Demon
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 > instant drop sector
 
Author
All times are GMT. The time now is 10:48. Post New Thread    Post A Reply
Brad_tilf
Redemption! Bath in its pure Light!


Posts: 603
Registered: 10-02


is this something that can only be done with a port or can it be accomplished in vanilla doom/doom2 and how?

__________________
Doom Wad StationGet your wads here!

Old Post 02-13-03 22:21 #
Brad_tilf is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Linguica


Posts: 3698
Registered: 05-00


http://www.doomworld.com/vb/showthr...&threadid=12776

Old Post 02-13-03 22:24 #
Linguica is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Brad_tilf
Redemption! Bath in its pure Light!


Posts: 603
Registered: 10-02


Cool - that explains alot actually. I didn't understand why it worked in one sector but not another. Now I do.
Thanks

__________________
Doom Wad StationGet your wads here!

Old Post 02-13-03 22:28 #
Brad_tilf is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Szymanski


Posts: 982
Registered: 08-00


maybe this could be put in the editing pages?

Old Post 02-13-03 22:53 #
Szymanski is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4449
Registered: 03-02


It is mentioned in the 3D bridge tutorials in the editing pages - that's where I learned how to do instant drops from.

Old Post 02-13-03 23:52 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ReX
Senior Member


Posts: 1648
Registered: 05-00



Ultimate DooMer said:
It is mentioned in the 3D bridge tutorials in the editing pages - that's where I learned how to do instant drops from.
Very useful tutorial, that.

I wonder if there are other applications for the sector instant-drop feature (other than for traps). If not, then it might not make sense to have a separate tutorial on just that.

__________________
We hate what we fear

Old Post 02-14-03 03:51 #
ReX is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Szymanski


Posts: 982
Registered: 08-00


I suppose if your new to editing you won't know that the 3D bridge uses them. They are handy for monster teleports and if you make them gun activated you can create some nice effects (like breakable scenery).

Old Post 02-14-03 09:11 #
Szymanski is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4449
Registered: 03-02



ReX said:
Very useful tutorial, that.

I wonder if there are other applications for the sector instant-drop feature (other than for traps). If not, then it might not make sense to have a separate tutorial on just that.



Yep - with the appropriate graphics you can do breakable lights and consoles using Floor: G1: up to lowest ceiling. You can also blow holes in walls and tunnel through walls with it as well. (but then I discovered ZDoom, so I did it that way instead...)

Old Post 02-14-03 11:09 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
magikal
May he rest in peace


Posts: 1024
Registered: 11-01


The instant rise used in the 3D bridge is also very useful for effects such as instantly appearing monsters and items. I'm sure there's many other uses too.

__________________
One more level? OMFG yes!

Last edited by magikal on 02-14-03 at 21:28

Old Post 02-14-03 12:22 #
magikal is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ReX
Senior Member


Posts: 1648
Registered: 05-00


Szymanski, Ultimate DooMer, and magikal: Thanks for the excellent info. Like UD, I too have been editing for ZDooM for the last 3 years, and didn't bother with the tricks possible in DooM2.exe. The last few maps I done, however, have been for DooM2.exe with no source port required. These tricks will come in handy for similar maps I do in the future.

Btw, I used the 3D bridge trick in my Map32 for the NDCP, which I completed in December. I'm planning to use it again for my map in the Community Chest project.

Thanks again.

__________________
We hate what we fear

Old Post 02-14-03 13:38 #
ReX is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mordeth
Administrator


Posts: 1883
Registered: 05-00


Vanilla Doom engine tricks are by no means obsolete now that we have ports like ZDoom or EDGE. I regulary use these tricks in my levels, often in conjunction with new stuff. Eg. Iikka's double-floor trick, transfer flat property triggers plus Eternity's bridge tags make flawless room-over-room effects that still work in multiplayer games (because they do no longer require moving parts or activation of triggers).

Old Post 02-14-03 15:06 #
Mordeth is offline Profile || Blog || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ReX
Senior Member


Posts: 1648
Registered: 05-00



Mordeth said:
Eg. Iikka's double-floor trick, transfer flat property triggers plus Eternity's bridge tags make flawless room-over-room effects that still work in multiplayer games (because they do no longer require moving parts or activation of triggers).
Would you point me to an example wad? Also, I didn't know you could transfer sector properties (like flats) in vanilla DooM. (Or are you referring to Eternity? In which case it couldn't be used in vanilla DooM.)

__________________
We hate what we fear

Old Post 02-14-03 17:40 #
ReX is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Brad_tilf
Redemption! Bath in its pure Light!


Posts: 603
Registered: 10-02



Mordeth said:
Vanilla Doom engine tricks are by no means obsolete now that we have ports like ZDoom or EDGE. I regulary use these tricks in my levels, often in conjunction with new stuff. Eg. Iikka's double-floor trick, transfer flat property triggers plus Eternity's bridge tags make flawless room-over-room effects that still work in multiplayer games (because they do no longer require moving parts or activation of triggers).


ya - I wanna see this too. And, WILL it work with vanilla doom/doom2?

__________________
Doom Wad StationGet your wads here!

Old Post 02-16-03 23:55 #
Brad_tilf is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Szymanski


Posts: 982
Registered: 08-00



Brad_tilf said:


ya - I wanna see this too. And, WILL it work with vanilla doom/doom2?



er no, as he stated it uses the boom transfer flat effect and Eternity's bridge tags.

Old Post 02-17-03 09:06 #
Szymanski is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mordeth
Administrator


Posts: 1883
Registered: 05-00



ReX said:
Would you point me to an example wad? Also, I didn't know you could transfer sector properties (like flats) in vanilla DooM. (Or are you referring to Eternity? In which case it couldn't be used in vanilla DooM.)


I submitted an example level for fenexam.wad, so you can look there. It has a vanilla Doom version, and a boom-compatible port version using flat transfer triggers (trigger 242). See also this thread.

Basically, Iikka's double-floor trick has linedefs referring to slightly-different dummy sectors creating a fake floor and/or fake ceiling, with instant raise/drop triggers to allow the player to pass.

With Boom's flat transfer trigger you can replace the fysical dummy sectors with a simple transferred flat. Great advantage of this trick is that you do not need player-activated triggers to make this work correctly, and it always looks good no matter player's position.

With ZDoom bridge things or Eternity's bridge tags you can also allow people to walk over this construct. Ergo: almost-perfect room-over-room, with just a few simple touches.

I say "almost perfect", because suspended middle textures and sprites do not clip correctly and will show up through the fake floor/ceilings IF the player is able to see them from his position. In other words: you'll need to have a big height/width ratio difference for the "upper" and "lower" room. And the normal rules for faked flat/ceiling applies... meaning POV-vulnerable sides need to be covered or you'll get HOM. On the other hand, it is possible to add lots of detail to both upper and lower room, such as crates, consoles or elevator shafts that run through both upper and lower room, etc. I've done so myself.

Old Post 02-17-03 09:30 #
Mordeth is offline Profile || Blog || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ReX
Senior Member


Posts: 1648
Registered: 05-00


Thanks for the info.

I've used the fake floor-over-floor trick extensively in ZDooM, but I was trying to see how it might be done in vanilla DooM.

__________________
We hate what we fear

Old Post 02-17-03 18:03 #
ReX is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DEMOn
Forum Regular


Posts: 562
Registered: 09-02



Mordeth said:
I regulary use these tricks in my levels, often in conjunction with new stuff....

OMG! like you've released anything in the last 6 years! =P

__________________
I kill dead people.
Everyone should die.

Old Post 02-17-03 18:20 #
DEMOn is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 10:48. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > instant drop sector

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.

Forums Directory