================================================================ Title : ZDoom Tooth Door Filename : toothy.wad Distributed As... : toothy.zip Release Date : 22nd June 2003 Author : Russell Pearson Email Address : rddp@duellist.net Website : www.duellist.net Description : ZDoom architechture test wad Other Files By Author : Null Space (nulspace.zip) Lego Base (legobase.zip) Lego Base Enhanced (legob-sp.zip) Tunnel Run (tun-run.zip) Blastem 2 (blastem2.zip) DoomTown (doomtown.zip) Deleted Scene (deleted.zip) Deleted Scene2 (deleted2.zip) Close Kill (c-kill.zip) Voidtest (voidtest.zip) Lego Textures (legotex.zip) Wood gfx (woodgfx.zip) Doom2 Flats (d2flats.zip) Lego Base Original Cut (legob-oc.zip) Fear Spirits (fearsprt.zip) Twin Pistols (twingun.zip) ================================================================ * Play Information * Advanced engine needed : Yes. ZDoom (beta 47.cab or higher) New Levels : Kinda (see below) Episode and Level # : MAP 01 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : No Recommended Difficulty : n/a New Sounds : No New Graphics : Yes New Music : No Dehacked/BEX Patch : No Demos Replaced : No Other files required : None * Construction * Base : Built from scratch Editor(s) used : Wintex, PSP Known Bugs : None ================================================================ * Copyright * Authors MAY use the contents of this file as a base for modification or reuse. Just credit me in your text file if you do use it. This level is copyright Russell DD Pearson (2003). You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. ================================================================ * Blah de blah de blah * ZDoom Tooth Door...... A fancy tech type door for ZDoom. Works with beta version 47.cab, I can't be sure if it'll work with earlier versions (but it probably will). I designed this specifically for use within a level I'm designing, but it's going to be a lonnnngg time before this level is finished so I decided to put this out and make it freely available to all who might like to use it in their own designs. The door is an unusual shape (for doom) but i'm sure if anyone wants to use it they'll find a way to accommadate it. I designed the door to be a 'one way' bulkhead and it is presented as such in this wad. To enable the player to repeatedly view the door I have placed a teleport in this wad and added a few more lines of ACS to allow repeated door use. In this wad the door opening and closing is activated when the player crosses specific linedefs. The door is made up from a number of scetors. Due to this fact a problem can occur if the player is standing in the doorway as the door closes. In this situation the sectors in which the player is standing will not close, whilst the other sectors will, kinda ruining the effect. I overcame this by placing the 'close door' linedef a short distance from the door and then using ACS to set the doors northern linedefs to 'impassable' as the door starts to close. As the door starts to open the linedefs are set to 'passable'. There are potential other ways around this problem, but the way I've set it up works for my needs, so i didn't investigate other options. -Russell Pearson (22nd June 2003) email: rddp@duellist.net