A Doom Special Effect

Wednesday · 22 Jan 03 · 08:50 PM IST | Posted by Karthik | Category: Doom

Last night I was experimenting with my Doom editor, DoomCAD, and I found out some pretty cool stuff.  First of all, about using new textures.  When I made my level Congestion Control, I used a couple of textures from Final Doom: The Plutonia Experiment and some other ones.  To use these, I replaced the Wolfenstein textures in Doom II - I didn't actually make NEW entries in the TEXTURES lump of the WAD.  Basically, you can specify a WAD that contains new textures while editing in Doom CAD.  But in the textures selection box, the new entries are marked with a *, and whenever I tried to preview them, the editor would crash.  But now I've decided to use the "Switch Game" and "Alternate Graphics WAD" options more flexibly (choosing the main WAD as doom.wad or plutonia.wad, etc. and tricking the editor).  In the past few weeks or so, on and off, I've converted some graphics from other games into Doom textures.

The second thing I did last night (mind you, I came home from project work at nearly 10 PM, and I was doing all this at around 1 AM) was to find out a very cool special effect.  I made a small WAD for this, running on Doom II MAP07.  There's a mancubus in it, and you get a super shotgun.  Now the effect is this.  Just when you kill the mancubus, no matter where you are in the map, you will magically get a yellow key to complete the level!!  The only drawback is that it doesn't work with Doom Legacy (it does work with doom2.exe, Boom, ZDoom, prBoom, etc.).  This effect would have probably been done before, but I am happy that I thought of it and got it working!

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Karthik

Karthik Abhiram

27-year old Taurean (birthday 15-May-82), Assistant Manager - HR at Tata Consultancy Services Ltd in Hyderabad, India.  Previously, did Post Graduate Diploma in Management from T A Pai Management Institute (2003-05) and before that, Computer Science Engineering from Sree Nidhi Institute of Science and Technology (1999-2003).

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