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Eternal DooM - http://www.doomworld.com Forums


Original message

zyvgjc

rchow@ica.net
209.151.131.181

"Eternal DooM" , posted Sat 17 Jun 16:14user profileedit/delete messagepost reply


I must say that the levels in Eternal DooM are some of the best I have ever played. What I want to know is how did TeamTnt built these levels? Which level editor did they use? Which port did they use? How did they create new functions for the linedefs and sectors? What other tools did they use? I want the answers to these questions because I want to be able to create the kinds of levels that are in this megawad. Any help would greatly be appreciated.

 


Replies:

SlayeR

slayer226@hotmail.com
203.23.145.163

"Re(1):Eternal DooM" , posted Tue 20 Jun 02:38user profileedit/delete messagepost reply


quote:
Which level editor did they use? How did they create new functions for the linedefs and sectors? ...
I haven't played Eternal DooM, but as far as I know, you can create new linedef and sector specials with the EDGE engine. I wouldn't have a clue (and I don't really give a crap) what level editor they used. I use DETH, only DETH, and nothing but DETH (except ZETH for Zdoom levels).

--SlayeR
http://members.xoom.com/SlayeR226/

 

 

Lüt



toruonda@home.com
23065834
24.17.39.87

"Re(2):Eternal DooM" , posted Wed 21 Jun 11:41user profileedit/delete messagepost reply


quote:
Which level editor did they use? How did they create new functions for the linedefs and sectors? ... ...
There are no new functions in that game. It runs with DOOM2.EXE and doesn't have a DEH patch.

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You have been bothered by: Lüt
"A group discussion can often result in the use of more than one word."

 

Lüt



toruonda@home.com
23065834
24.17.39.87

"Re(1):Eternal DooM" , posted Sat 17 Jun 21:32user profileedit/delete messagepost reply


Well, I can answer the port one. That was made before ports existed. Not sure about the rest of it.

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You have been bothered by: Lüt
"A group discussion can often result in the use of more than one word."