printz
CRAZY DOOM ZEALOT
Posts: 1838
Registered: 06-06 |
Eternus said:
when the StarCraft mod for Doom is released you probably will.
I hope that when you release something big like that you have enough mapping experience.
Also, as the 1-sided vs 2-sided linedef attribute is confusing, between being flag or number of sidedefs, here's how: if the linedef has one sidedef (a wall bounding the level from the void), then its 2-sided flag has to be DISABLED. If it has two sidedefs (a step, ledge, threshold, grate), then ENABLE its 2-sided flag.
Tags are different to I.D.#s. You only use a new tag number when you want a LineDef to make a Sector move (as a lift, door or mechanical floor, ceiling, donut or stair), but keep any other tag at zero. I.D.#s are merely to identify each map object (be it thing, linedef, sector...).
Sectors are shaped by sidedefs. Make sure that pointing the mouse anywhere on your map in sector mode, you see closed polygons.
Normally Doombuilder's linedraw command draws sectors and splits or joins them correctly, but there could still be wrong shapes upon sector splitting. It also does bad if you draw a sector over some left-over to-be-deleted residual linedefs (caused by cancelled linedraw, or linedef manual deletion). Check the result and undo if so.
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