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Helms Deep Battle Recreated In Doom 469

Failure Guy writes "Its been over five years now since id released the source code to Doom. What have people been doing with the source in the time since then? Apparently, recreating the battle of Helms Deep!. Acclaimed mapper Cyb recently released his Helms Deep reenactment wad. You can find screenshots here." The IRC review on Cyb's site is ... mixed.
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Helms Deep Battle Recreated In Doom

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  • Warcraft 3 (Score:5, Informative)

    by krogoth ( 134320 ) <slashdot@garandn[ ]net ['et.' in gap]> on Sunday March 02, 2003 @11:41PM (#5421910) Homepage
    People have been doing this in Warcraft 3 already - there are several Helm's Deep maps available, and there's even one that recreates the entire war of the ring!
    • Re:Warcraft 3 (Score:5, Interesting)

      by skinnydskitzo ( 624618 ) on Sunday March 02, 2003 @11:44PM (#5421930) Homepage Journal
      true, but the doom will be from a 3d first person perspective, as compared to the more 2d, top view perspective in wc3. This looks interesting. Gives me a reason to pull my old pentium 233 laptop with win98, fire up doom and load this new wad.
      • by krogoth ( 134320 ) <slashdot@garandn[ ]net ['et.' in gap]> on Sunday March 02, 2003 @11:49PM (#5421960) Homepage
        On the other hand, the graphics are Doom-quality :)
        • Re:Warcraft 3 (Score:3, Interesting)

          by Aliencow ( 653119 )
          I recently (last night, was bored out of my mind) played doom using LegacyDoom in OpenGL mode. Of course, the monsters are still ugly, and since you can move the mouse up and down (which wasn't possible in the original doom), some sprites are missing, but the whole thing just looks pretty damn good !
          • by sparrow_hawk ( 552508 ) on Monday March 03, 2003 @01:01AM (#5422220)
            Of course, the monsters are still ugly

            Isn't that the whole point of them being monsters? (wink)
          • Re:Warcraft 3 (Score:5, Informative)

            by blixel ( 158224 ) on Monday March 03, 2003 @02:07AM (#5422372)
            Of course, the monsters are still ugly,

            Not sure what you're using for OpenGL doom but check out this link [doomsdayhq.com]. (I just installed jdoom/doomsday one week ago today actually.) There's a monster model pack [doomsdayhq.com] you can download to get better looking monsters. There's also a 180MB texture pack [doomsdayhq.com] you can download to improve the scenery.
        • Re:Warcraft 3 (Score:4, Insightful)

          by Billly Gates ( 198444 ) on Monday March 03, 2003 @02:11AM (#5422384) Journal
          Doom has state of the art graphics when it was built. The background scene in doom1 e1m1 for example almost made me cream my pants. It was a real jpg texture in the background! How cool.

          It was this that created my interest in computers and forced my father to buy a 486 to run this beast. Picture SuperMario brothers, streetfighter II, and Wing Commander in all 16 color pixely glory. This is what was considered normal graphics. Then doom came out and was totally 3d and it totally imersed you. All the games beforehand had the characters just vanish after you killed them. But doom was totally different where everything was 3d.

          Try getting a 3d engine to work in a 486 with no 3d accelerator with only 4 megs of ram and with a video card with only 1 meg of ram at the most.

          • I am sorry but to me, really, Doom was just the "step up" from Wolfenstein, nothing revolutionary. Not ditching Carmack or nothing, but sprite graphics with horrible problem of perspective distortion (not as apparent in Doom, but in D2 and Heretic when you can look up) really doesn't cut it by that time.

            Descent was Out just a little later, but was 100% 3D, in ways that not even today's 3D games may be necessarily be able to compare to (in the sense of complete freedom of direction and orientation). By that time, it took id soft quite sometime to come out with a reasonable replacement, Quake, and that's after Doom2 and heretic came out based on the original Doom engine.

            Seriously though, I don't understand why people all don't get their facts straight when coming to 3D gaming. Descent, AFAIK, was the first *real* 3D game, and it ran on 486s with 8M of ram; afterwards, looking at anything based on the sprite graphics engine just makes you go "ack."

            On the other hand, Quake, not to mention Quake 2 engines are all open-source now. Why is he sticking with DOOM, or all things?
            • by leek ( 579908 ) on Monday March 03, 2003 @05:43AM (#5422896)
              I am sorry but to me, really, Doom was just the "step up" from Wolfenstein, nothing revolutionary.

              It was revolutionary in its ability to combine both single-player and multiplayer gameplay in ways that satisfied many different users; it was revolutionary in its marketing strategy (E1 was shareware; the rest was only $40, which was still less than most games at that time); and it had the right market timing.

              (not as apparent in Doom, but in D2 and Heretic when you can look up)

              You mean Heretic and Hexen. Doom 2 did not have look up/down.

              Descent, AFAIK, was the first *real* 3D game, and it ran on 486s with 8M of ram;

              The first real 3-d FPS game I saw on PCs, was Continuum [gamingdepot.com] by Data East. It ran on 386s with 640 KB of RAM. It came out in 1990, 3 years before Doom or Descent.

              Descent may have had better 3-d graphics, but Doom had better textures and better gameplay, especially for single-player, and at the time, not everyone had networking or even modems, so good single-player gameplay was critical.

              Why is he sticking with DOOM, of all things?

              Ease of editing? Doom familiarity? Doom fan base?

            • First 3D game? (Score:3, Interesting)

              by stuffman64 ( 208233 )
              Descent, AFAIK, was the first *real* 3D game...
              I believe by "real" 3D game you mean one that uses polygons to represent a three dimensional world. If that is the case, then Battlezone [gamearchive.com] should be the first game to fit in this category. It was released in 1980, quite some time before descent.

              If you mean texturemapped polys, thats a hard one. I know Virtua Racing from Sega featured them in '92, a full two years before Descent. Hell, now that I am thinking about it, Indy 500 from Papyrus software came out in '89 for PC, at the same time Hard Drivin' was in the arcades. I'm sure there has been more before that, but I cannot recall.
          • Re:Warcraft 3 (Score:3, Interesting)

            by gl4ss ( 559668 )
            hello, ultima underworld anyone?

            unlike doom, uw had a 'real' 3d engine(which used tricks that made it look a bit like raycasting-doomish engine at times ,afaik iirc, heard about it just about a year ago)

            doom was cool but it was painfully obvious that the engine was more lacking than the uw engine..(and descent..)

      • Re:Warcraft 3 (Score:2, Informative)

        by shtarker ( 621355 )
        You can alter the view in warcraft 3 to get it side on instead of top down.
    • by Brian_Ellenberger ( 308720 ) on Monday March 03, 2003 @12:45AM (#5422175)
      Helm's Deep in War 3? Ha! The engine can only handle a couple 100 units at best. You would need something like the engine from the Total War games www.totalwar.com [totalwar.com] to have a battle that felt anything like Helm's Deep.
    • This reminds me of a the time the half life mods came out. Hey there is an idea... Yet another reason to make another half life mod. :)
  • It only gets better! (Score:5, Interesting)

    by purduephotog ( 218304 ) <hirsch@inorbit. c o m> on Sunday March 02, 2003 @11:41PM (#5421914) Homepage Journal
    I'm just waiting to see Attack of the CLones as a .WAD so I can play it.....
    Although this is a fascinating re-enactment, I'd much rather play with slightly smoother graphics. THere's a reason I payed out the nose for this hardware...
  • by Anonymous Coward on Sunday March 02, 2003 @11:41PM (#5421917)
    And here I thought I had no life, manually updating the ID3 tags on all of my MP3s to make sure that they are internally consistent. What's next, re-enacting the Battle of Gettysburg with QuakeC?
    • by Ashran ( 107876 ) on Sunday March 02, 2003 @11:52PM (#5421977) Homepage
      No matter what he did - you still have some serious issues ;)
    • And here I thought I had no life, manually updating the ID3 tags on all of my MP3s to make sure that they are internally consistent.
      Christ, i was doing that and took a break to read /. *curls up in corner and weeps quietly*
    • You know, I would *love* a re-enactment of Gettysburg, esp the last charge by the confederates. If only I know somebody with a LOT of free time and some map making skill...
      • http://www.mobygames.com/game/sheet/gameId,6/

        It's an older game by now, but so what? This probably isn't the only one either. Google is your friend [google.com].
      • Gettysburg (Score:3, Informative)

        "You know, I would *love* a re-enactment of Gettysburg, esp the last charge by the confederates."

        Sid Meier already did it, complete with Pickett's Charge and lots of other scenarios, real and imagined. He also did an Antietam game. You can probably still find these games packaged together --- it hasn't been all that long since I bought them. Look for "Sid Meier's Civil War Pack" or something along those lines.

        I'd like to see more Civil War games, though. The strategy and tactics of that period translate to computer gaming quite well, in my opinion.

    • "What's next, re-enacting the Battle of Gettysburg with QuakeC?"

      I have the feeling that muzzle-loaders would take all the fun out of FPSes (one shot every 20 seconds or so sounds like you'd be getting a lot of use out of your bayonette). Wait until a little later in the war when they start churning out repeating rifles, or a little later when Dr. Gatling's idea catches on.
  • Pretty cool but... (Score:4, Insightful)

    by grungebox ( 578982 ) on Sunday March 02, 2003 @11:45PM (#5421934) Homepage
    Honestly, after looking at the screenshots and whatnot, I wouldn't have had the faintest clue that was Helm's Deep if I hadn't read the title of the Slashdot article.
  • Still rockin'! (Score:5, Insightful)

    by este ( 600616 ) <este@subt e n d.net> on Sunday March 02, 2003 @11:45PM (#5421936) Homepage Journal
    It was funny - i just had a conversation with a friend about Doom ten minutes ago. We said then, and I'll say now--Doom has been amazing in the fact that it's now what, 8 years old? and it's still as fun as any other FPS. Sure, not if you're playing say, he demo for the billionth time, but thank god--we have WADs. And I've played a helluva lot of them. And it's awesome, because you constantly re-invent the game any way you want, and it's like starting all over again. Of course, you do still have your l33t fragging skills......
    • Re:Still rockin'! (Score:3, Interesting)

      by Mark (ph'x) ( 619499 )
      True...

      I just wish people would use these talents to mod more updated engines so I get nice graphics too :)

      The unreal engine is fantastic for this... I went to the effort of learning unrealscript; object orientated, network safe, platform independant programming language. looks like java... but when you can come up with a declaration like: "var syncronised float foo;" it makes any coder thats ever had to grapple with network code sing out with joy :)

      the unreal engine is a dream to mod... and i guess this is why we are seeing so many unreal based games coming out (splinter cell, raven shield, etc)

      ive been playing ut2003, but i keep going back to ut because of the bevy of mods and mutators avaliable... (a mutator is code that 'hooks' into various routines to affect the gameplay... so you can be playing any game.. but with vampiric damage... or the map full of water)
    • December 10, 1993 [doomworld.com] to be exact. I sat in a friend's basement downloading it via zmodem via a "borrowed" mainframe connection via ftp from somewhere. The internet crawled that day. My ass still hurts from the marathon session we put in...
    • Re:Still rockin'! (Score:3, Insightful)

      by Geaty ( 654469 )
      I completely agree that Doom is still one of the greatest games of all time, however, the why part is a bit different for me.

      See, my strongest memory of playing Doom was constantly being scared. The atomosphere of the entire game was engineered to scare me, and it did a damn good job of it. Never before then and never since then has a game produced such a response in me, and I know I'm not the only one to feel this way.

      Don't get me wrong, I love the huge list of WADs we can play, and when they first started appearing I thought it was one of the coolest things that a game could have done to it. But now, this experience is no long unique to Doom. I would argue that some of the best user-made modifications were for other games (Team Fortress, Rocket Arena, Counter-Strike, sorry for the MP bias). Doom had some of the first user-created content, and perhaps the most, but it is not defining of the Doom experience for me.

      Now the question I want answered is will Doom 3 scare me again?

      • Now the question I want answered is will Doom 3 scare me again?

        You really ought to give Return to Castle Wolfenstein a spin. If Doom scared you, you then RtCW will having you turning the lights back up during the game.
      • Re:Still rockin'! (Score:3, Informative)

        by entrylevel ( 559061 )
        Now the question I want answered is will Doom 3 scare me again?

        If the leaked beta I saw at my friend's house is any indication, and the original doom honestly scared you at all (I'm not easily scared by movies or video games) the answer is almost certainly an emphatic "yes".

        The very first scene in the beta was absolutely incredible. The boss of that first level is truly awesome, especially what he does if you get killed by him.

        My friend has a habit of wandering around in game levels after he has already killed everything, so he runs into a dark corner and realizes he's stuck on something. The beta has codes that let you place lights at arbitrary locations, so he places one right where he was standing, and we both nearly jumped out of our socks! He was standing face-to-face with this giant, hideous creature that had obviously not yet been hooked up to an AI script yet, so it was just standing there in the corner, looking very angry and breathing slowly.

        If the rest of the game lives up to that, I might just sit down with some popcorn, turn out the lights, and try really hard to be scared.
      • if it doesn't, go get System Shock 2, and System Shock 1 if you can find it. SHODAN is 10x scarier than most monsters.
    • That's what's cool about Doom on the GP32 [www.emu.pl].

      The GBA plays Doom, but only the original episodes. On the GP32 [lik-sang.com] , you can play any WAD files.
  • by trotski ( 592530 ) on Sunday March 02, 2003 @11:46PM (#5421941)
    Wow, more proof of my theory!

    Old engine != bad game!

    It's amazing, with all modern the 3d shooters out there that people would be bothered moding doom, and yet here we are. I really looking forward to playing this... doom was a great game, a lot better and more original than most of the shit being made now. I can't wait to play it!!!!
  • by Anonymous Coward
    Now... I wouldn't want to see my system come to a crawl, but I think a map with a "Counter-Strike" type of death system(ie... you get shot in the head... its over) and the sheer possible carnage as the helm deep scene would be sweet.

    Just imagine how sweet it would be to have 30-300 people facing an onslaught of computer AIs who are juts dying to get in. Make it a smart AI... even better.

    This guy may have really hit upon something that we haven't seen in computer games yet... Its been attempted with Battlefield 1942, and Wolfenstein 3D(recreating doomsday), but still hasn't reached "Mass" Carnage.
    • You actually run into problems with network bandwidth here... especially with a battle out in the open where you cant employ cunning tricks to fix the problem of having to replicate 49 players + 300 AI's to 49 players. (300 players to 300 players would suck)

      You can make up for a lot of replication with client side simulation, but in a situation where AI has to make decisions, one client or server must have authority. In a big battle like helms deep.. AIs would be constantly making decisions that would affect the future... which means all simulated proxys need to be updated.

      It would be possible to do if the AI followed preset routes before becoming independant... meaning a *lot* less to syncronise. It would be a challenge to code... would be nice to give it a shot :>
      • You actually run into problems with network bandwidth here... especially with a battle out in the open where you cant employ cunning tricks to fix the problem of having to replicate 49 players + 300 AI's to 49 players. (300 players to 300 players would suck)

        That's nothing. Try the same thing in a Hall of Mirrors. ;) I remember there was a big disclaimer in a Duke Nukem level editor - no mirrors facing each other!
        Hmm... then again, maybe I've just invented the next killer app.
  • by mosch ( 204 ) on Sunday March 02, 2003 @11:47PM (#5421951) Homepage
    Surely there are more interesting things that have been done with doom other than poorly recreating a computer-generated battle scene. That's been done before, what with the Bond WADs, the Gotham City WAD and such.

    Even improving Doom's 3d is old news, as is making Doom playable on a terminal, or turning it into a white power supremacy war simulation.

    What's the best Doom mod you've used? Personally, I always dug the twilight zone mods!

  • You know, I often wonder if as the technology gets even better and better if to some degree, film and games will merge together to create entirely new types of entertainment.

    I mean, the engine for Doom 3 could very well create environments that scare the pants off most people (hopefully!), and we've seen a lot of movies lately trying to make use of the game technology (as with LOTR and its AI battle of Helm's Deep).

    It's not like this is a new idea - people have been making art out of computer games forever.. just check out Machinima for an example - but I think it'd be cool to play a game that is TRULY as dynamic as a movie, or to go to a movie that actually requires audience interaction (sort of like a theme park ride but more like a game).

    This makes the point nicely though - even with the simple doom engine a story can be told. ;)

    -6d
  • by waytoomuchcoffee ( 263275 ) on Sunday March 02, 2003 @11:48PM (#5421954)
    I particularly liked the shotgun [soton.ac.uk] someone is holding. Who needs a ring when you have a 20-gauge?
  • Thats a lotta imps! This is probably the best "copy" of the Battle of Helms Deep there is.


  • Jan 9, 2003 [ozcs.com]


    Hate to say it, but I saw it here first and as old school of a pc gamer that
    I am, isn't doom passe?


    Counterstrike is just merely approaching it's end of life while we await the arrival of counter zero :D If you disagree
    with me do it with your words and not your mod points.



  • Home Page [doomsdayhq.com]. I can't stand pixelly graphics anymore.
  • by Caffeine Pill ( 609066 ) on Sunday March 02, 2003 @11:58PM (#5422005)

    That's nothing, give me ten minutes and I'll have a static Net Hack version of the battle available.

    You've never seen do many 'D's before...
  • Toss me! (Score:5, Funny)

    by Jucius Maximus ( 229128 ) on Sunday March 02, 2003 @11:59PM (#5422012) Journal
    There's no jump key!
  • by wideBlueSkies ( 618979 ) on Sunday March 02, 2003 @11:59PM (#5422013) Journal
    There have been a lot of ports of the Doom Source in the last couple of years. Some better than others.

    Some guys have added features that we wished were in the original game, like the ability to fly, and the ability for 1 sprite to cross over the top of another (ever stand on a ledge and have an Imp 100 feet below you scratch away some of your health?). Moving sectors(conveyor belts), the ability to create spherical sectors.....

    The technical limitations of the original engine have been addressed in various ways. The number of objects in a sector, number of linedefs and vertices limits have been eliminated. Long monolithc walls now display and look nice on some of the engines.

    GL support has been added, so now you can have all kinds of pretty lighting, and translucancy and stuff. The game hasn't been looking better. I think that some of the ports have added in code from Quake to achieve this.

    The Doom code has also been merged with the Hexen/Heretic code. So now the doom engine has a lot of the same cool sectors and linedef types that Raven came up with. (Swing open doors, hub gameplay etc..).

    And on top of all this, there has been some sort of standardization activity for linedef numbers and other stuff. Though I'm not sure where this is these days.

    A lot of great work has been done by a lot of talented people. I give them a lot of credit. Myself, I'm still trying to find my way around the source tree.

    The Doom community is very much alive. TC's and source port revisions keep coming out.
    • I don't mean to be trite... but what's the point with this modding of the source? From looking through a number of the versions out there, they all still seem very much behind the current 3D engines... so really, what's the point, and what's the talent in involved in coming up with effects that have been in game engines for years now?

      I guess I just don't get it?
    • by Anonymous Coward
      Well for one, there was an article posted here years ago here on Slashdot that made a derivative of the Doom source code wherein instead of using the kill command on UNIX like OSes, you use that program to kill programs, represented by a Sarge with a text accompanying the name and/or pid of the program that is running. Brings a new meaning to the kill command under UNIX. I wonder if they managed to develop an extension that would use a BFG for killall. ;)
  • A real simulation (Score:4, Interesting)

    by Gyorg_Lavode ( 520114 ) on Sunday March 02, 2003 @11:59PM (#5422014)
    What they need to do is model the LotR trilogy in Morrowind. Now THAT would be some fun to play through. NWN would be good too if it's world builder were more versatile.
  • by Devil's BSD ( 562630 ) on Monday March 03, 2003 @12:01AM (#5422020) Homepage
    Is there anywhere I can get the Massive engine they used to generate the Battle of Helms Deep?
  • But what is it?

    I mean, it obviously is a battle. Is it a civil war battle? An ancient Chinese battle? What? I've never heard of it before.
  • South Park if you ask me.
  • by xihr ( 556141 )
    Nipper [crosswinds.net] has done a number of Lord of the Rings inspired maps for Counter-Strike, including the Isengard battle, the assault on Helms Deep, and the Dark Forest [crosswinds.net]. (Unfortunately, these are mostly weapons-limited maps -- pistols and shotguns only -- so they make for strange play.)
  • port? (Score:5, Funny)

    by naelurec ( 552384 ) on Monday March 03, 2003 @12:54AM (#5422206) Homepage
    any chance of this being ported to the Duke Nukem Forever engine?
  • coincidentally (Score:2, Informative)

    by kidlinux ( 2550 )
    I just loaded Doom on my system last night, in a flurry of game installing madness. I installed Doom Legacy [newdoom.com].

    It brought back memories of how unplayable it was on my 386 sx/20 with 4 megs of ram. I chuckled as I played it, because it was just as unplayable on my 1.4ghz system with 768 megs of ram :P

    It'd be cool to have network support added in. I found some networking utilities for Windows, but nothing for Linux.
  • by fuzdout ( 585374 ) on Monday March 03, 2003 @12:59AM (#5422214) Journal
    [looking around nervously]
    I just finnished playing DOOM and feeling all giddy because I kicked butt and fired back up to Windows from DOS to check /. only to discover DOOM news!

    Maybe it's a sign :)

  • mongery schlongery (Score:5, Informative)

    by dzym ( 544085 ) on Monday March 03, 2003 @01:22AM (#5422272) Homepage Journal
    Some info on this Helm's Deep battle recreation.

    I'm arioch, I'm one of those people who run the Doomworld site (2nd hit on google on a search for 'doom', just below id software itself). I'm also the one who did the IRC review of the WAD.

    First of all, this is not just a Helm's Deep fortress recreation, it actually recreates the battle itself. Using features from the ZDoom [notgod.com] source port, the various placed monsters and marines are scripted to take sides in the battle, and activate in waves in order to reduce the massive slowdown associated with running a thousand and a half AI checks at once.

    Because this recreation requires various ZDoom-specific scripting features, no other source port can run this map, period. The latest ZDoomGL [sf.net] alpha can run the map much as it stands, but it cannot display the skybox (which is a feature that has yet to be placed in ZDoomGL) and it will have extreme difficulty rendering the faked (yet usable) 3D architecture of the fortress itself.

    Various scripted events have been placed in the recreation, to coincide with the tide of the battle in the movie. A demon will run into the drain culvert and blow it up, as the player you will have the task of sounding the Horn of Helm Hammerhand to summon reinforcements during the final wave of demons, and near to the end Gandalf's rescue party will arrive at the crack of dawn.

    This map is amazing in many ways, not the least of which that it runs on a game the core of which has survived since 1993, and it should not be belittled just because it does not run with fancy anisotropic texturing and 3D models.

    Thank you for your attention.

    • by dzym ( 544085 ) on Monday March 03, 2003 @01:30AM (#5422295) Homepage Journal
      I forgot a few things:

      ZDoom runs perfectly well in Wine.

      You need ZDoom 2.0.38 or higher, 2-0-42.cab from here [notgod.com] is the latest available version as of this writing.

      ZDoomGL 0.73a [sourceforge.net] is the only ZDoomGL version publically available that can run this map, and it will not be a pleasurable experience.

    • by The Optimizer ( 14168 ) on Monday March 03, 2003 @02:04AM (#5422369)
      From the intro flyby, to the waves of units on boths sides, and all the things like the colored units, scripted events, sloped floors and night sky turning to dawn, this is not your big brother's Doom.

      I was quite impressed. As I played the level, I felt like a "hero" character, running around and offing the various monsters as they fought the troops. And slowly as my ammo and health reserves faded, I felt a sense of impending .... (duh) Doom. And finally I made to the dawn, trying to stay alive until the waves of plasma rifle toting marines came down the far slope to my rescue, with only 7% health left.

      Currently, I know of no "true 3d" FPS engine that could have created a comparable experience in level size and number of units.

      In fact, I am going to take it to work tomorrow morning and show it to my co-worker, Sandy Petersen. If his name doesn't ring a bell, just know that he designed pretty much all of episode 2 and 3 of the original doom, 20+ levels of Doom 2, and was responsible for the first use of gratitous crates in a FPS. I think he will really get a kick out of it.

      -Mp

  • Take a look at the source. He says "Damn You Slashdot". Heheh.

    ----------snippet
    <html>
    <head>
    <title>Cyb dot Vector</title>
    </head>

    <body bgcolor="#000080" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" slink="#FFFFFF" mlink="#FFFFFF" qlink="#FFFFFF" rlink="#FFFFFF">
    <!-- I wonder if anyone will ever see that heh -->

    <font face="verdana" size="2pt">
    <h1>Cyb dot Vector(g)</h1>
    <font size="1pt">He had a lot of nothing to say...</font><br>
    <!-- damn you slashdot
    <p>Just a random assortment of junk pretty much. Hooray.</p>

    <hr>

    <p>
    <a href="http://cyb.alkali.org">PlanetCyb</a&gt ; - probably my most permanent web page, hosted by good old <a href="http://junked.org">tom</a>.<br&g t;
    <a href="http://vect.org:8080">Vector(g)</a> - My little Debian machine at home. Runs a variety of servers including http, ftp, irc and smtp. Some good pics of the box there as well (humor!)<br>
    <a href="http://news.vect.org:8080">newsdot Vector</a> - replacement for the one on alkali lost a few months back. This is actually a revision done by <a href="http://destruct.alkali.org">Jon R</a> of the original one on alkali.<br>
    <a href="http://doom.vect.org:8080">Cyb's Doom Junk</a> - all the maps and shit I ever made for Doom that wasn't in a megawad of some sort (I had maps in SurgeDM and some other places too I believe, but this is pretty much everything I made).<br>
    <a href="doomdamnit">Doom, Damnit! Archives</a> - extensive archive of the last incarnation of the fabled DD. Yay!<br>
    <a href="http://yellow5.com/pokey/">Pokey the Penguin</a> - funny if badly drawn web comic I like (it's about the only one I like as well)<br>
    <a href="http://cacodemon.despayre.org">#doom Stats</a> - stats taken by a grufti bot in #doom on a private irc network. I talk too much in there.<br>
    <a href="http://caco.vect.org:8080">Clan Caco</a> - a mock sorta counter-strike clan I'm in. It's generally a joke, though a bit of an inside one, so I can't imagine too many people finding it funny hehe.<br>
    <a href="cal_hob">Calvin & Hobbes</a> - fairly extensive archive of Calvin & Hobbes comics I leeched from some web site.<br>
    <a href="report">Internet Security</a> - report I wrote for my "Social Impact of Computing" class which describes how one might go about setting up a server of soem sort and then making it secure.<br>
    <a href="http://www.doomworld.com">Doomworld</a&gt ; - web page I update with various news that no one likes because they have no sense of humor.<br>
    <a href="http://www.shacknews.com">Shack News</a> - game news page I like and stuff.<br>
    <a href="http://www.toolband.com">Tool</a> - probably my favorite band.<br>
    <a href="http://www.manics.co.uk/manics/">Manic Street Preachers</a> - another excellent band<br>
    <a href="http://slsk.com">SoulSeek</a> - on a totally unrelated note, this program allows you to download music from other people all over the world<br>
    <a href="http://freedoom.sourceforge.net/">FreeDoom</ a> - nifty little project for Doom that aims to replace all the stuff in the game allowing people to play Doom (or some version of it) free of charge as long as they have a source port<br>
    <a href="http://zdoom.notgod.com">ZDoom</a> - my favorite Doom port. Adds an assload of neat features and whatnot. For win32.<br>
    <a href="http://prboom.sourceforge.net/">PrBoom</a&gt ; - another great source port. This one remains very close to the original Doom if you don't like all the crap ZDoom adds.<br>
    <a href="http://www.tldp.org/HOWTO/Cable-Modem/ethern et.html">Setting up your Ethernet Card</a> - for Linux. I had a lot of troubles getting my nic working under Linux (though it turned out the manufacturer was telling me the wrong mod to use) and these pages are very helpful with that sort of thing<br>
    <a href="http://fraggle.alkali.org/stuffage/pointers. txt">Fraggle's Guide to Pointers</a> - our good friend fraggle writes some stuff about pointers in C and C++. Very helpful if you suck at pointers like I do.<br>
    <a href="http://www.strong.dk/girl.php">Uhm</a> - that link's not work safe. Well it is, but then it becomes not work safe. Just trust me.<br>
    <a href="http://bash.org">Bash.org</a> - home to a lot of IRC quotes. Many are funny, but there's a lot that suck ass, so you need to look for a while sometimes. Good if you have nothing better to do.<br>
    <a href="http://www.idsoftware.com">id Software</a> - makers of the Doom and Quake games. I figure they deserve at least a link<br>
    <a href="http://www.planethalflife.com">Planet Half-Life</a> - good spot to go if you need some Half-Life goodness.<br>
    <a href="http://www.relisoft.com/win32/">Win32 API Tutorial</a> - small tutorial on some stuff you can do with the win32 API. I found it pretty helpful.<br>
    <a href="http://news.google.com">News dot Google</a> - swanky news portal. I like it.<br>
    <hr>
    <p align="right"><a href="mailto:cyb@alkali.org">@alkali</a>, <a href="mailto:cyb@frad.org">@frad</a>, <a href="mailto:cyb@despayre.org">@despayre</a> , <a href="mailto:cyb@vect.org">@vect</a></p&g t;
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    </html>
  • Helms deep in quake1 (Score:4, Informative)

    by Anonymous Coward on Monday March 03, 2003 @03:01AM (#5422494)
    picutres can be found at
    http://icculus.org/twilight/darkplaces/banshee _hel m10000_1.jpg
    http://icculus.org/twilight/darkplac es/banshee_hel m10000_2.jpg
    http://icculus.org/twilight/darkplac es/banshee_hel m10000_3.jpg
    http://icculus.org/twilight/darkplac es/banshee_hel m10000_4.jpg
    http://icculus.org/twilight/darkplac es/banshee_hel m10000_5.jpg

    more impresive then doom's sprites IMO
  • Nethack (Score:4, Funny)

    by Ilan Volow ( 539597 ) on Monday March 03, 2003 @04:03AM (#5422671) Homepage
    A Pandora's box has been opened. Now that Helm's Deep has been recreated in Doom, we're going to have some sick bastard with way too much time and an intact virginity recreate Helm's Deep in Nethack.
  • by m00nun1t ( 588082 ) on Monday March 03, 2003 @05:40AM (#5422893) Homepage
    Is it just me or does anything more than about 5 years old look like a Commodore 64?
  • by radish ( 98371 ) on Monday March 03, 2003 @07:07AM (#5423036) Homepage

    Not to be picky, but how exactly do you "reenact" something which never actually happened? I know it might come as a shock to some fellow slashdotters, but I've yet to see any compelling evidence that the LOTR was based on historic reality ;)

    (cue links to "LOTR is real" websites!)
  • by psycht ( 233176 ) on Monday March 03, 2003 @12:10PM (#5424442) Homepage Journal
    The BFG...

    Bright Fuckin Gandalf
  • by jpellino ( 202698 ) on Monday March 03, 2003 @12:17PM (#5424500)
    To turn the graphic for the firearm into a proper ME weapon? Hilt? Bow? Hello?

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