=========================================================================== Primary purpose : Singleplayer =========================================================================== Title : depr4vity's masochism Filename : DEPSMASO.WAD Release date : Author : depr4vity Email Address : [redacted] Other Files By Author : https://dsdarchive.com/players/depr4vity Misc. Author Info : Description : A basic map made using an archaic editor as an experiment. =========================================================================== * What is included * New levels : 1 Sounds : No Music : Yes Graphics : No Dehacked/BEX Patch : No Demos : Yes, personal speedruns of UV max, pacifist, and nomonsters Other : Other files required : * Play Information * Game : DOOM Map # : E1M1 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : All things appear on all difficulties * Construction * Base : New from scratch Build Time : Several days of struggling Editor(s) used : DoomEd Known Bugs : While testing, enemies occasionally saw me through doors and walls May Not Run With : Tested With : Ultimate Doom v1.9, DSDA-Doom v0.25.7 * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors After using an emulator called 86box to emulate an old PC with a pentium 90, I wanted to know what people had to put up with editor-wise back then too. This whole experience was done using the emulator, windows 3.1, DOS, and a lot of waiting. The title of the wad accurates reflects how I feel about the experience, let me just list some of the issues I came across: I found next to no documentation on how to use the program, but luckily happen to own a book called "Tricks of the DOOM programming gurus", over 800 pages long... with about 15 pages of DoomEd related instructions... The book teaches you the super basics, how to create a WAD file, how to make a sector (which has to always be placed in the void first, then moved into position), and then... how to make a teleporter? Why? Detailed instructions with pictures on how to make a teleporter, but only vague text on how to create a door, I think one is a bit more important than the other, no? Unlike modern editors such as Ultimate Doom Builder, attaching a sector to the edge of another sector results in a glitchy sector, you need to split the line that connects them both, every single time. Creating sectors seems like it has a chance to fail spectacularly, often resulting in the tutti-frutti effect on 1 or more of the lines created, and yet the next time you make a sector in exactly the same way it just works. The above process will seemingly randomly create a buggy linedef on the map where the editor says it has no textures, indicated by a " - " in that textures slot, but in reality it decided to give it a " " texture, which crashes vanilla doom and doesn't even appear in the editor. The 3D viewer is awfully buggy, unless deleting walls from existence when passing through them until you restart the viewer is intended behaviour which I don't know why it would be, also it's a red wireframe only. You cannot tell how wide a thing is, every thing appears as a red 16px wide square, with no direction indicator. Speaking of placing things, that was also a disaster and felt like it had a sense of randomness to it, too. Recently placed things may not save on occasion, or may turn into a barrel, or duplicate themselves, or the most annoying one, reappearing after being deleted after multiple map revisions!!!! (HOW???) The bugginess of the editor gave me pretty bad paranoia to the point where almost every sector created resulted in yet another trip into the game to make sure it hadn't gone catastrophically wrong, for some reason I couldn't open doom from inside windows 3.1 like usual so it was even longer than it should be. There is a set of 5 steps in the level, would take me maybe a minute to make + texture in Ultimate Doom Builder, here it took over 20 minutes of creating a sector, moving sector into place, changing heights, texturing, fixing broken texture that somehow created itself, troubleshooting even more, repeat. But, the book was right, it did eventually become addicting and I almost want to make another level in this editor :) I also have far more respect to any mid-90s map creators, I am sorry you had to put up with this...