Archive Maintainer : Ty Ty Ty Ty Teh-Ty Teh-TyTyTy =========================================================================== I added some new fireball explosion edits and a few things that I seem to have forgotten. I removed the blood wall because it looked almost as bad on long walls as the original does on tall walls. I like to think I've reached a nice compromise, however. Well, *I* think it's better, anyway. The rest of the text file is the same as the last version because I have an overactive nostalgia drive. =========================================================================== Advanced engine needed : Nothing's REQUIRED, no. But I'd RECOMMEND one, : just so you don't have to do any of that DEUSF nonsense. Primary purpose : Doom has no purpose, why should I? =========================================================================== Title : (title of your masterpiece) Ha ha. That's sarcasm, : right? Er... I called this "neutered" because a term I use a lot in this text file is fixed, and neutered is another word for fixed. Yes. Filename : DOWNLOAD IT AND FIND OUT! No, it's neutered.wad, : just like the .txt and .zip. Also included are neut1.wad, cupcake.wad, and a file very much like this one. Release date : 12/31/01. If the FTP listing says otherwise : then it's a filthy liar. Author : Let's see, errr... Roneldo, Oglethorpe, Ubernerd, : Evil Mittens, Poncharillo, Volcabbage, Umiliphus, and countless other retarded aliases that are SO obviously NOT my real name. Email Address : volcabbage@cs.com, OR IS IT? Webshite : http://bimshwel.tripod.com Other Files By Author : Since when was this part of the official template? : I always just thought people inserted this themselves when they wanted to plug something. Ehhh... at any rate, my "other files" are best left unmentioned... I doubt anyone downloaded them, and that's a good thing. Misc. Author Info : I don't talk very much, but I more than make up for : that with the incomprehensible gibberish seen here. I will doubtlessly be horribly embarrassed when I reread this tomorrow, as per my tradition. I wish I could say I'm drunk right now, but alas, I'm this annoying naturally. Brief Description : Graphic enhancements. Not particularly good ones, however. Skipped Over Description: Since I first discovered Wintex back in 1995 or so, : I've continually found myself "fixing" existing wall textures, because one's not consistent with the rest of the set, or doesn't tile properly, or just plain looks wrong. That's pretty much what this is a collection of. What anyone besides me could possibly want with this I don't know. If you find a reason, that's wonderful, but I've dumped it here mainly so I don't have to make it all yet again after my next inevitable hard drive crash. Additional Credits to : André Majorel for continuing Deutex. The only : graphics I stole this time were from the alpha Doom wads, so hopefully no one will be sending invisible ninja asassins out to eliminate me. =========================================================================== * What is included * Just to give you an idea of what exactly this is, I'll describe a few of the specific changes here. Most of the RW textures in Doom2 are 64 pixels long and 128 pixels high. This annoyed me for some reason. In most cases, I was content to use a "checker board effect" to lengthen them. Others, such as CRACKLEs 2 and 4 required more precise editing. I did these months apart from each other, so one's probably better than the other, but it's not so noticable from a distance. SUPPORT2 is made from 72 pixel high patches, left over from the alpha Dooms where textures could go up to 144 (something like that). Now it is composed of 64 height patches, which is good because generally SUPPORT2 is used for lifts, something for which proper vertical tiling is desired. A lot of the removed-for-doom2 textures suffer from a similar problem, such as LITERED and REDWALL1. Since I tend to use source ports that display short textures properly, I just shortened the offenders' heights to 72. As I said, this is for me. A lot of switch textures weren't as long as the non-switch variants they're meant to be used near. I've "fixed" that, though the only places you're likely to notice are in those poorly made levels by people who don't seem to realize how odd it looks when thirty-six skulls all light up at the same time, despite only one being pressed. I happen to like those levels. What did I tell you? This is for me. Do you get it yet? So what we have here is little more than the product of an obsessive compulsive mind. There are sprites, too. I decided I wanted the imp fireball to explode differently from different angles, so it does. The effect is sort of strange if the fireball is thrown downwards, but I like it anyway, and don't particularly care what you think. I was going to do the same with those of the Baron of Hellknights, and I will, AND I HAVE. So there. The imp attacking frames (6 7 and 8 angles) are from the alpha Doom version .04 or something. I x-y offset them myself, because deutex extracted them without any. I never liked the way id did it anyway. I've seen similar frames for the humanoid characters hinted at in certain versions of the doom instruction book and the shareware help2 screens, but so far have had no success in finding them. Not that you care. I don't expect you to. This is for me, after all. * Play Information * This can be used with either Doom; neut1.wad contains the first Doom's textures, so you'd think neut2.wad would contain Doom2's textures, right? WRONG! Doom2's textures are in cupcake.wad, just because I like to be difficult. * Construction * Base : I already told you. You need to pay more attention! Build Time : Well, I didn't do it all at once. Editor(s) used : Wintex, Deutex, Paint Shop Pro Known Bugs : May Not Run With... : Scissors * You Know What Really Makes Me Mad? * When someone uses SUPPORT3 on a 16-length wall and x-offsets it by 24 instead of 4! GRAAAARGH! I can always tell, too, because that makes blatantly obvious dark vertical lines appear at the edges! Pogspammit, get it right, you fools! * Copyright / Permissions * Do whatever you want with this. Yes. And unlike some people, I will gladly take full responsibility for any problems this may cause. It's because I love. * Where to get the file that this text file describes * Well, you have it already, don't *BANG* auuuuuugh... The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors And of course your grocer's freezer