NEWDOOR.WAD shows a new way of making transparent doors. I found that traditional techniques (or at least my understanding of them) for producing effects like transparent doors don't work so well when using the built in nodebuilders of WinDeu5.21 and DMapEdit4.11. With these nodebuilders I got mega-hom in the doortracks. I found a workaround that produces an effect equivalent to the effect I get using WARM on a transparent door produced by the traditional method. However, in earlier experiments I learned that the WinDeu5.24 and DMapEdit4.11 nodebuilders produce perfect nodes for certain light effects whereas the other nodebuilders don't, so I decided to try a similar technique to produce transparent doors (since there are some similarities in method). It worked. I got perfect transparent doors. In all transparent doors that I have seen to now, when the door rises you see a flash of HOM as the door passes your line of vision, and the view from beneath leaves something to be desired. Also, these doors produce steady HOM when seen from below, as when seen from steps leading up to them. I've found a fairly easy way to eliminate this bad side-effect. However, the method works only with the WinDeu5.24 and DMapEdit4.11 nodebuilders - with the other nodebuilders the result is no different than the traditional transp door, complete with flash of HOM when the door opens and steady HOM when seen from below. Using the WinDeu and DME nodebuilders these side-effects are 100% eliminated and the door can be put anywhere. NEWDOOR.WAD has two otherwise identical levels built by different nodebuilders: MAP01 = DMapEdit4.11 MAP02 = WARM1.4 P1 start is in the west facing the first door. This door is built the same way I've always made 'traditional' transparent doors. These doors are all quite thick wide to show off all characteristics. The second door is my first attempt to get around the mega-hom in the doortracks problem with tradional transp doors using DME nodebuilder (which you can see in the first door of MAP01). It works to an extent - I think the effect is equivalent to the traditional result. The third door is done with the new technique and is, IMO, perfect. There are steps leading down from it so you can view from below. No HOM. Of course, being that wide the door looks and acts more like a cage than a door... When you pass to MAP02 (IDCLEV02) you'll see that there is no hom in the doortrack of the first door, and the view from below (as the door rises) is quite different. Likewise the view from below is different for the second door. You'll see that the third door is little different than the 1st or 2nd. When the door rises there's a flash of HOM and the view from the steps shows steady HOM. The method for producing these new transparent doors might have a redundancy or two in it. Once I got it working I decided to hell with further experiments attempting to simplify an already fairly simple method. This kind of experiment is maddening enough, with all the millions of details that I always seem to forget about until I'm already in DOOM... Sept11/95 Drake O'Brien