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CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?

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CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?

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———————————————————— [3-1]: Texture-Mapped Environment ================================= DOOM offers the most realistic environment to date on the PC. Texture-mapping, the process of rendering fully-drawn art and scanned textures on the walls, floors, and ceilings of an environment, makes the world much more real, thus bringing the player more into the game experience. Others have attempted this, but DOOM’s texture mapping is fast, accurate, and seamless. Texture-mapping the floors and ceilings is a big improvement over Wolfenstein 3-D. With their new advanced graphic development techniques, allowing game art to be generated much faster, id brings new meaning to “state-of-the-art”. [3-2]: Non-Orthogonal Walls =========================== In other games (such as Wolfenstein 3-D), walls were always joined at ninety degrees to each other, and were always eight feet thick. DOOM’s walls are at many angles, and of any thickness.

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———————————————————— [3-1]: Texture-Mapped Environment ================================= DOOM offers the most realistic environment to date on the PC. Texture-mapping, the process of rendering fully-drawn art and scanned textures on the walls, floors, and ceilings of an environment, makes the world much more real, thus bringing the player more into the game experience. Others have attempted this, but DOOM’s texture mapping is fast, accurate, and seamless. Texture-mapping the floors and ceilings is a big improvement over Wolfenstein 3-D. With their new advanced graphic development techniques, allowing game art to be generated much faster, id brings new meaning to “state-of-the-art”. [3-2]: Non-Orthogonal Walls =========================== In other games (such as Wolfenstein 3-D), walls were always joined at ninety degrees to each other, and were always eight feet thick. DOOM’s walls are at many angles, and of any thickness. Walls have see-through a

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