Editing Doom v0.2
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The only weapon, an early version of the [[shotgun]], has no effect on the monsters. The texturing is scant, though a few [[texture]]s and [[flat]]s were modified and used in the final game. Floor, ceiling, and wall textures can be cycled individually by pressing the number keys 0-9. This may also change the ceiling height or light levels. | The only weapon, an early version of the [[shotgun]], has no effect on the monsters. The texturing is scant, though a few [[texture]]s and [[flat]]s were modified and used in the final game. Floor, ceiling, and wall textures can be cycled individually by pressing the number keys 0-9. This may also change the ceiling height or light levels. | ||
− | The [[heads-up display]]/[[status bar]] in this alpha is larger and more complex than those that followed. An [[automap]], item list, and weapon stats are among the extra elements visible. However, at this point, all of the data shown on the [[HUD]] is purely decorative and does not change. There are two message areas. The left message area has text "Chen: Ooh, I found cool stuff" (possibly meant to be a communications/message window; "Chen" refers to Lorelei Chen, a character from the [[Doom Bible|original design document]]), while the right has "Captain's hand, Sandwich, Heart of Lothar" (possibly meant to be an inventory window; again, the items are from the original design document). According to programmer | + | The [[heads-up display]]/[[status bar]] in this alpha is larger and more complex than those that followed. An [[automap]], item list, and weapon stats are among the extra elements visible. However, at this point, all of the data shown on the [[HUD]] is purely decorative and does not change. There are two message areas. The left message area has text "Chen: Ooh, I found cool stuff" (possibly meant to be a communications/message window; "Chen" refers to Lorelei Chen, a character from the [[Doom Bible|original design document]]), while the right has "Captain's hand, Sandwich, Heart of Lothar" (possibly meant to be an inventory window; again, the items are from the original design document). According to programmer John Romero the items were meant to function as different types of keys. The automap shown does not correspond to the actual level layout at all. |
==Texture cycling== | ==Texture cycling== |