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stewboy Unstoppable!
Joined: 18 Jun 2005 Location: Sydney, Australia
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Posted: Tue Sep 27, 2005 1:13 am Post subject: |
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How do you create a 4-way CTF map? What do you use for the flags? |
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_KE9_NecroMage Dominating!
Joined: 05 Feb 2005 Location: NJ, USA
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Posted: Tue Sep 27, 2005 2:10 am Post subject: |
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If people would only search the forums... |
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Grue Unstoppable!
Joined: 07 Jun 2005 Location: Dark Side of the Moon
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Posted: Tue Sep 27, 2005 9:51 pm Post subject: |
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btw how do u make .mus files? |
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spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
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Posted: Tue Sep 27, 2005 10:46 pm Post subject: |
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Rhinoknight, there are allot of mus editors or midi. Just go to google and type mus editor or creator. And you get a trial or something. |
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Samiam G-String Warrior
Joined: 01 Apr 2004 Location: England - http://www.limpgimps.co.uk/
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Posted: Thu Sep 29, 2005 7:21 am Post subject: |
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Thread purged. |
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_KE9_NecroMage Dominating!
Joined: 05 Feb 2005 Location: NJ, USA
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Posted: Wed Dec 07, 2005 10:06 pm Post subject: |
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Sorry to revive a dead topic but I just happened to notice this: when you add new flats using xwe you need to save them as a doom flat. You can do this by selecting the flat and then clicking image -> Save as Doom Flat. |
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[TFR]Death has entered the game!
Joined: 02 Jun 2006
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Posted: Tue Jun 06, 2006 8:39 pm Post subject: |
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No matter what I do I get an error saying Windows cant run nodebuilder. It says my map is saved but when I try to load it it crashes my game. I give up. |
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[TFR]Death has entered the game!
Joined: 02 Jun 2006
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Posted: Sat Jun 10, 2006 8:33 pm Post subject: |
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Gee guys thanks for the help |
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killingblair Wicked Sick!
Joined: 28 Sep 2004
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Posted: Sat Jun 10, 2006 9:30 pm Post subject: |
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[TFR]Death wrote: | Gee guys thanks for the help | You're not going to be here very long if you think:
1.) We're a help service that are supposed to help everyone 24/7.
2.) We answer all posts ever posted.
Now, if you changed the map format while making the map, you are going to get that error. You might as well copy the map and paste it into an empty map with your original map format. |
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Nestea God like!
Joined: 19 Jan 2004
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Posted: Sat Jun 10, 2006 9:30 pm Post subject: |
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[TFR]Death wrote: | Gee guys thanks for the help |
No problem. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Sun Jun 11, 2006 3:01 am Post subject: |
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the other possibility is that your map is only one sector. Doombuilder can't run maps less than two. |
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Alfred Unstoppable!
Joined: 25 Oct 2005 Location: THE BATCAVE!
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Posted: Sun Oct 08, 2006 1:10 pm Post subject: |
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Really... i get this problem a lot when i'm working with other mappers, ususally its caused by a sector number skip or something equally lame. Best way of getting around the nodebuilder problem is to get the newest version of doombuilder, open up your courrptted .wad check if there is a sector numbered '1.' If this is the case, you probably deleted a sector while there werent any other sectors around for it to bypass to... err sumpthin, hell i dunno |
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stewboy Unstoppable!
Joined: 18 Jun 2005 Location: Sydney, Australia
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Posted: Sun Oct 08, 2006 11:43 pm Post subject: |
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I get that error a lot when I merge or join a whole lot of sectors together at once. I usually find that undoing it, then merging/joining them one at a time will fix it. |
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impslayer Unstoppable!
Joined: 01 Dec 2006 Location: hangin around outside phobos lab, or in 2fort
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Posted: Thu Dec 21, 2006 5:16 am Post subject: |
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wat do you put in MAPINFO to make the skybox the default sky? |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Thu Dec 21, 2006 6:37 am Post subject: |
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nothing at all. if there's a skybox viewpoint in the map then whatever it 'sees' will take the place of the sky. |
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impslayer Unstoppable!
Joined: 01 Dec 2006 Location: hangin around outside phobos lab, or in 2fort
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Posted: Sat Dec 23, 2006 6:23 am Post subject: |
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thanks. i hope you are right so i wont play double posting spamming spree [JUST KIDDING! ROFL ] but thanks for the info [by the way, look for impslayerctf coming out soon i am working on neat ideas like d-day and stalingrad and such. no more "cramped" levels, this is going to be HUGE! ] |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Mon Jul 16, 2007 11:52 pm Post subject: |
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ok, this is a paste from an old thread because it's not something i use and it's a pain in the ass for me to have to search it up every time someone asks.
as regards DB's mixing of textures and flats:
BlackShark wrote: | to turn it off, simply go into the zdoom(doom in hexen) format cfg. and go to the "mixflatsandtextures" or something similar to that (should be very near to the top!) , and where it has a 1, replace with 0. |
rinse and repeat for any config you're likely to use. (you can just open 'em up in Notepad) |
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ZombieMachine Bloatware!
Joined: 12 Jan 2009 Location: Im not telling.
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Posted: Tue Jan 13, 2009 1:22 am Post subject: |
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umm i made a CTF map, and im wondering how i make it playable, does the map know it's CTF and do what the Script says, or do i have to make a script?. |
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spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
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Posted: Tue Jan 13, 2009 1:34 am Post subject: |
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Make sure you made it in Z(daemon/doom) (doom in hexen format) and use the ctf player starts and the blue and red flags. |
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ZombieMachine Bloatware!
Joined: 12 Jan 2009 Location: Im not telling.
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Posted: Tue Jan 13, 2009 3:51 am Post subject: |
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What? you mean, flags?. i used keys as flags like it said, |
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