View Full Version : Drilling Holes / Sector Depth!
Doom_Dude
December 3rd, 2000, 02:59 PM
Hey! I was just wondering what is the deepest one can make a sector? I think the deepest hole I ever drilled was like 1024, but I want something deeper! So does anyone have an idea as to what depths a sector can go before either DooM gets laggy or dies altogether in the mother of all crashes http://forums.newdoom.com/ubb/biggrin.gif!
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Boingo the Clown
December 3rd, 2000, 04:50 PM
I don't remember exactly, but I am pretty sure that the limits are pretty huge. I think the maximum ceiling hieght is + 16383 and the minimum floor hieght is -16383.
Like I said, I can't remember, but I did try out a trick for simulating a waterfall. I put a lift way up near the upper limit with a water-like texture on its lower, and put most of the level down near the lower limit. When the lift was called (via a tripwire), the lift took several minutes to come down!
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Doom_Dude
December 3rd, 2000, 06:06 PM
ThanX Boingo.
I just drilled a hole that was 2048 deep and that's cool. I'm making the "well" for my "Energy Well" map and need a deep sucka to do the trick.
Whaoh! Several minutes! That's cool because I was thinking about putting in some perpertual lifts http://forums.newdoom.com/ubb/smile.gif.
Excuse me while I go and drill some more deep holes.....DooM mining is fun http://forums.newdoom.com/ubb/biggrin.gif
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It's A DooM II, 32 level, Megawad Jobby! Monsters Included!!
[This message has been edited by Doom_Dude (edited 12-03-2000).]
REoL
December 3rd, 2000, 11:32 PM
I think the total distance is 32,768 units. 16K at the upper and lower ends, as mentioned.
In the old days, 1024 was considered the limit, because of that weird banding effect you'd get in tall rooms (which crashes the game in older DooM versions).
With source ports, it doesn't matter much.
These large drops are utterly unrealistic, though. http://forums.newdoom.com/ubb/frown.gif
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Boingo the Clown
December 4th, 2000, 02:11 AM
That's the moire effect you are talking about. If the ceilings between two sectors differ by more that 512, then the game engine gets confused and retiles the ceiling at an infinite distance all over the screen. This causes a wacky black and brown moire pattern to flash across the screen as you step between the two sectors.
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REoL
December 4th, 2000, 03:07 PM
Actually, that effect doesn't alway appear brown in color. I've had grayish-black as well.
I think it's the ceiling of the room you're facing (with the proper heights) which the ceiling pattern is chosen from, if I remember right.
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Doom_Dude
December 4th, 2000, 07:19 PM
I ended up with a hole at 2816 units deep, with a tall structure at it's center....looks deep enough http://forums.newdoom.com/ubb/biggrin.gif.
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It's A DooM II, 32 level, Megawad Jobby! Monsters Included!!
Don Incognito
December 4th, 2000, 07:54 PM
Gee, I can't wait to fall down that well!
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Boingo the Clown
December 4th, 2000, 09:42 PM
What colour you get for your moire pattern depends on what flats you are using on the ceiling. Most often it is black plus some other colour, but it can be other colours as well.
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Ferrari
December 4th, 2000, 10:09 PM
After checking this thread, I ran and tried a wad. I drilled a hole, 12000 units down. Played it with Legacy, no problem. But man, what a fall. http://forums.newdoom.com/ubb/biggrin.gif
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Ferrari
December 4th, 2000, 10:17 PM
Hell, in zDoom and with its falling damage mode on, and the lowest skill level selected, I was gibbed when I fell. Screen turned so red for a moment. Timed it 4.5 seconds to fall.
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REoL
December 4th, 2000, 11:26 PM
Hell, back in 1994-95, I built a PWAD with a 32,700 unit drop. It's weird how the 35FPS cap makes you think you're floating upwards again when you reach high speeds. http://forums.newdoom.com/ubb/smile.gif
Off-topic, but in Q2, if you go into the void, and wrap around, then turn noclip off, you'd smack into the upper portion of the map, and bounce right back into space, eventually, after maybe 1 or a few more bounces, KER-SPLAT!
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REoL
December 4th, 2000, 11:29 PM
I wasn't clear last night about the Moire Effect.
If you have 2 rooms, the big room that is 10,000 units tall, and another sector 128 units tall.
If you're standing in the middle of these 2 rooms, looking into the 128-unit tall room, the effect contains the ceiling of the 128-unit room, on both the floor and ceiling.
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Boingo the Clown
December 5th, 2000, 02:41 AM
You only see the effect when you are passing between the rooms.
Normally, you can only see the effect riht on the cusp between the two rooms.
When the difference in the two ceiling heights starts to get really large, however, you start seeing the effect farther and farther back from the boarder of the two sectors.
No. I've never tried it with a 16k ceiling height difference.
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Doom_Dude
December 5th, 2000, 07:10 AM
Initially my hole was textured with ICKWALL1 but it looked too "busy", with all those bands of grey and green made it look crap http://forums.newdoom.com/ubb/biggrin.gif. This STONE4 looks much better. Sorry no screenies http://forums.newdoom.com/ubb/smile.gif.
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REoL
December 5th, 2000, 11:37 PM
Then, if you make the differences REALLY big, you'll get the effect reguardless of where you're standing, even in the middle of a huge room with huge ceiling heights. It gets quite ugly. http://forums.newdoom.com/ubb/smile.gif
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Doom_Dude
December 8th, 2000, 04:51 PM
Well I never noticed any of that crapola.
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Vilecore Is Coming! (http://www.newdoom.com/themegawad/) The only Good ArchVile is a DEAD Archvile.
http://www.newdoom.com/themegawad/sig/brick2.jpg
It's A DooM II, 32 level, Megawad Jobby! Monsters Included!!
REoL
December 9th, 2000, 06:02 AM
You never had an old copy of the game either, I bet. Trust me, you'd notice it.
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Doom_Dude
December 10th, 2000, 04:22 PM
My brain is foggy and I can't remember.
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Vilecore Is Coming! (http://www.newdoom.com/themegawad/) The only Good ArchVile is a DEAD Archvile.
http://www.newdoom.com/themegawad/sig/brick2.jpg
It's A DooM II, 32 level, Megawad Jobby! Monsters Included!!
Boingo the Clown
December 10th, 2000, 09:24 PM
The moire effect was really pronounced in early versions of DooM. id fixed the game up so that it would happen less often, but it still occurs from time to time.
Back when I was playing DooM v 1.1, I nboticed it a fair bit in home made wads. When I switched to version 1.9, I hardley saw the moire effect at all.
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REoL
December 11th, 2000, 02:21 AM
Before 1.9, if the effect was present, the game would crash rather than display it. http://forums.newdoom.com/ubb/frown.gif
Then again, source ports help a lot too.
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