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Getting started with Doom Mapping
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Wasted Youth
Unstoppable!


Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Sun Mar 27, 2005 12:45 am    Post subject: Reply with quote

The following links are quick links to other editing tutorials throughout this thread.

Getting Started with Doom Mapping
Getting Started with ZDoom
How to Insert Music into your Map
How to Insert Textures into your Map
How to Insert Flats into your Map
How to Insert Sky Textures into your Map
How to create a Door
How to create a Lift
How to create a Capture the Flag Map

How to create a Teleporter

Start Doom Builder
Create three sectors together like the following image.


The inner left sector will be the Teleporter and the inner right sector will be the Teleport Destination.

Lets make the left inner sector look like a Teleporter.

Select and Edit the the inner left sector.


Set the ceiling and floor flats to GATE4 for this example.


Now it is time to make a working Teleporter.

Basic (vanilla) Doom
==============================
Select and Edit all four linedefs for the inner left sector.


Give the Sector Tag field an unused number (For this example we will use 1).

Now you have to set the Linedef Action to 97. When you use the Select Action button, the action is located at Teleport > WR Teleport (97).


Here is what your properties should look like.


Now lets setup the destination sector.

Select and Edit the right inner sector.


Give your destination sector a Sector Tag number(Which in this example is 1).


Now you must place a Teleport Destination Thing (Thing Type: 14) in this sector.
Also, lets have it face west (Angle: 180).



==============================

ZDOOM
==============================
Select and Edit all four linedefs for the inner left sector.


Give the Sector Tag field an unused number (For this example we will use 1).

Now you have to set the Linedef Action to 70. When you use the Select Action button, the action is located at Teleport > H Teleport (70).


Here is what your properties should look like.


The Linedef Properties to set are:
Linedef Action: 70
Activation: Player walk accross
Flags: Repeatable Effect
Target Sector Tag: 1

Now lets setup the destination sector.

Select and Edit the right inner sector.


Give your destination sector a Sector Tag number (Which in this example is 1).


Now you must place a Teleport Destination Thing (Thing Type: 14) in this sector.
Also, lets have it face west (Angle: 180).



==============================

Save and Run your map.


Last edited by Wasted Youth on Sun Mar 27, 2005 1:45 am; edited 1 time in total
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Punaxe
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Joined: 14 Jun 2004
Location: the Netherlands Clan: [dp]

PostPosted: Sun Mar 27, 2005 12:56 am    Post subject: Reply with quote

Are these tutorials anywhere else but here?
You should get this on a site, without comments in between Smile
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Wasted Youth
Unstoppable!


Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Sun Mar 27, 2005 1:40 am    Post subject: Reply with quote

One of these days I will. Not today, Not tomarrow, Not this week, Not this month, Not Next Month. Sometime I will... Most likely when the ZDaemon Coop Megawad is finished I will put these on a site.
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Wasted Youth
Unstoppable!


Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Sun Mar 27, 2005 1:43 am    Post subject: Reply with quote

The following links are quick links to other editing tutorials throughout this thread.

Getting Started with Doom Mapping
Getting Started with ZDoom
How to Insert Music into your Map
How to Insert Textures into your Map
How to Insert Flats into your Map
How to Insert Sky Textures into your Map
How to create a Door
How to create a Lift
How to create a Teleporter

How to create a Capture The Flag Map

Creating a Capture the Flag map is rather easy with ZDaemon.

The following thing numbers are used to do so:
5080 = Blue team start
5081 = Red team start
5083 = Green start
5084 = White start

5130 = Blue flag
5131 = Red flag
5132 = Yellow Flag
5133 = Green Flag
5134 = White Flag


The advantage of using these new things over the old keycard/particle method is that these thing numbers are standard across all 3 major ports. Maps created using these things will work on not just Zdaemon but also on Skulltag and Odamex - although I don't believe that Odamex supports the Yellow/Green/White things at this point. Also yellow (neutral) flags are designed for one-flag CTF which is unsupported on Zdaemon at this time.

Oh and if you're using Doombuilder then you may find updating your configuration files to be helpful if you want to use these new things.
Zdaemon (Doom) config
Zdaemon (Doom in Hexen) config

Simply save them into your Doombuilder directory and you're good to go.

--cybershark
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cSc
Dominating!


Joined: 12 Mar 2005
Location: Back from the Dead

PostPosted: Sun Mar 27, 2005 12:26 pm    Post subject: Reply with quote

this toutorial just answer most of my questions about inserting music....
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Da_maniaC
Now with new lemon fresh scent!


Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Sun Mar 27, 2005 12:42 pm    Post subject: Reply with quote

Wasted Youth wrote:
One of these days I will. Not today, Not tomarrow, Not this week, Not this month, Not Next Month. Sometime I will... Most likely when the ZDaemon Coop Megawad is finished I will put these on a site.


Thanks for taking my comment into account................... Rolling Eyes
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Wasted Youth
Unstoppable!


Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Sun Mar 27, 2005 1:26 pm    Post subject: Reply with quote

Comment?

EDIT: Ah, sorry about that. Yeah that post does apply to your comment.
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_KE9_NecroMage
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Joined: 05 Feb 2005
Location: NJ, USA

PostPosted: Mon Mar 28, 2005 4:21 pm    Post subject: Reply with quote

Actually, as long as you know what number the thing types are you can do ctf maps in regulare vanilla doom. Wink
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deathz0r
Custom Title


Joined: 18 Apr 2002
Location: I ride with the kangaroos

PostPosted: Sun Jun 05, 2005 11:02 am    Post subject: Reply with quote

Restickied. This is a quality thread.
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jambahumut
has entered the game!


Joined: 13 Jul 2005

PostPosted: Sun Jul 24, 2005 11:59 am    Post subject: Reply with quote

i have not even bothered to try mapping cause it seems so complicated. but wiv this tutorial, i might! helps me alot! Smile
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deathz0r
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Joined: 18 Apr 2002
Location: I ride with the kangaroos

PostPosted: Thu Aug 11, 2005 10:45 pm    Post subject: Reply with quote

Restickied again (props to Da_ManiaC for pointing that out), and it'll stay that way!
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scirmast
Da Po-po


Joined: 13 Nov 2002
Location: Finland

PostPosted: Thu Aug 18, 2005 4:09 pm    Post subject: Reply with quote

Is it anyhow possible to define the time the lift stays down after it has been activated, in Vanilla Doom?
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Wasted Youth
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Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Fri Aug 19, 2005 4:01 pm    Post subject: Reply with quote

Nope...
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scirmast
Da Po-po


Joined: 13 Nov 2002
Location: Finland

PostPosted: Mon Aug 29, 2005 11:30 pm    Post subject: Reply with quote

Is it possible to make a pillar that raises up and stays for 4 seconds when you walk into a certain sector?
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Slasher
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Joined: 04 Oct 2004

PostPosted: Mon Aug 29, 2005 11:53 pm    Post subject: Reply with quote

scirmast wrote:
Is it possible to make a pillar that raises up and stays for 4 seconds when you walk into a certain sector?


yup, unless you mean vanilla
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scirmast
Da Po-po


Joined: 13 Nov 2002
Location: Finland

PostPosted: Tue Aug 30, 2005 7:10 pm    Post subject: Reply with quote

Of course I mean vanilla. So I get that as no Smile
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Slasher
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Joined: 04 Oct 2004

PostPosted: Tue Aug 30, 2005 9:12 pm    Post subject: Reply with quote

you could handle the pillar as a lift and make it lower wait and raise.
or use
one linedef to lower the floor [pillar] and another to raise it.
you wont be able to define the exact time though.

So its possible ,but limited.
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scirmast
Da Po-po


Joined: 13 Nov 2002
Location: Finland

PostPosted: Thu Sep 15, 2005 10:57 pm    Post subject: Reply with quote

I thought a sector could only be assigned one tag, so you couldn't have one linedef to lower lift, and one to raise it. Is this possible? (In vanilla of course) Smile
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Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Sep 16, 2005 3:46 am    Post subject: Reply with quote

yes, a sector can only have one tag but lots of linedefs can reference that tag in a variety of ways.

whatever the format Wink
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izm_
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Joined: 24 May 2004

PostPosted: Fri Sep 16, 2005 6:25 pm    Post subject: Reply with quote

A handy tip in DB, the mouse 'scroll' is very very useful when changing sector heights in 3d mode, zooming in and out in 2d mode etc.
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