![]() Refer to the picture below if you’re unsure. If you know only a player is going to pass through, you can get away with having it 64px deep but there’s little reason this would be the case. The deepness of the portal defines what can and cannot pass through it, so as a precaution I would recommend leaving more space behind it in case a larger creature tried to pass through, such as an Arachnotron. Once your rooms either side of the portal are ready, draw an empty space connected to each of the portal’s lines that is at least 128px deep. Ensure that the floor and ceiling heights are identical on both sides of the portal, otherwise this will not work properly! In this example we’re making a portal that measures the same as a standard door (128 x 128). Lets start by creating the rooms that make up each ‘half of the portal’ first. Bare in mind that this is the hardest to work with as the lines defining both sides of the portal must be the same length and angle. The same as interactive but now it displays on the automap as connected, too.A lot like teleporter, however projectiles can pass through it and feels more ‘natural’.Walking through one side of the portal teleports you to the opposite side.Imagine this essentially like a ‘HD 3D Camera Texture’. It’s worth noting that there’s 4 types of line portal: The easiest way to think of them is functionally like a teleporter, but visually like you’re ‘snapping two separate parts of the map together’. Line portals create a seamless transition from two areas that are separated in the map. All you would need to do is set what value you wanted.Line portals are the easiest portal to make – I dare say they are easier to build than a teleporter! Let’s start with the uses for this kind of portal and what it does. Doom Builder (and probably the other editors) has the lighttag argument in the linedef action itself (for example, linedef action 11 is door_open and it's third argument is the lighttag). ![]() Door scripts seem to have a lighttag argument that will allow you to do this: Door Open. Cluster definitions on the MAPINFO page sounds like what you want, but there is a lot of handy information on there: MAPINFOĢ0. You can change the level's music, sky and name by using a MAPIINFO lump: MAPINFOġ9. I would highly recomend taking a read through that page and some of the subpages and tutorials at the bottom.ġ8. Here's a sample "two things at once" script: If you are using Doom Builder, click on "Scripts" (on the toolbar at the top) and click "Edit BEHAVIOR lump" That will bring up a window where you can type up all your scripts. For this, you are going to need some knowledge of ACS scripting. Two of the same numbers usually result in crashes and errors when trying to start up the wad.ġ5. That is normally on the first line of the monster's DECORATE: "actor DoomImp 3001". The monster will also need an actor number. If you want the monster to appear in Doom Builder (not sure if it works for other editors), you will probably need to add the line "//$Category monsters" (without the quotations, of course) at the top of the monster's DECORATE lump, just after the first open curly brace. You can rename them easily using SlumpEd. If you are doing multiple monsters at once, make sure the sprite names for the monsters are different (same goes for sounds and what-not). What I do at this point, and probably is not the most efficient way of doing things, is copy all of the monster's content into my wad. If you have SlumpEd, open up the monster and your wad. Thing Spawn, and the monster/item spawn numbers: Spawn Numbersġ2. Here's some pages I found on the wiki that should help you out:ĩ. These are all the ones I can think of right now. Light changes gradually in a sector (Example: hit a switch, a door opens up, the sector lights up because the sector behind the door is brighter than the switch is in.)Īlso, I'd like a link to a texture pack that is much like Doom/Doom 2 textures. Placing an intermission screen wherever I want one.Ģ0. Changing the in-game, and score-screen Level names. Switches doing more than 1 action (able to open a door, and lower a floor etc.) (ZDoom?)ġ8. Traps involving rockets/plasma shots coming out of walls. Doors that slide open, left and right, top and bottom (split)ġ4. Importing custom monsters/weapons AND using them (ZDoom-compatible) (need a tutorial)ġ3. ![]() Lighting sectors only on either the ceiling or floor (I think this is it)ġ2. Teleporting in Monsters (They are not on the map initially) (ZDoom)ġ0. Basic 3D Bridges (Not GZDoom, the ones with the Step Textures) (also: 3D Bridge Thing)ĩ. 5 second series (going up, and on the floor)Ĩ. Send me links or desribe it here, up to you.Ģ. Hello, I'm working on a map-pack (not a megawad, probably about 5-7 maps) and I would like know how to do some basic things (although advanced in comparison to Vanilla editing) in editing. ![]()
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