Title: |
gridwad.zip |
Filename: |
levels/doom/g-i/gridwad.zip |
Size: |
16.53 KB |
Date: |
05/12/94 |
Author: |
Seth |
Description: |
Attention Doom coders, DEU users, and others so interested...
I've built a was that I think had pointed out a serious bug in the
Doom engine, or else BSP and DEU have a serious node flaw.
The wad is a simple grid (12 x 12 squares), and as you'll see, looking
across more then 10 or so sectors seems to cause the hall of mirror effect
regularly. I suspect that either the Doom engine can't look that many
sectors across (does anyone know if the id levels ever look across that
man at once?) OR DEU and BSP both still need a better node building
algo. |
Credits: |
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Base: |
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Build time: |
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Editor(s) used: |
DEU 5.0 |
Bugs: |
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Rating: |
(4 votes)
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Download mirrors:
/idgames protocol:
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Reviews:
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Doomkid
| Makes an awesome download just to read the emails to and from ID. John Romero seems to be the one who responded to Seth. | x | |
Anonymous
| id "fixed" the HOM issue in versions later than 1.2 by implementing visplane limit. So as you back up away from the center and more of the checkerboard comes into view, DOOM bombs out with "R_DrawPlanes: visplane overflow (x)", where x>/=128. | x | |
Anonymous
| It's level 99, and it's a white-knuckle rollercoaster joyrush straight into the pulsing heart of hell itself. (cough.) It's actually a demonstration of a hall of mirrors problem from the early versions of Doom. I have no idea if the bug was fixed with v1.3; it's definitely gone with modern source ports. The level's just a square room with a grid on the floor. No monsters, exit, objects etc. Gets an "average" rating for doing what it sets out to do. | x |
View gridwad.txt
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