View previous topic :: View next topic |
Author |
Message |
Wasted Youth Unstoppable!
Joined: 18 Oct 2003 Location: Illinois, USA
|
Posted: Sun Mar 27, 2005 12:45 am Post subject: |
|
|
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 |
|
Back to top |
|
|
Punaxe God like!
Joined: 14 Jun 2004 Location: the Netherlands Clan: [dp]
|
Posted: Sun Mar 27, 2005 12:56 am Post subject: |
|
|
Are these tutorials anywhere else but here?
You should get this on a site, without comments in between |
|
Back to top |
|
|
Wasted Youth Unstoppable!
Joined: 18 Oct 2003 Location: Illinois, USA
|
Posted: Sun Mar 27, 2005 1:40 am Post subject: |
|
|
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. |
|
Back to top |
|
|
Wasted Youth Unstoppable!
Joined: 18 Oct 2003 Location: Illinois, USA
|
|
Back to top |
|
|
cSc Dominating!
Joined: 12 Mar 2005 Location: Back from the Dead
|
Posted: Sun Mar 27, 2005 12:26 pm Post subject: |
|
|
this toutorial just answer most of my questions about inserting music.... |
|
Back to top |
|
|
Da_maniaC Now with new lemon fresh scent!
Joined: 03 Jan 2004 Location: Netherlands Posts: 1337
|
Posted: Sun Mar 27, 2005 12:42 pm Post subject: |
|
|
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................... |
|
Back to top |
|
|
Wasted Youth Unstoppable!
Joined: 18 Oct 2003 Location: Illinois, USA
|
Posted: Sun Mar 27, 2005 1:26 pm Post subject: |
|
|
Comment?
EDIT: Ah, sorry about that. Yeah that post does apply to your comment. |
|
Back to top |
|
|
_KE9_NecroMage Dominating!
Joined: 05 Feb 2005 Location: NJ, USA
|
Posted: Mon Mar 28, 2005 4:21 pm Post subject: |
|
|
Actually, as long as you know what number the thing types are you can do ctf maps in regulare vanilla doom. |
|
Back to top |
|
|
deathz0r Custom Title
Joined: 18 Apr 2002 Location: I ride with the kangaroos
|
Posted: Sun Jun 05, 2005 11:02 am Post subject: |
|
|
Restickied. This is a quality thread. |
|
Back to top |
|
|
jambahumut has entered the game!
Joined: 13 Jul 2005
|
Posted: Sun Jul 24, 2005 11:59 am Post subject: |
|
|
i have not even bothered to try mapping cause it seems so complicated. but wiv this tutorial, i might! helps me alot! |
|
Back to top |
|
|
deathz0r Custom Title
Joined: 18 Apr 2002 Location: I ride with the kangaroos
|
Posted: Thu Aug 11, 2005 10:45 pm Post subject: |
|
|
Restickied again (props to Da_ManiaC for pointing that out), and it'll stay that way! |
|
Back to top |
|
|
scirmast Da Po-po
Joined: 13 Nov 2002 Location: Finland
|
Posted: Thu Aug 18, 2005 4:09 pm Post subject: |
|
|
Is it anyhow possible to define the time the lift stays down after it has been activated, in Vanilla Doom? |
|
Back to top |
|
|
Wasted Youth Unstoppable!
Joined: 18 Oct 2003 Location: Illinois, USA
|
Posted: Fri Aug 19, 2005 4:01 pm Post subject: |
|
|
Nope... |
|
Back to top |
|
|
scirmast Da Po-po
Joined: 13 Nov 2002 Location: Finland
|
Posted: Mon Aug 29, 2005 11:30 pm Post subject: |
|
|
Is it possible to make a pillar that raises up and stays for 4 seconds when you walk into a certain sector? |
|
Back to top |
|
|
Slasher God like!
Joined: 04 Oct 2004
|
Posted: Mon Aug 29, 2005 11:53 pm Post subject: |
|
|
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 |
|
Back to top |
|
|
scirmast Da Po-po
Joined: 13 Nov 2002 Location: Finland
|
Posted: Tue Aug 30, 2005 7:10 pm Post subject: |
|
|
Of course I mean vanilla. So I get that as no |
|
Back to top |
|
|
Slasher God like!
Joined: 04 Oct 2004
|
Posted: Tue Aug 30, 2005 9:12 pm Post subject: |
|
|
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. |
|
Back to top |
|
|
scirmast Da Po-po
Joined: 13 Nov 2002 Location: Finland
|
Posted: Thu Sep 15, 2005 10:57 pm Post subject: |
|
|
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) |
|
Back to top |
|
|
Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
|
Posted: Fri Sep 16, 2005 3:46 am Post subject: |
|
|
yes, a sector can only have one tag but lots of linedefs can reference that tag in a variety of ways.
whatever the format |
|
Back to top |
|
|
izm_ God like!
Joined: 24 May 2004
|
Posted: Fri Sep 16, 2005 6:25 pm Post subject: |
|
|
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. |
|
Back to top |
|
|
|