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Article #87451

Re: Doom 3 vs. Doom 2

#87451
From: Smola
Date: Wed, 18 Aug 2004 18:13
31 lines
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In article <l8tuh0h7noqhp42899fnn7q7j788v58agk@4ax.com>, bk039
@freenet.carleton.ca says...
> 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.  

Yes, ok. I was trying to explain that level design can overcome some 
engine deficiencies. Often in old Doom you'd get surrounded by enemies 
that _were_ triggered by you noise but the impression was they came out 
of nowhere.

-- 
I don't play well with others.
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From: Smola <smola@spam.com>
Newsgroups: alt.games.doom
Subject: Re: Doom 3 vs. Doom 2
Date: Wed, 18 Aug 2004 20:13:23 +0200
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