Thread View: alt.games.doom
20 messages
20 total messages
Started by mgr... Marcus Graham
Wed, 05 Jan 1994 01:09
Doom on the Internet
Author: mgr... Marcus Graham
Date: Wed, 05 Jan 1994 01:09
Date: Wed, 05 Jan 1994 01:09
17 lines
1256 bytes
1256 bytes
A long time ago before Doom was realeased, a bunch of guys were talking about playing doom over networks... We started talking about the possibility of playing it over the Internet, does anyone know if this option has been ruled out, cause if we could, I could host a really cool Doom site where you could play four player games... I belive it could be really successful! Any ideas? Marcus -- "FIGHT CHEESE WITH CHEESE!!! | Best MK2 Quotes for the month of December: -Marcus Graham... | "OH YEAH! Well I've spent more $$ than you!" mgr...@guinness.unomaha.edu | "WHAT?! They took out Kano?!" mgr...@corona.unomaha.edu | "(after losing) SSF2 kicks MK's ass..." BOGGLE
Re: Doom on the Internet
Author: ar... Aron Bonar
Date: Wed, 05 Jan 1994 02:31
Date: Wed, 05 Jan 1994 02:31
9 lines
1003 bytes
1003 bytes
>We started talking about the possibility of playing it over the Internet, >does anyone know if this option has been ruled out, cause if we could, I >could host a really cool Doom site where you could play four player games... >I belive it could be really successful! I doubt you could get a 4 player game going over the internet but you might be able to get a 2 player going with a serial port option and the IHHD. FTP to cactus.org in /pub/IHHD for more info that..
Re: Doom on the Internet
Author: Nick.B... Nick Bensema
Date: Wed, 05 Jan 1994 05:16
Date: Wed, 05 Jan 1994 05:16
25 lines
1765 bytes
1765 bytes
In article <1994Jan5.0...@news.unomaha.edu>,
Marcus Graham <mgr...@unomaha.edu> wrote:
>A long time ago before Doom was realeased, a bunch of guys were talking
>about playing doom over networks...
>
>We started talking about the possibility of playing it over the Internet,
>does anyone know if this option has been ruled out, cause if we could, I
>could host a really cool Doom site where you could play four player games...
>I belive it could be really successful!
>
>Any ideas?
>Marcus
I doubt it would work unless in geographically close places, and to homes
that have a 56k leased line or something. Lag would have a bad effect on
the game. And, if one site were to act as host... even just _ten_ sites,
the traffic would probably be overwhelming.
>From what I hear, the thing cant even run on a LAN.
--
The opinions expressed are not necessarily those of the University of
North Carolina at Chapel Hill, the Campus Office for Information
Technology, or the Experimental Bulletin Board Service.
internet: laUNChpad.unc.edu or 152.2.22.80
Re: Doom on the Internet
Author: ps... David S. Jones
Date: Wed, 05 Jan 1994 09:40
Date: Wed, 05 Jan 1994 09:40
52 lines
2914 bytes
2914 bytes
Nick Bensema (Nick.B...@launchpad.unc.edu) wrote:
: In article <1994Jan5.0...@news.unomaha.edu>,
: Marcus Graham <mgr...@unomaha.edu> wrote:
: >A long time ago before Doom was realeased, a bunch of guys were talking
: >about playing doom over networks...
: >
: >We started talking about the possibility of playing it over the Internet,
: >does anyone know if this option has been ruled out, cause if we could, I
: >could host a really cool Doom site where you could play four player games...
: >I belive it could be really successful!
: >
: >Any ideas?
: >Marcus
: I doubt it would work unless in geographically close places, and to homes
: that have a 56k leased line or something. Lag would have a bad effect on
: the game. And, if one site were to act as host... even just _ten_ sites,
: the traffic would probably be overwhelming.
: From what I hear, the thing cant even run on a LAN.
: --
: The opinions expressed are not necessarily those of the University of
: North Carolina at Chapel Hill, the Campus Office for Information
: Technology, or the Experimental Bulletin Board Service.
: internet: laUNChpad.unc.edu or 152.2.22.80
I got the thing to run on a LAN (at work) no problem. (Actually we
couldn't get the 3 player game running only 2 player.)
It is ABSOLUTELY worth seeing it run on a network if you haven't! The game
is very intense by yourself, amagine what it would be like if you have
another guy in the room with you (that you can see and shot (if you'd like))
helping you conquer all! What are best friends for, right ?!!
Gaming like this is upon us everyone! The dawn of interactive multi-user
graphical games is what I have been waithing for... and it's here... and
it's VERY WELL DONE! 8^) I think I will actually break down and buy the
registered version. They DEFINATELY deserve it!
-Dave
-ps...@netcom.com
ps. We did run into about 3 bugs though, and one of them actually killed
us in the middle of the 4th level!
--
________________________________________________________________________
_
ps...@netcom.com - David S. Jones, Pleasanton, California - (_><
________________________________________________________________________
Re: Doom on the Internet
Author: thomas gschwind
Date: Wed, 05 Jan 1994 12:06
Date: Wed, 05 Jan 1994 12:06
34 lines
2379 bytes
2379 bytes
Nick Bensema (Nick.B...@launchpad.unc.edu) wrote:
> In article <1994Jan5.0...@news.unomaha.edu>,
> Marcus Graham <mgr...@unomaha.edu> wrote:
> >A long time ago before Doom was realeased, a bunch of guys were talking
> >about playing doom over networks...
> >
> >We started talking about the possibility of playing it over the Internet,
> >does anyone know if this option has been ruled out, cause if we could, I
> >could host a really cool Doom site where you could play four player games...
> >I belive it could be really successful!
> >
> >Any ideas?
> >Marcus
> I doubt it would work unless in geographically close places, and to homes
> that have a 56k leased line or something. Lag would have a bad effect on
> the game. And, if one site were to act as host... even just _ten_ sites,
> the traffic would probably be overwhelming.
> From what I hear, the thing cant even run on a LAN.
It runs perfect on our LAN here (using NeXTStep)! On the DOS-machine it
also runs, but quite slow, when 4 players are playing (3 runs fine)! I think
that's the fault of the networktools used under Dog.
TOM
--
\|/
(o o)
O------------oOo--(_)--oOo------------O------------------------------------O
| email: | |
| t...@siegfried.smc.univie.ac.at | DOS is too DOSASTROUS for you??? |
| tgsc...@cslab.tuwien.ac.at | Try UN*X!!! |
| | |
O-------------------------------------O------------------------------------O
Re: Doom on the Internet
Author: sco... Mike Mooser
Date: Thu, 06 Jan 1994 00:04
Date: Thu, 06 Jan 1994 00:04
20 lines
1370 bytes
1370 bytes
mgr...@unomaha.edu (Marcus Graham) writes:
>A long time ago before Doom was realeased, a bunch of guys were talking
>about playing doom over networks...
>
>We started talking about the possibility of playing it over the Internet,
>does anyone know if this option has been ruled out, cause if we could, I
>could host a really cool Doom site where you could play four player games...
>I belive it could be really successful!
>
>Any ideas?
>Marcus
Wouldn't the way to do so be to (when modem support is possible) use
Interenet Head to head (or whatever), something that is supposed to allow
Modem-able games to be played over the the Internet... Some program I
think... Saw something about IHHD in Gamebytes.
--
sco...@netcom.com
Re: Doom on the Internet
Author: vanh... Todd E. Van Hoosear
Date: Thu, 06 Jan 1994 01:42
Date: Thu, 06 Jan 1994 01:42
46 lines
2402 bytes
2402 bytes
I would caution the use of the network version of this game over the
Internet or any LAN that other people use besides the game players; a
network Doom game _killed_ the net here. The network load was so high
no one else could get a packet in edgewise.
2 cents,
- Todd
Mike Mooser (sco...@netcom.com) wrote:
: mgr...@unomaha.edu (Marcus Graham) writes:
: >A long time ago before Doom was realeased, a bunch of guys were talking
: >about playing doom over networks...
: >
: >We started talking about the possibility of playing it over the Internet,
: >does anyone know if this option has been ruled out, cause if we could, I
: >could host a really cool Doom site where you could play four player games...
: >I belive it could be really successful!
: >
: >Any ideas?
: >Marcus
: Wouldn't the way to do so be to (when modem support is possible) use
: Interenet Head to head (or whatever), something that is supposed to allow
: Modem-able games to be played over the the Internet... Some program I
: think... Saw something about IHHD in Gamebytes.
: --
: sco...@netcom.com
--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Dual Lives of Todd E. Van Hoosear -
``''' Graduate Assistant, | Graduate Student,
(._.) Hypermedia and Instructional | Department of Communication,
(_) Support Services, | Michigan State University
`---' MSU Computer Laboratory | East Lansing, MI 48824
Internet ID: vanh...@msu.edu OR: vanh...@cl-next4.cl.msu.edu
BITnet ID: vanhoose@msu.bitnet My Mac: lalaland.cl.msu.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Re: Doom on the Internet
Author: ejm...
Date: Thu, 06 Jan 1994 05:54
Date: Thu, 06 Jan 1994 05:54
40 lines
2710 bytes
2710 bytes
Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote: : I would caution the use of the network version of this game over the : Internet or any LAN that other people use besides the game players; a : network Doom game _killed_ the net here. The network load was so high : no one else could get a packet in edgewise. Please get your info straight before postin stuff like this. Doom 1.2. The newest version, which will be out in a few days (I hope) has the network stuff fixed! No more problems clogging up nets. I just wonder how long it will take for the net admins to realize this and not kick doomers off their nets. : Mike Mooser (sco...@netcom.com) wrote: : : mgr...@unomaha.edu (Marcus Graham) writes: : : >A long time ago before Doom was realeased, a bunch of guys were talking : : >about playing doom over networks... There is still talk about creating a server, but I think the new network setup will allow connections over internet. Maybe not in 1.2, but I heard something about it last week. There was also talk about making a server that allowed more than 4 players. I like this idea. :-) : : Wouldn't the way to do so be to (when modem support is possible) use : : Interenet Head to head (or whatever), something that is supposed to allow : : Modem-able games to be played over the the Internet... Some program I : : think... Saw something about IHHD in Gamebytes. Yes, it's called IHHD. Yes it should allow 2 players to play over internet just like over the modem. (There will probably be config problems like with every other game tried with IHHD). The big problem here is, it will only allow _2_ players! We want a full 4 (or more) for some real deathmatch action! Still patiently waiting for version 1.2..... -- ----------------------------------------------------------------------------- Eric Johnson * What test? I don't remember ejm...@iastate.edu * taking a math class this term! -----------------------------------------------------------------------------
DOOM & DOS' Dblspace
Author: asuw... Apinop Suwintawong
Date: Thu, 06 Jan 1994 06:35
Date: Thu, 06 Jan 1994 06:35
6 lines
900 bytes
900 bytes
I had problem when I tried to install and run on compressed disk (dblspace DOS 6.2) I couldn't turn around. But when I install to uncompressed drive, Doom work really nice. If you have problem with Doom, maybe it would help. Apinop Suwintawong.
Re: DOOM & DOS' Dblspace
Author: drp9... Dave Pfrommer
Date: Thu, 06 Jan 1994 07:12
Date: Thu, 06 Jan 1994 07:12
12 lines
1196 bytes
1196 bytes
In article <97...@copper.Denver.Colorado.EDU>, asuw...@ouray.denver.colorado.edu (Apinop Suwintawong) writes... >I had problem when I tried to install and run on compressed disk (dblspace >DOS 6.2) I couldn't turn around. But when I install to uncompressed >drive, Doom work really nice. If you have problem with Doom, maybe it >would help. > >Apinop Suwintawong. > I use Doom on a compressed drive (6.2) and it works fine for me. -Dave
Re: Doom on the Internet
Author: vanh... Todd E. Van Hoosear
Date: Thu, 06 Jan 1994 07:52
Date: Thu, 06 Jan 1994 07:52
42 lines
2486 bytes
2486 bytes
Well now! I never expected to get flamed for a post that could keep
someone's net from dying! I am quite aware of the new version that will
not broadcast packets, but the old version _can_, and people should be
aware of this.
Our solution, BTW (pending the new release *ahem*), has been to acquire
some Ethernet cabling and two Ts and take our two machines off the
Internet and onto a small (2-machine) LAN. We switch back when we're
done playing.
Patiently waiting 1.2...
- Todd
ejm...@iastate.edu wrote:
: Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote:
: : I would caution the use of the network version of this game over the
: : Internet or any LAN that other people use besides the game players; a
: : network Doom game _killed_ the net here. The network load was so high
: : no one else could get a packet in edgewise.
: Please get your info straight before postin stuff like this. Doom 1.2. The
: newest version, which will be out in a few days (I hope) has the network
: stuff fixed! No more problems clogging up nets. I just wonder how long it
: will take for the net admins to realize this and not kick doomers off their
: nets.
--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Dual Lives of Todd E. Van Hoosear -
``''' Graduate Assistant, | Graduate Student,
(._.) Hypermedia and Instructional | Department of Communication,
(_) Support Services, | Michigan State University
`---' MSU Computer Laboratory | East Lansing, MI 48824
Internet ID: vanh...@msu.edu OR: vanh...@cl-next4.cl.msu.edu
BITnet ID: vanhoose@msu.bitnet My Mac: lalaland.cl.msu.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Re: Doom on the Internet
Author: sama... Sean Matheis
Date: Thu, 06 Jan 1994 09:30
Date: Thu, 06 Jan 1994 09:30
23 lines
1887 bytes
1887 bytes
ejm...@iastate.edu () writes: >Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote: >: I would caution the use of the network version of this game over the >: Internet or any LAN that other people use besides the game players; a >: network Doom game _killed_ the net here. The network load was so high >: no one else could get a packet in edgewise. >Please get your info straight before postin stuff like this. Doom 1.2. The >newest version, which will be out in a few days (I hope) has the network >stuff fixed! No more problems clogging up nets. I just wonder how long it >will take for the net admins to realize this and not kick doomers off their >nets. They probably won't. They've seen what DOOM can potentially do, and have decided in their minds that it is not needed on their net. Kind of the same mentality that enters people who ban telnetting to certain ports (ie: mud ports) as happened on our campus. -- ************************************************************************** Sean A. Matheis sama...@tortilla.engr.ucdavis.edu Starving Students at UCD Fiat Lux! **************************************************************************
Re: Doom on the Internet
Author: mar... Martin R Calsyn
Date: Thu, 06 Jan 1994 14:28
Date: Thu, 06 Jan 1994 14:28
40 lines
2811 bytes
2811 bytes
In article <samathei.757848647@tortilla> sama...@tortilla.engr.ucdavis.edu (Sean Matheis) writes: >ejm...@iastate.edu () writes: > >>Todd E. Van Hoosear (vanh...@cl-next4.cl.msu.edu) wrote: >>: I would caution the use of the network version of this game over the >>: Internet or any LAN that other people use besides the game players; a >>: network Doom game _killed_ the net here. The network load was so high >>: no one else could get a packet in edgewise. > >>Please get your info straight before postin stuff like this. Doom 1.2. >> [...] I just wonder how long it >>will take for the net admins to realize this and not kick doomers off their >>nets. > >They probably won't. [...] Well, ejm...@iastate.edu is a lucky fellow then - for a couple reasons. Firstly, some of the most ardent net doom players are members of the networking support and UNIX systems support groups in the Computation Center. Secondly, we took (and are taking) the time to use low-level network monitoring tools to assess the real impact of the game on networks. The effect of the current game on a networked lab, particulary if you get more than one game-set going at once, can be substantial. Many of our lab machines need to be slightly reconfigured to be doom-friendly and that has worked to moderate playing in the public labs, but it'd be naive to rely on this alone. We'll rely on our standing policy of work-before-play (gamers can be asked to leave, but can use otherwise idle stations) and we'll hope for a better net-behaved version of the game. The work-before-play concept extends to prohibit game sessions if they have a negative impact on the work activities at other stations. We have a fairly long history of not banning activities, but rather encouraging good computer/network citizenship. -- Martin R. Calsyn mar...@iastate.edu Software Engineer, Project Vincent PP ASEL/G AOPA EAA SSA Iowa State University Computation Center voice: (515) 294-9889 Ames, Iowa 50011 fax: (515) 294-1717
Re: DOOM & DOS' Dblspace
Author: ps... Richard Webber
Date: Fri, 07 Jan 1994 07:49
Date: Fri, 07 Jan 1994 07:49
25 lines
1609 bytes
1609 bytes
Dave Pfrommer (drp9...@uconnvm.uconn.edu) wrote: : In article <97...@copper.Denver.Colorado.EDU>, asuw...@ouray.denver.colorado.edu (Apinop Suwintawong) writes... : >I had problem when I tried to install and run on compressed disk (dblspace : >DOS 6.2) I couldn't turn around. But when I install to uncompressed : >drive, Doom work really nice. If you have problem with Doom, maybe it : >would help. : > : >Apinop Suwintawong. : > : I use Doom on a compressed drive (6.2) and it works fine for me. : -Dave Same here with compressed DOS 6.0. Richard -- Richard (Zydlebug) Webber ~ .- |\ University of Newcastle / \ Australia. \.--._/<-- Newcastle, it's about 'ere. email: ric...@cs.newcastle.edu.au ~ v *** Warning! Signature under construction. ***
Re: Doom on the Internet
Author: ajoh... Adam A. Johnson
Date: Sat, 08 Jan 1994 03:29
Date: Sat, 08 Jan 1994 03:29
61 lines
3814 bytes
3814 bytes
In article <psyreCJ...@netcom.com> ps...@netcom.com (David S. Jones) writes:
Nick Bensema (Nick.B...@launchpad.unc.edu) wrote:
: In article <1994Jan5.0...@news.unomaha.edu>,
: Marcus Graham <mgr...@unomaha.edu> wrote:
: >A long time ago before Doom was realeased, a bunch of guys were talking
: >about playing doom over networks...
: >
: >We started talking about the possibility of playing it over the Internet,
: >does anyone know if this option has been ruled out, cause if we could, I
: >could host a really cool Doom site where you could play four player games
: >I belive it could be really successful!
: >
: >Any ideas?
: >Marcus
: I doubt it would work unless in geographically close places, and to homes
: that have a 56k leased line or something. Lag would have a bad effect on
: the game. And, if one site were to act as host... even just _ten_ sites,
: the traffic would probably be overwhelming.
: From what I hear, the thing cant even run on a LAN.
I got the thing to run on a LAN (at work) no problem. (Actually we
couldn't get the 3 player game running only 2 player.)
Same here, but we got a full 4 player session going, shareware
version, dethmatch mode, ultraviolence, AWEsome. I agree that playing
over the internet would be a bad idea for the health of the net, even
if performance was acceptable, which I would doubt. The issue of it
not working on a LAN, may have been referring to several college
networks which slowed to a crawl because of the game. This was due
in part to the schools in questions having a flat ethernet topology.
At UVM we use routers instead of bridges everywhere, and doom packets
don't cross routers. (they do cross bridges :)
It is ABSOLUTELY worth seeing it run on a net work if you haven't! The game
is very intense by yourself, amagine what it would be like if you have
another guy in the room with you (that you can see and shot (if you'd like))
helping you conquer all! What are best friends for, right ?!!
Couldn't have said it better myself. apparantly, in cooperative mode,
you can toggle through the other player's point of views, tho I
haven't done it cause my co-workers are too bloodthirsty to play in coop-mode.
Gaming like this is upon us everyone! The dawn of interactive multi-user
graphical games is what I have been waithing for... and it's here... and
it's VERY WELL DONE! 8^) I think I will actually break down and buy the
registered version. They DEFINATELY deserve it!
I usually get bored with computer games rather quickly, but the
interactive human element has kept me interested. Hey, I wonder how
many doom games are going to be running in the UVM dorm rooms on the
network there this comming semester, or should they be called doom
rooms! :)
--
========================================================================
Adam A. Johnson Adam.J...@uvm.edu
"Facts are negotiable, opinions aren't"
Re: DOOM & DOS' Dblspace
Author: tim... Tim Buck
Date: Sat, 08 Jan 1994 04:57
Date: Sat, 08 Jan 1994 04:57
16 lines
1219 bytes
1219 bytes
Several others write: > >: I use Doom on a compressed drive (6.2) and it works fine for me. > >Same here with compressed DOS 6.0. > No problems here with Stacker 3.0 and DOS 6.2 either. I've lost track of the original posting, but maybe the problem is something else rather than DoubleSpace. -- Timothy Buck tim...@borg.lib.vt.edu ------------------------ Timo...@online.apple.com "I take Him shopping with me. I say, 'OK, Jesus, rri!t...@vtserf.cc.vt.edu help me find a bargain'." -- Tammie Faye Bakker
Re: DOOM & DOS' Dblspace
Author: sho... Scott Hopson
Date: Sat, 08 Jan 1994 07:05
Date: Sat, 08 Jan 1994 07:05
10 lines
1139 bytes
1139 bytes
Apinop Suwintawong (asuw...@ouray.denver.colorado.edu) wrote: : I had problem when I tried to install and run on compressed disk (dblspace : DOS 6.2) I couldn't turn around. But when I install to uncompressed : drive, Doom work really nice. If you have problem with Doom, maybe it : would help. : Apinop Suwintawong. I have DOOM running on a 486 with a DOS 6.2 compressed drive and have no problems what so ever..
Re: Doom on the Internet
Author: qu... Rob Mroch
Date: Sat, 08 Jan 1994 22:32
Date: Sat, 08 Jan 1994 22:32
26 lines
1497 bytes
1497 bytes
mgr...@unomaha.edu (Marcus Graham) writes:
>A long time ago before Doom was realeased, a bunch of guys were talking
>about playing doom over networks...
>
>We started talking about the possibility of playing it over the Internet,
>does anyone know if this option has been ruled out, cause if we could, I
>could host a really cool Doom site where you could play four player games...
>I belive it could be really successful!
>
>Any ideas?
>Marcus
>
>
>--
>"FIGHT CHEESE WITH CHEESE!!! | Best MK2 Quotes for the month of December:
>
>-Marcus Graham... | "OH YEAH! Well I've spent more $$ than you!"
>mgr...@guinness.unomaha.edu | "WHAT?! They took out Kano?!"
>mgr...@corona.unomaha.edu | "(after losing) SSF2 kicks MK's ass..." BOGGLE
People already have been playing doom over the internet. The site is
something like IHHD internet head to head deamon. I wrote them and they
added me to thier mailing list but I havent figured anything out yet.
L8R
Quell
Re: Doom on the Internet
Author: gor... Robert Antonelli
Date: Mon, 17 Jan 1994 07:01
Date: Mon, 17 Jan 1994 07:01
33 lines
2328 bytes
2328 bytes
In article <psyreCJ...@netcom.com>, > >It is ABSOLUTELY worth seeing it run on a network if you haven't! The game >is very intense by yourself, amagine what it would be like if you have >another guy in the room with you (that you can see and shot (if you'd like)) >helping you conquer all! What are best friends for, right ?!! > >Gaming like this is upon us everyone! The dawn of interactive multi-user >graphical games is what I have been waithing for... and it's here... and >it's VERY WELL DONE! 8^) I think I will actually break down and buy the >registered version. They DEFINATELY deserve it! > >ps. We did run into about 3 bugs though, and one of them actually killed > us in the middle of the 4th level! We're running the game networked here at the UW and I haven't heard of any problems when more than two players connect. Most likely because of the fine and dedicated staff at our Academic Computing Center. The only problems I've encountered is with trigger-happy and/or tactical-impaired team mates! Okay, I understand that most folks who jump on don't have any military training; let alone seen any real combat. But fuckin-A, haven't these kids ever played team sports? I've been killed more than twice by some eager beaver who touches off a rocket when he's directly behind me! I was a military advisor, I'm an expert in small-unit tactics. I understand that this is just a game... If anyone wants some hints on successful team play: how _not_ to frag yr buds; who should take the point; msg signs; how to array various weapons, etc....email me. I be: gor...@goren.washington.edu Robert Antonelli
Re: Doom on the Internet
Author: kcou... Kevin Cousins
Date: Wed, 19 Jan 1994 05:30
Date: Wed, 19 Jan 1994 05:30
19 lines
1459 bytes
1459 bytes
*chuckle* > But fuckin-A, haven't these kids ever played team sports? I've > been killed more than twice by some eager beaver who touches off a rocket > when he's directly behind me! Not to mention the habit of 'mil-novice' players congregating in a tight bunch ---a lovely target for a snipin' imp to get damage on all of them at once--- what we in the Aust. Army Reserve used to call a "clusterf*ck". Spread out, players! and make every shot count! --Kevin. -- --- When you are up to your arse in crocodiles, it is difficult to remind yourself that your main objective was to drain the swamp! - Anon.
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads