Article View: alt.games.doom
Article #87446Re: Doom 3 vs. Doom 2
From: Raymond Martineau
Date: Sun, 15 Aug 2004 14:39
Date: Sun, 15 Aug 2004 14:39
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On Sun, 15 Aug 2004 11:23:38 +0200, Smola <smola@spam.com> wrote: > >Ok, so now I'm gonna talk about how to make old D2 more like D3... > > >In article <XrsTc.144624$bp1.123573@twister.nyroc.rr.com>, >cedmunds@spamless.rochester.rr.com says... >> Doom 2: Clear out rooms one at a time because you don't want to fight a war >> on two fronts. >> >> Doom 3: Monsters can teleport in behind you even in a room which is >> "cleared". > > >In D2 this could be made too, not mentioing new ports which allow >scripting. D2 only allowed monsters to appear if the player makes a noise, *AND* the player crosses over a linedef. As long as no noise is made, no monsters will appear. The only case were "at-will" spawning could occurr would be with the later iterations of the Doom engine (e.g. Hexen and the source-ports.)
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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!internal1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone-sf.pbi.net!216.218.192.242!news.he.net!news.kjsl.com!freenet-news!not-for-mail From: bk039@freenet.carleton.ca (Raymond Martineau) Newsgroups: alt.games.doom Subject: Re: Doom 3 vs. Doom 2 Date: Sun, 15 Aug 2004 10:39:17 -0400 Organization: National Capital Freenet, Ottawa, Ontario, Canada Lines: 25 Sender: bk039@freenet.carleton.ca (Raymond Martineau) Message-ID: <l8tuh0h7noqhp42899fnn7q7j788v58agk@4ax.com> References: <XrsTc.144624$bp1.123573@twister.nyroc.rr.com> <MPG.1b894a09347f0d61989f19@news.htnet.hr> NNTP-Posting-Host: 69.141.hiper0-nic0.std.dialup.ncf.ca Mime-Version: 1.0 X-Trace: freenet9.carleton.ca 1092580757 29563 134.117.141.69 (15 Aug 2004 14:39:17 GMT) X-Complaints-To: complaints@ncf.ca NNTP-Posting-Date: 15 Aug 2004 14:39:17 GMT X-Newsreader: Forte Agent 1.93/32.576 English (American) X-Given-From: Raymond Martineau <bk039@freenet.carleton.ca> Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit