Baron of Hell
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > firstTime( )
 
Author
All times are GMT. The time now is 00:20. Post New Thread    Post A Reply
JavaGuy
Member


Posts: 479
Registered: 02-02


I want to make my first Doom level ever using DeepSea. However, my first room is supposed to be shaped like a pentagon with a flat botton, to straight up sides, and two lines that come to a point at the top. I made sure they were all part of the same sector and all had one side. However, when I start the game, there's the hall of mirros effect. It's so bad, the title screen doesn't go away, so you don't even get to glimpse at the walls. How does this new fangled thing work?

__________________
My mind is an empty shell. Other's thoughts enter, bouncing off the walls an' echo. Never thinking for myself or but for myself I think. So now I've left it all behind finished 'least with a good deed. A long road awaits, and I'm on my own.... I feel pretty good.

Old Post 09-24-02 22:42 #
JavaGuy is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4714
Registered: 04-02


Uh, sounds like no textures were assigned to the linedefs making up the pentagon. Press 'L' in deepsea to enter linedef mode, and hover your mouse over some lines. If the status windows aren't open in deepsea, you can hit 'I' to toggle them on or off. It's in these windows where you assign textures. You can also right-click lindefs in line mode to change their arrtibutes/textures. Make sure your sector is tall enough too, tho deepsea should defaulth with 0 floor and 128 ceiling.

it's a cool editor imo

__________________
Have you ever seen the sun cringe and wither as it becomes a memory in a martyr's mind; they call it glory, well I call it crime.

Old Post 09-24-02 23:02 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6382
Registered: 12-00


Also, run the DeePsea error checker on your level. It will pick up things like missing textures for you. Although, DeePsea is normally very good at allocating default textures to walls during the normal building/editing process.

There are a few mistakes you could have made that will give this effect and DeePsea will pick up most of them. When you save, make sure you build the nodes too. Again, this is something DeePsea should prompt you to do automatically if you have done anything that requires node building.

It could even be a simple mistake like having your player 1 start outside any sectors.

__________________
Meek

Last edited by Enjay on 09-24-02 at 23:39

Old Post 09-24-02 23:32 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
JavaGuy
Member


Posts: 479
Registered: 02-02


Well, I've made simple squarish filled with lots of monster type of levels so I kinda know what things do. But it says my sector isn't closed, but the lines are all connected, closed up, and they've got their default stuff, including the marble texture.

__________________
My mind is an empty shell. Other's thoughts enter, bouncing off the walls an' echo. Never thinking for myself or but for myself I think. So now I've left it all behind finished 'least with a good deed. A long road awaits, and I'm on my own.... I feel pretty good.

Old Post 09-25-02 01:15 #
JavaGuy is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cyrez
Junior Member


Posts: 143
Registered: 09-02


i am not familuar with the workings of deepsea but in wadauthor if it finds an error it has a veiw feature. see if deepsea does, this will show you where your sector is not closed and then is easy to fix. if you can't find it e-mail me the wad and i'll fix it up real quick for you :)

cyrez@prodigy.net

Old Post 09-25-02 06:16 #
Cyrez is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02



JavaGuy said:
Well, I've made simple squarish filled with lots of monster type of levels so I kinda know what things do. But it says my sector isn't closed, but the lines are all connected, closed up, and they've got their default stuff, including the marble texture.


It could be that the linedefs don't refer to the correct sector, as this causes a sector not to be closed. Also, if the back sidedefs of the 1-sided lines refer to a sector rather than void space, this can cause it.

Old Post 09-25-02 22:28 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
JavaGuy
Member


Posts: 479
Registered: 02-02


I got the room to work, thanks to DoomBoy. Actually, I've created the layout to my level now, and even learned how to create stairs. But I need to learn how to use tags. So I've got a new question. What to the things in front of the tag descriptions: W, S, etc.

__________________
My mind is an empty shell. Other's thoughts enter, bouncing off the walls an' echo. Never thinking for myself or but for myself I think. So now I've left it all behind finished 'least with a good deed. A long road awaits, and I'm on my own.... I feel pretty good.

Old Post 09-28-02 22:58 #
JavaGuy is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4714
Registered: 04-02


Those refer to the operation used to activate the linedef. w = walk, s = switch, so on.

so a S1 mean this switch can be used once, and a SR means the switch can be used repeatedly. Same for W1 and WR. see? Deepsea has a really good help menu for these things

__________________
Have you ever seen the sun cringe and wither as it becomes a memory in a martyr's mind; they call it glory, well I call it crime.

Old Post 09-29-02 03:43 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02


and G1 means it's shootable, and 'e' means that monsters can activate it.

Old Post 09-29-02 11:18 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
JavaGuy
Member


Posts: 479
Registered: 02-02


Thanks. I knew I thought I knew what the S, W, and G stood for, but I wasn't sure what the numbers and letters after them meant. Thanks for your help.

__________________
My mind is an empty shell. Other's thoughts enter, bouncing off the walls an' echo. Never thinking for myself or but for myself I think. So now I've left it all behind finished 'least with a good deed. A long road awaits, and I'm on my own.... I feel pretty good.

Old Post 09-29-02 13:22 #
JavaGuy is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 00:20. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > firstTime( )

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.