_END. Click on menu Guru | Use F_END. Do this only if you don't redefine any flat. If you use a name that already exist in the main WAD and use F_END, the game will not start. This is because of a bug in DOOM2." Obviously, there has to be some basis for these statements but at least in this form they're not true. This WAD contains one new flat and three flats that have different graphics but the same name as some of Doom's original floors. The included level uses all four of these flats as well as one of the entries in the DOOM2.WAD, thereby proving that both of the above statetments are wrong. - Concerning sound entries, V 1.666 of Matt Fell's Unofficial Doom Specs explains: "Each sample is a single byte, since they are 8-bit samples. The maximum number of samples is 65535, so at 11 KHz, a little less than 6 seconds is the longest possible sound effect." This WAD contains a sound entry that is exactly 95327 bytes big and 8.65 seconds long. Doom will play it without any problems. I made it the DSNOWAY sound, so to hear it, stand in front of a wall and press space. In fact, the only thing limiting the length of sounds in Doom I ever encountered was that every object can produce only one sound at a time. I. e. if you fire your gun while the sound is playing it will stop. There is even an interesting trick using this fact about the Doom Engine: When firing the BFG, stand in front of the wall and hit space immediately after your firing button. The starting sound from the BFG will be interrupted by your "OOF". If you're fast enough, you won't hear the BFG's sound at all. Neither will your enemy and since that "OOF" is a very inconspicuous sound, your chances of surprising him will greatly increase. * Usage * I hope that it is clear that you mustn't in any way 'merge' this WAD to prove anything. Just type "DOOM2 -file floor.wad". * Play Information * Episode and Level # : Level 01 on DOOM II Single Player : Yes Cooperative 2-4 Player : no Deathmatch 2-4 Player : no Difficulty Settings : Not implemented New Sounds : Yes New Graphics : Yes New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : WinTex,DETH Known bugs : None, I mean, that's the whole point!?!