Right Scroll

Right Scroll

Play it. Holy poop on a stick, that texture is scrolling the wrong way!!! This is incredible!!! If only this was known ten years ago people might have cared!...

Filenames
rtscroll.wad
Size
4.42 KB
MD5
528085046c1ac767331461f8b76861b5
SHA-1
3a2944681b7513eac7575cffd24bf8a636bab3db
SHA-256
a477d628305db9ff8746f671a0d0b1b38ecadfcc6f2613d1d9bc8de396327beb
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
11
Maps
MAP01

Incorrect? Suggest a correction.

Read Me

================================================================
Title                   : Right Scroll
Filename                : rtscroll.wad
Author                  : Andrew Stine
Email Address           : [email protected]
Misc. Author Info       : Internet nerd

Description             : Play it.  Holy poop on a stick, that texture is
                          scrolling the wrong way!!!  This is incredible!!!
                          If only this was known ten years ago people might
                          have cared!!!!
                          
                          For the more technical minded, the trick is done by
                          creating a whole ton of extra linedefs with the wall
                          scroll special which all reference the same sidedef
                          as the one you want to scroll backwards.  You need
                          to reference the sidedef an additional X-1 times,
                          where X is the width of the texture in pixels.
                          
                          While a backwards-scrolling texture is the most
                          obvious trick, you can also change the number of
                          extra sidedef references to just make the scrolling
                          texture haul ass super fast.
                          
                          Another idea would be to make a super-wide texture
                          comprised of smaller "frames" placed side by side,
                          i.e. make a giant wide texture with individual
                          32-pixel-wide frames side by side.  Then make 31 extra
                          sidedef references and the texture will appear to
                          animate at 35 FPS because the texture will shift over
                          32 pixels every tic to the next "frame."

Additional Credits to   : Adam Williamson for making an old DM WAD
                          Jon Rimmer for noticing the fast-scroll walls in it
                          Cyb for knowing the extra-sidedef trick behind it
                          Me for getting anyone to think about it in the first
                          place
================================================================

* Play Information *

Game                    : Doom 2
Episode and Level #     : MAP01
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Doom Builder, XWE
Known Bugs              : Only works on source ports that don't automatically
                          unpack sidedefs.  This does not include ZDoom :(
                          

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels.

You MAY distribute this WAD, provided you include this 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.

* Where to get this WAD *

Right next to this text file

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
1

Lumps

Name
SHA1
MD5
Size
MAP01
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
d27f5546c3355192ebff6fb84a3f7d2c2e854d45
0266d8caed54cd4dd68597e15f7fe209
10 bytes
LINEDEFS
d8c21594f607d0dcecf9124641e857a3ff03e804
85a2678630129f8737fd531f23adaf41
1.20 KB
SIDEDEFS
68ca6089790df4a22f6d55a302009de1281f626e
7fcdd71db29ff5e11ef8c697aa05bc84
1.08 KB
VERTEXES
caac1900500ef9d268ccd79dd81dc4c210fe42f8
818813f79637c6c56328b910fe597bea
456 bytes
SEGS
747474312e47276636d00e39209c0893b9795b4d
1b53a8e3e02a085cfb3ea56bec98b1a1
660 bytes
SSECTORS
554dbc826f6b84b29014fdc1ff2e8a9643772d1a
59975db40e8d4ccb3a17de11d558bdc2
60 bytes
NODES
62a2983411f787ed441b2b975e2c3f24b11077ea
cc2b204be17738feca5e2b426483d77e
392 bytes
SECTORS
21e4e57dcb7631a13f94143d71e891eb0635f07a
871f6587664f51ed62ec310799209c20
130 bytes
REJECT
9069ca78e7450a285173431b3e52c5c25299e473
f1d3ff8443297732862df21dc4e57262
4 bytes
BLOCKMAP
0cc77dd8b8f48aee7e22df1923d52f867420b16d
4f3cfc97a8d4b59aa21ed2ae79455c27
282 bytes