Most of what I'm doing lately is not Internet-related *or* Wolf3D-related, - so don't feel guilty.
I'm rewriting a Public Domain game from scratch right now. Don't know how far I'll get with it, but my goal is to make it do this, only better:
::: CODE :::
The "exit" to the 3-D maze looks just like another open path, so I plan to fix that (The exit square will have a rectangle that represents the Exit door). There's also the "Maze completed" portion that my port won't include at all (The older game has to "clean up" the maze before it starts working with it; my version works with two "flags" in each square of the maze and ignores the rest). After that, note how far from a distance it draws the squares in the maze, and how this slows down the pace of the game. I'll be designing the game to make the squares of the maze bigger, so it draws the maze from a shorter distance before it allows you to make the next move. I have already hacked the older game to do this, and it didn't suffer any ill effects from the change.
I would just hack the older game to do these things, but I honestly can't figure out all the details of how it works with the maze; it involves multiplication and square roots to create the data and work with it. My game engine - on the other hand - creates the maze with a little bit of multiplication and division, but no multiplication *or* division is used to read and draw the maze once it's created. This will hopefully make the game run *much* faster once the gameplay begins.