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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
#124
Author: mgr... Marcus Graham
Date: Wed, 05 Jan 1994 01:09
17 lines
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
#125
Author: ar... Aron Bonar
Date: Wed, 05 Jan 1994 02:31
9 lines
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
#126
Author: Nick.B... Nick Bensema
Date: Wed, 05 Jan 1994 05:16
25 lines
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
#127
Author: ps... David S. Jones
Date: Wed, 05 Jan 1994 09:40
52 lines
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
#134
Author: thomas gschwind
Date: Wed, 05 Jan 1994 12:06
34 lines
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
#140
Author: sco... Mike Mooser
Date: Thu, 06 Jan 1994 00:04
20 lines
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
#141
Author: vanh... Todd E. Van Hoosear
Date: Thu, 06 Jan 1994 01:42
46 lines
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
#142
Author: ejm...
Date: Thu, 06 Jan 1994 05:54
40 lines
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
#135
Author: asuw... Apinop Suwintawong
Date: Thu, 06 Jan 1994 06:35
6 lines
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
#136
Author: drp9... Dave Pfrommer
Date: Thu, 06 Jan 1994 07:12
12 lines
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
#143
Author: vanh... Todd E. Van Hoosear
Date: Thu, 06 Jan 1994 07:52
42 lines
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
#144
Author: sama... Sean Matheis
Date: Thu, 06 Jan 1994 09:30
23 lines
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
#145
Author: mar... Martin R Calsyn
Date: Thu, 06 Jan 1994 14:28
40 lines
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
#137
Author: ps... Richard Webber
Date: Fri, 07 Jan 1994 07:49
25 lines
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
#128
Author: ajoh... Adam A. Johnson
Date: Sat, 08 Jan 1994 03:29
61 lines
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
#138
Author: tim... Tim Buck
Date: Sat, 08 Jan 1994 04:57
16 lines
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
#139
Author: sho... Scott Hopson
Date: Sat, 08 Jan 1994 07:05
10 lines
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
#150
Author: qu... Rob Mroch
Date: Sat, 08 Jan 1994 22:32
26 lines
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
#129
Author: gor... Robert Antonelli
Date: Mon, 17 Jan 1994 07:01
33 lines
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
#132
Author: kcou... Kevin Cousins
Date: Wed, 19 Jan 1994 05:30
19 lines
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.
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