Original message
| zyvgjc rchow@ica.net | "Eternal DooM" , posted Sat 17 Jun 16:14  
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.
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| SlayeR slayer226@hotmail.com | "Re(1):Eternal DooM" , posted Tue 20 Jun 02:38  
quote: Which level editor did they use? How did they create new functions for the linedefs and sectors?
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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/
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| | Lüt  toruonda@home.com 23065834
| "Re(2):Eternal DooM" , posted Wed 21 Jun 11:41  
quote: Which level editor did they use? How did they create new functions for the linedefs and sectors? ...
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There are no new functions in that game. It runs with DOOM2.EXE and doesn't have a DEH patch.
--- You have been bothered by: Lüt "A group discussion can often result in the use of more than one word."
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| Lüt  toruonda@home.com 23065834
| "Re(1):Eternal DooM" , posted Sat 17 Jun 21:32  
Well, I can answer the port one. That was made before ports existed. Not sure about the rest of it.
--- You have been bothered by: Lüt "A group discussion can often result in the use of more than one word."
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