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Re: Activation range for wall switches?



ras2 wrote:
>> Um, I don't know anything about editing,
>> and I may not understand your description,
>> but would it help to make the second switch
>> a weapon-activated switch, and keep it
>> covered until it should be used?
>
>yeah. The problem is just that I'm not going to make any custom graphics
>for this project and I'm not sure how to show that it's a weapon switch
>with the default Doom II ones (there aren't any that mean "this is a
>weapon switch" to me, at least).

Yeah, that's true, isn't it? Never thought of it that way, but there's nothing 
that screams "Hey! Shoot me!" except Commander Keen.:)

Len

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