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Article #76287

Nostromo's 3D Gaming Newsletter - Issue #7 2/2

#76287
From: nost... Nostromo
Date: Wed, 07 May 1997 00:00
699 lines
31249 bytes
Nostromo's Doom and 3D Gaming Newsletter - May 1997   Issue #7
Part 2 of 2


5. The Virtual World Tour - my monthly web site visitations

British Doom2 League
    This site is the official site of the British Doom2 League
specializing in deathmatch play in Britain through a BBS.  Nice site
with lots of info....especially for those in Britain.  Not to be
confused with the UK Doom2 League.  Check it out at:

http://www.cosworth.enta.net/
-------------------

Doom II Wads
     A rather generic title for an interesting site that features sprite
shots and notes on special effects used in various Doom 2 conversions.
Check it out at

http://mama.indstate.edu/users/hindenb/doom/doom2.htm
-------------------

The DHU Home Page
     Just when you thought there wouldn't be any new utilities for
Doom, along comes a new one.  This site will give you details about an
excellent all-purpose utility for Doom that is currently being developed.
Looks quite promising.  Check it out at:

http://members.aol.com/nick697716/dhu/index.html
-------------------

Dark Worlds
     Nice site featuring original wads, links and add-ons for Doom,
Quake, Heretic, Hexen, as well as some other various computer game and
video game related stuff.  Check it out at:

http://members.aol.com/kp2739/index.htm
-------------------

JoeRock and Explorer's Home Page
     Pick of the month! An extremely well put together site featuring
some great music - including the Theme from Escape From New York on the
opening page - and literally hundreds of files relating to Doom2 and
Quake....the most files I've ever seen on a personal site.  Also has an
extensive MIDI library that's going to get even bigger.  Good Job!!
Check it out at:

http://www.tiac.net/users/joerock/
-------------------

The Quake Domain
     A Quake information site with loads of information.  Files, servers,
questions, Quake C, players, editors,...if you're looking for it, you'll
probably find it here.  Check it out at:

http://www.gameaholic.com/
-------------------

The Hell with Quake:  Hexen II
     This commercial site features the upcoming Hexen II with lots of
information and a nice screen shot.  Looks like Hexen II is going to be
taking the next step.  Check it out at:

http://www.gamecenter.com/Features/Peeks/Hexen2/
-------------------

Multiplayer Game Server
     This site features a multi-player BBS for Doom, Doom2, Hexen, Quake,
Duke Nukem, others...you name it....and it's FREE!!.  It also has a live
chat channel for gaming discussions.  Very extensive.  Check it out at:

http://homepages.together.net/~darken/
-------------------

The Cygnus IV Page
     Page featuring the arrival of a new Doom2 wad called Cygnus IV with
plenty of screen shots.  Check it out at:

http://www.geocities.com/TimesSquare/8666/c44.html
-------------------

6. DEATHMATCH: The war ain't just in Bosnia!
_________________
JAB, Alpha Geek. |
_________________|                 
 
        Ever since DOOM's release in 93' we've all swarmed at awesome
graphics, 3-D looking levels, awesome weapons, and a human opponent.
What make's deathmatch so popular? Well, there's a lot of opinons. Some
might say it's the sheer adrenaline rush. Other's may venture a response
like "I dunno". However, what's the one thing kick ass creatures lack?
If you just now yelled out "OHMIGOD!!! GOOD AI IS WHAT THEY LACK" then
you're obviously getting way too excited about this article. However,
you're right. Monsters are stupid. Not by the programmers choice
(usually), but by the sheer lack, of ultra-intelligent computers. So
where do we turn to?

        Let's take co-op play for a moment. Now granted, your only
purpose in co-op is to kill the other monsters, but also note that Id
programmed the ability for you to kill your opponent in co-op (totally
by accident of course!). Also, how many web pages do you see with titles
like "The Official CO-OP Strategy Page" or "Strategy on DOOM co-op".
Exactly.

        However, the question still haunts me. Why do we lust for the
blood of our cyber-enemies? It can't just be Id's tremendous
programming abilities, for numerous games have sparked intense and
violent deathmatch raving (I know, I've tried almost all of them!). So
where could one find this answer?

        The answer is plain. Deathmatch opens up a wide variety of new
talents for one to discover. Think of it this way; fifty years ago, no
one would have ever been tagged with the ability to program better, or
to create better spreadsheets. Computer come along and viola', people
are discovering that they DO know how to program with the highest speed,
they DO know how to create the best spreadsheets. Now with quake and
that, people are discovering that they know how to squeeze the lowest
latency out of their server, or they know what the best QC for Death
Matchers to use is, or most commonly, they discover they can land a
perfect rocket between the eyes of that co-worker they hate, even
though they're running at a latency of 300ms or so.

        Do you see what I'm talking about? Deathmatch came along, and
people had new talents to discover. Not only that, but they had a whole
community of people that would recognize that talent, therefore,
deathmatch has become the trademark of any 3-D game today.

        I'm sorry I got so deep, and un-factual in this article. The
problem is, no one replies to newsgroup things, and deathmatch is too
broad a subject, so the only thing I was left to do was go on and on
and on and on and on a--

Contact me, Jacob Bielanski at either: biel...@centuryinter.net   or
                                       j...@quake.upit-sac.depaul.edu
http://quake.upit-sac.depaul.edu/~jab/outland.htm

also feel free to visit some of the sites I found:

http://www.sscf.ucsb.edu/~duncan/doom/tips.html
http://www.geocities.com/TimesSquare/Arcade/2963/index.html
http://server.berkely.edu/~thomasm/dmatch
http://www.weenie.com/quake
---------------------------------------

7.  Demon Repentant part 3: Demon Corps   by Ice

The two Marines patrolled the level, killing almost whatever demons they
could find. Some of them were repentant, like Korn. After a while, the
little band of Marines was composed of:

Janet
Korn
3 Imps
1 Arch-vile
1 Demon(you know, the pink bull-like things with mouths full of razors)
3 Former Humans(one Private, one Sergeant, one Commando)

Janet looked very dazed as this little army made its way through the
level. Korn looked at her and said,
"You know, this could be the beginning of a whole Demon Corps."
Janet nodded. "Yeah. You and I could be the head of it."
Korn shook his head sadly. "No, you are a human. Marine Corps is only
for humans, and, unfortunately, Demon Corps is only for my kind. You
know, Hell Knights, Barons of Hell, Imps......."
Janet sighed. "I understand." Then, changing the subject, she yelled,
"INCOMING!!! Baron of Hell at 12 o' clock!"
Korn squinted at the Baron and then gasped. "No.....it couldn't be....my
father...."
Janet said, "Your father?"
Korn nodded. "Gorn. My father. If he sees me like this......"
Janet nodded and tried to hide Korn with her body.
Too late.
"KORN!!!!!!!!! WHY HAVE YOU JOINED WITH THE DOUBLE-CURSED MARINES?????"
Korn gulped. "Uh-oh...." he breathed.

End of part 3

Ice
---------------------------------------

8. Things To Come - Ongoing Gaming Projects

DOOM - DarkHell - (New entry! & request)

     Got this posting from James Johnson about a new Doom project.  Isn't
it interesting that Doom, one of the oldest of the 3D games, is still
generating new stuff?

Hello, I just popped in to say that I'm on the verge of launching a total
conversion to the net.

It will be called DRKHELTC.ZIP.....

Look for it on alt.doom.binaries within the next few months.

It is based on the 9-level DARKHELL maps for Doom 1. It is for Ultimate
Doom. There are no original levels, but all the old levels will be
replaced.

Tons of new artwork, but most of it isn't from me.
New sounds and new music.
New monsters.
A DHE 3.1 patch.
Many new weapons.
Buckets of blood.

 --end of self-promotion--

(I need your help! I must have a birds eye view picture of the New York
city area, a picture of a HUGE space station, a birds eye view picture of
those "chimney rocks" in New Mexico of Utah, but fogged up a little, and
a birds eye view of north Canadian tundra, with some mountains in there.
I will use them as the overhead maps at the end of each level. I also need
a picture of a small spaceship flying to the space station, a picture of
the new Mexican landscape in the daytime, and a explosion in the north
Canadian tundra. Those will be used for the end of Episode pictures. If
you have any of the above, please send them to 
mailto:hu...@inetsurfer.net.
Thanks.)
-------------------

DOOM - Dawn of the Dead - (New Entry!)

     Here's a new Doom project brought to us by El_Veke:

1. Introduction

Hello fellow doomers. I have made an add-on wad for Doom1. It is called
Dawn of the Dead. It is a 9 level wad intended for single play. The
levels are a replacement for the first episode, Knee-Deep In The Dead.
Most of them are in episode 1 style. This means lots of brown, green and
startan textures and mostly space station, tech lab and military base
settings. There are also some more 'evil' settings though. The wad
doesn't contain new graphics or sounds. It does have some new <a-hum>
music.

The levels are fairly large, a bit larger than id's but no mega-wads. The
design is pretty good (compared to 95% of the other wads on the internet),
I think most of the textures are aligned. I could have missed a few, but
hey, nobody is perfect.

Of course there is no HOM, medusa, save buffer overflow or other ugly
stuff. I do recommend version 1.9 of the Doom engine however. Older Doom
versions can give problems because of too many linedefs in sight. (I
tested it with 1.1 and had the ugliest HOM experience in my life!) I
could have solved it by nuking some complicated parts, but that would
have been be a shame.

How about the difficulty level ? This isn't a '10 cyberdemons vs. a
handgun' kind of level if you know what I mean. It isn't a walk in the
park either. The levels are getting harder the further you progress. I
think the difficulty level is somewhere between episode 2 (The Shores Of
Hell) and episode 3 (Inferno). On skill level 1 and 2 there shouldn't
be the least problem. Only a complete moron would get killed on this
level <g>. Hurt me plenty is a bit tougher. Might require some saves if
you're not familiar with the levels. (I can do them eyes closed
of course <g>). Ultra-Violence however is a real adrenaline rush on the
higher levels. On some levels you never now in advance if you're gonna
live or not. One second your health is 100% the next, three shotgun
sargeants sneak up behind you and pump you full of lead <aaaaargh>. Oh
yeah, do check out those demos if you're interested in near-death
experiences. I recorded them myself in UV.

It isn't a puzzle wad. To finish a level you will never have to solve
difficult puzzles like 'pull this lever then run like hell to cross that
line that will shortly open a door etc.' You are more or less 'guided'
through the maps.(Kinda like in the original Doom levels.) The secrets
can be more complicated, but you never need them to finish the level.
(They can be useful though!)

2. Storyline

A couple of decades ago, simple lifeforms were discovered on the Jupiter
moon Europa. Manned spaceships where sent out. Their mission was to make
the moon habitable for human beings by installing "Atmospheric
Processors" powered by nuclear fission, a technique that was perfectioned
in the late 21st century. The ultimate goal was to colonize the entire
moon.Today, there are several human colonies on the moon. In total there
are about 20,000 civilians and 500 space marines on the moon.

Recently relics were found on the moon surface that give evidence of an
ancient alien civilization with a technology far more advanced than ours.
It appears that they even mastered the technology of teleportation.
Scientists were sent out to examine the technology. They were euphoric
when they actually got some teleporters to work. They even discovered
the last element they were looking for to build their own stable
teleporters. (Unlike the ones that caused the 'Deimos incident'.)

A couple of weeks later, UAC super computers managed to decipher some
manuscripts that were found. The manuscripts contained strange warnings.
Nobody really understood what they meant so they believed that the
computer translation wasn't perfect yet and put the computers back to
work. Only a couple of days later, strange things started happening on
the moon base. The only thing we know for sure is that most of the human
outposts have been overrun by an unknown enemy. Some are still offering
resistance, but their situation is critical. Your job is to go in and
give them hell. You've been there before ...

3. Additional Information

The wad isn't finished yet. Maps 4 and 6 aren't finished yet. I am also
changing the monster and goodie layout of E1M5 for better gameplay. If
you have a good doom level laying around and you want it to be included
in this project, please e-mail me, I might put it in as E1M4. I have
already started on E1M6 so that one isn't available anymore.

Some of the demos I have mentioned aren't in the wad anymore because I
have changed some levels a bit since I recorded them. I'm going to record
new ones when I have the time. I might also include one from a wad
tester. (Hello Adam!)

The wad isn't available via FTP. It will be as soon as it's finished. If
you want a copy of it, just e-mail me.

***********************************************
Jan Van der Veken aka El_Veke

e-mail: og...@death-star.com
	h501...@khk.be
***********************************************
-------------------

DOOM2 - Beyond Doom: The Apocalypse (quick update)

hmm... there is not too much of an update, except I have a few monsters
that have the graphics done that haven't been added, one in production,
a new weapon coming and one with recently finnished graphics.. I have a
new levelmaker, and some new music files.  I have been busy alot lately,
but plan to be on track within a week or two...

Anthony
-------------------

DOOM2 - FetalDM - (Update and renamed Gothic Deathmatch)

FetalDM8: + Gothic +
Is now called:
+ GOTHIC DeathMatchs +

Well, couple more people have joined the 'now' Project, and we have now
decided to make this a 32 All New DeathMatch Collection.

It's going to be 32 All New DeathMatchs, with each one being it's own
MasterPiece... These AIN'T your typical DOOM2 Level Editors doing them..
We're talking about some of the BEST Level 'ARTIST' around.  Many Screen
Shots are now available through my Home Page, or for a direct connect,
try..

http://members.aol.com/adelusion/gothicdm.html

Comming to a CDROM.COM near you, this Summer...

Adelusion (Anthony Czerwonka)
adel...@aol.com
:::HOME PAGE::: http://members.aol.com/adelusion/adel.html
-------------------

DOOM2 - Independance Day (ID4) - (Storyline)

     Boy...you ask someone for an update and they give you a whole story!
Check out this storyline sent in for ID4 and enjoy the read.

Here's an ID4DOOM background story for ya...

July 5th...

The world is rejoicing in their victory over the alien invaders that
destroyed their cities and killed their people.  Small groups are already
beginning to reenter the destroyed cities, searching for survivors or
any goods which may have survived the aliens' terrible walls of fire.
Global communications are being reestablished, and all countries are
reporting success in their counterattack against the alien destroyers.
Reports have also been received that an estimated 99% of the alien pod
ships have been destroyed.  Earth have won.

Now it's just time for the grunt work, you mutter to yourself.  You and
the other men in the choppers around you, all flying out to take over
where the pilots left off.

You lean over, looking out the window across the vast expanse of white
desert, your eyes finally coming to rest on the mountains beyond--and the
gigantic heap of scrap metal sprawled across them. The flames which were
once spurting from within the gutted craft have subsided now, but you can
still see a soft glow emanating from the wreckage in the dead of night.

The craft may be dead, you think, but the aliens sure as hell aren't.

The scientists explained that although the explosion was incredible--if
the craft was any closer, the shock waves would've killed us, mountain
above us or not--it wasn't exactly big enough to consume a ship of that
size.  Not by miles, literally.  So, they explained, nestled within
those mountain peaks sits a hive of aliens, partially destroyed, but
still alive.  Festering with aliens.  A bivouac of bad guys.

And now it's your job to help clean it out.

Someone asked, why can't we just bomb the thing?  Simple, replied the
brains of the operation.  We simply don't have enough firepower to
obliterate a superstructure like that thing.  Plus, they added, we don't
want to completely destroy this huge new source of metal, do we?

And although they didn't say it, you're sure that the feds are just
waiting to get their grubby little paws on whatever weaponry these
aliens might have.  You've seen footage of the mass destruction these
battleships can wreak.  You bet they've got smaller weapons with similar
capabilities.  Imagine a hand-held rifle powered with this technology!
Jesus, you think, the military will have a field day.

Then you realize you've been completely forgetting the obvious.  If the
aliens have such firepower, then they're bound to use it against their
enemies.  Against invading strike teams.  Against you.  Jesus.

You shudder.

Nearly every available man has been called out on this assignment.  They
raided the armory, handing out weaponry like it was Halloween candy.  It
was soon realized that there was a shortage of arms, so sacrifices were
made.  Within your four-man squad, you have one shotgun, one automatic,
and two pistols.  Lucky as you are, you were stuck with one of the
pistols.

Oh well, you think; we got off better than some.  A couple of the squads
supplied with weapons near the end were stuck with all semiautos.  No
real firepower.  It's a good thing that first-hand reports say that a few
bullets will do in one of these things.  Of course, that one had
crash-landed, been knocked unconscious, and then sliced open before being
shot to death, but oh well.  A couple plugs to the head will kill anything.

The helicopter makes a sharp descent, and your team jumps out amidst a
cloud of dust.  The chopper quickly lifts off again, and continues on its
route to drop off the next squad.  You can see other choppers flying over
and around the gigantic craft in front of you, their passengers ready to
jump out at their designated spot in the huge ring the men are making
around the ship.

"Alright men, let's move out," you yell, wondering why the group leader
of US-Team-Alpha would be stuck with only a handgun.  "We're the first
team on the ground, so let's see who has the honor of killing the first
alien."

You begin to jog through the loose rubble partially filling the canyon
you've run down into.  You stop a moment to watch the chopper against the
glare of the sun as it fades into the distance, when your eyes catch
another glare moving towards the chopper...

A giant jolt runs through your body as the helicopter explodes in midair,
an orange ball of flame engulfing the mangled wreckage, and you
frantically fumble for your radio as you watch the heap of twisted metal
plummet to earth.

"Dammit!" you cry, clicking on the radio and putting it to your ear.
"All squads, this is Team Alpha. Move away from the ship, I repeat, move
away from the ship!  Jesus, these bastards aren't dead! They just
annihilated our chopper with one blast!  I rep-"

You stop as your eyes focus on the canyon walls surrounding you.  God,
you think, they can't hear me.  I have to get them out of here.

"Men, continue forward," you order your soldiers, who have stopped moving
and are now staring bug-eyed at you.  "I've got to get out of this canyon
and transmit this message."

"Yes, sir," barked Johnson, shotgun man, and the three soldiers quickly
fanned out and disappeared around a canyon corner.

You turn and run full speed for the other end of the canyon, where you
make your way up a steep slope to the top.  You put the radio to your
ear, and over the speaker you hear a chopper pilot giving your exact
order.  He is cut off in mid-sentence, as simultaneously you see
another helicopter explode.  And another.  And another.

Damn, you think.  We're being massacred before we can even land.

A blast of light explodes behind you, and you turn in time to see a
second bolt shoot from a portion of wreckage near you.  The second blast
vaporizes the ground beneath your feet, and you tumble down into the
canyon amidst a cloud of rocks and dust.  You regain your footing, and
turn to see that the way up the canyon wall has been demolished.  Crap,
you think.  No way out now.  Except through.

You don't know if any other teams got out alive, or if any choppers got
away in time.  But that isn't your problem now.  Now, you're going to do
what you were sent here to do: exterminate the vermin that are hiding in
the colossal wreckage in front of you.  You cock your pistol and move out.

http://web.telefragged.com/entropy
-------------------

DOOM2 - Insertion - (quick update)

Final work has begun on the last 2 levels. Music has started and the
project should be completed by mid-May.

David
-------------------

DOOM2 - Metal Moon and Blue Moon - (update & New entry!)

We have finished the first two episodes of "Metal Moon". You will find
them at
http://members.aol.com/doomxiii/metal.htm

I am currently working on two projects: Metal Moon III and Blue Moon I

Metal Moon III is of course the third episode of Metal Moon. :-)
"Blue Moon" is a new projects started by Florian Lindner
mailto:floria...@metronet.de
who was partly responsible for two player mode implementation in Castle
Heng. I am sure you will like his maps. They were planned to be
deathmatch levels, but I was sure they would give a superb episode WAD
as well.

Anyway, as you have probably seen in Metal Moon I, I did indeed manage
to create a floating cyberdemon. And if you have played Metal Moon II,
you have probably noticed the blood elevator, which is based on a partly
new concept too.

Have fun!
-------------------

DOOM2 - Mordeth - (update & request)

Hi all,

The Mordeth TC Project is looking for a new music programmer, since our
previous one could not combine regular work with this project anymore. If
you have done some music for Doom(2) before, and if you are interested in
contributing to a *great* TC, please contact me at
mailto:g.la...@stud.warande.ruu.nl .

If you think you can contribute to this Doom2 TC as a level, texture or
sprite designer,  then feel free to mail me for some more info. We are
currently working on the second episode (level 7-11) in which you get to
ride moving trains, blow up walls, push self-destruct buttons and escape
per shuttlecraft !

Mordeth will be released per episode. The first one (6 levels) has
already been released, so check it out if you haven't done so already !
Take a look at the Mordeth Home Page at
http://www.warande.ruu.nl/~glahaut/mordeth.htm and download the first
episode from this site, or from www.cdrom.com and mirrors.

regards,

Gaston Lahaut
Author of Mordeth (1st episode)
Moderator of the upcoming episodes
-------------------

DOOM2 - Nostromo's Run (update)

     The NRP is finally showing some activity.  I'll begin work, once
again, on NR2 and try to make some advances on it.  Ron Allen and the
group are discussing his constuction of NR3 and RicRob is putting 
together NR4.  We're still consulting with Adel on occasion for graphics
help and I'd like to introduce a new player to the party, Lee who goes by
killough (I've never asked him what his real name is yet) who specializes
in Special FX and who's already dickerin' around with a teleporter
concept we have in mind.  

     Considering that one of the bylaws in our constitution is that there
is no deadlines, we're not going to even attempt any release dates...
just thought we'd let you know that we're still doing it.
-------------------

DOOM2 - Requiem - (update)

     Adel sent in this update:

REQUIEM
32 Levels, New Textures, New Flats

Level Editors Hopeful Release Date: A long time ago...  = D  Better be
before June 1st.... or the Project Manager gets it!

For the Second time I had to send a wake-up call to the Head of this
Project to see what's up, and what is the delay...  Many of the other
Level Editors that contibuted their hard work are equally upset at the
way this project has been handled in the last 4 Months. But, I think now
that we have voiced our opinions on the matter... I think we should see
this out HOPEFULLY by June 1st. if not, sooner.
-------------------

HERETIC - Ichor - (New Entry)

Robert Eckhardt sent me some information on a Heretic project in the
works.  Good to see something from another game.

     Ichor.wad is going to be nine levels, like carnage.wad, but it will
cover the dome of D'Sparil episode. I have added new textures from Hexen,
as well as modified some of the original textures. The sprite graphics
are going to be basically the same as in carnage.wad. I am also using hhe
to make the fire gargoyles ghosts and the iron liches be able to fly.
Ichor.wad is more design and puzzle solving oriented, but there is still
quite a lot of action.

  Level 1 - The Dead Fortress   This is the same level as in level 1 of
carnage.wad, but after a hundred years or so. The place is darker and
more desolate. The exit that leads into the fortress opens part of the
canyon which leads to a new area. And ignore that secret door. In the old
fortress. It only opened once and will never open again, not in
carnage.wad, not in ichor.wad, not in f... well you get the idea.

  Level 2 - Doom Canyon   This was originally supposed to be called The
Canyon of Woe, but hhe would not allow me to put in the full name. You
start out somewhere inside that mountain you entered in from level 1. It
may look like a small level at first, but once you get the yellow key...

  Level 3 - The Frozen City   That's just it, a frozen city. The entire
outside ground is ice and at the far end is an entrance to a temple or
palace. In carnage.wad I made the mistake of putting the secret level
exit on level 3, which meant that going through to level 9 would skip
level 4 and head to 5. This time the secret level is in the right level
so you can go to level 9 and come back to the next level instead of
skipping one.

  Level 4 - The Unholy Shrine   This level is HUGE. It is the first level
that has the maulotaurs (I use chaos serpent graphics), as well as the
phoenix rod.

  Level 5 - The Buried Tomb   This is almost as big as the last one. Dark
and forboding, this is somewhere you would not want to spend your
vacation. This is basically a bunch of structures encased within a larger
mausoleum-like building.

  Level 6 - The Inner Keep   This is basically the treasure vault, and
the first time you get to play with the firemace, unless you make it to
level 9. There are more artifacts and other items here than in any other
level.

  Level 7 - The Abyss   And you thought the tomb was scary... Some places
are so dark and filled with evil that even the torch does not seen to
help.

  Level 8 - The Hidden Castle   Finally, the last level. It is also the
hardest, most complex level of them all, unless I decide to make level 9
harder. I am still working on level 7.

  Level 9 - The Rookery   The spawning pit of the chaos serpents. I have
not started on this one yet, but I will make it a slimy, icy type of
level.

     There was supposed to be a level 10, but because hhe assumes that you
are using version 1.0, it is impossible to play episodes 5 and 6 while
using
the exe patch. Oh well...

Robert Eckhardt
-------------------

QUAKE - The Dark Cathedral (update)

According to this update I received from JAB, it looks like things are
really crankin' over at Quad Producions:

Communication amongst the group is phenomenal. Everything is done in
sync, and with perfection.

One of our level editors has done 3 things. first, he's had hip surgery.
Second, he's nearly finished a full level w/ it's own QC "script". 3rd,
he basically become our QC guy. He knows tons of stuff on C programming,
and has already created his own particular for of ROBOT, and made a
Shambler statue that you can destroy (chunks are totally new stone.mdl).
He will soon implement this, which is what I'm getting to next.

Next, we've finally worked out our next new project. Currently, Ben
Hopkins (guy described above) is telling me to make my own palette and
he'll work it in, via QC. I wont tell you what the next TC will be, but
I will tell you, the palette is particularly "colorful".

Eastpunk and Colin are hard at work. Eastpunk is currently our "design
specialist". He creates minor, very interesting things that can be
implemented into levels, while Colin is making full fledged levels.

Currently, that's the full extent of our activty.
-------------------

Other projects being tracked

DOOM - Eternity
DOOM2 - Eternal Doom
DOOM2 - The Experiment
DOOM2 - S*T*R*A*I*N  (yes....we're still waiting)
DUKE NUKEM - (no name)
QUAKE - Aliens Total Conversion
---------------------------------------

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That's it for this month

Happy Gaming

nost...@sonic.net
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From: nost...@sonic.net (Nostromo)
Subject: Nostromo's 3D Gaming Newsletter - Issue #7 2/2
Date: 1997/05/07
Message-ID: <5kokoa$9q1$2@ultra.sonic.net>
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