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Gez
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If the ceiling is low, can the caco be pushed forward by another, non-flying monster?


(... Or by a polyobject, but if you're using them, you can as well use ACS to spawn or teleport the monsters anyway...)

Old Post 01-18-09 19:47 #
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DooMAD
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If the player can't push cacos around, I doubt other enemies can, even with a scrolling floor.

Old Post 01-18-09 19:50 #
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kristus
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esselfortium said:
Neat! Thanks for that, DooMAD!

Speaking of flying monsters, does anybody have a reliable way of forcing them to teleport in Boom? I know there's always the standard vanilla method, but then there's the (exploitable) chance of them not waking up if you don't make noise in the designated areas...


Tried making the ceiling low enough that they always got contact with the floor?

Old Post 01-18-09 20:28 #
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Creaphis
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Has everyone forgotten about Boom's wind, current, and pusher/puller effects? Come on people, read your editrefs. Now, for some reason, wind (action 224) fails to affect flying monsters, which I can't explain, but point pushers work beautifully.

http://img91.imageshack.us/img91/1840/windbr3.png

We now have a method by which to impart momentum to fliers. The rest is simple.

EDIT: Nevermind... it works in PrBoom Plus -compat 9 but not in Boom.exe...

Last edited by Creaphis on 01-18-09 at 20:52

Old Post 01-18-09 20:46 #
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andrewj
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Looking at the Boom code, if you make the scrolling sector underwater (the target of a 242 linedef I guess) then it will push floating monsters as well.

Old Post 01-19-09 01:00 #
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esselfortium
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Ajapted said:
Looking at the Boom code, if you make the scrolling sector underwater (the target of a 242 linedef I guess) then it will push floating monsters as well.

Woah, very cool! I never would have thought of that -- thanks for the tip! :D

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Old Post 01-19-09 01:09 #
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Quasar
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The behavior of wind was changed in MBF, which is why it differs in PrBoom+ depending on the comp level. In MBF (and in Eternity), it affects monsters.

Old Post 01-19-09 01:48 #
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Creaphis
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Ajapted said:
Looking at the Boom code, if you make the scrolling sector underwater (the target of a 242 linedef I guess) then it will push floating monsters as well.


Maaan, I'm supposed to think of things like that. I'm off my game.

Old Post 01-19-09 04:48 #
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Grazza
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Creaphis said:
EDIT: Nevermind... it works in PrBoom Plus -compat 9 but not in Boom.exe...
Eh? Something wrong there, as -complevel 9 is one for Boom 2.02 compatibility, and so the behaviour should be identical to that for Boom (if not, and you are using the current version, report it as a bug).

Unless you are literally using "-compat 9", which is the wrong syntax, and will be ignored, and the default compatilibility level from the cfg used instead.

To get MBF behaviour, use "-complevel 11".

Old Post 01-19-09 05:41 #
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Super Jamie
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This should be a sticky.

Old Post 09-13-09 04:01 #
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printz
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Quasar said:
The behavior of wind was changed in MBF, which is why it differs in PrBoom+ depending on the comp level. In MBF (and in Eternity), it affects monsters.
Which asks for a backward compatibility option, since it's common to want hazards that only harm players, and monsters are immune to it. Really, point push/pullers have been broken by this, because AFAIK there's no way to restrict it to players, so no more "fight spiderdemon while stuck in the middle" scenario (unless using some sector-based wind hack for similar effect, but it's ugly and impractical).

Old Post 09-13-09 10:12 #
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Super Jamie
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How to make blocking windows in Boom

Graf Zahl said:

In Boom you can use linedef type 242 (transfer sector heights.)

Make the window sector's floor height the same as the ceiling and then transfer the floor height you want from another sector.

For the game such a construct will be considered closed but you can see through it.

I know alot of people use this thread as a reference so it seemed and appropriate place to repost.

Old Post 01-07-10 12:38 #
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Quasar
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printz said:
Which asks for a backward compatibility option, since it's common to want hazards that only harm players, and monsters are immune to it. Really, point push/pullers have been broken by this, because AFAIK there's no way to restrict it to players, so no more "fight spiderdemon while stuck in the middle" scenario (unless using some sector-based wind hack for similar effect, but it's ugly and impractical).

I don't believe any maps for BOOM exist that expect you to fight monsters while being under the penalty of wind and use that as some kind of meaningful difficulty enhancement.

EE, for its own wads, has a couple of ways to disable wind on things. You can use Heretic wind, which only affects players and things specifically marked with the WINDTHRUST flag, or you can use BOOM wind and give the things you do not wish to have thrusted the NOTHRUST flag, which disables BOOM wind, push/pullers, etc. for that thing.

Old Post 01-07-10 20:11 #
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esselfortium
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I might as well crosspost this little impromptu guide that I posted in a Skulltag thread a few minutes ago, since it'll be of far more lasting use here.

Tip 6: On "Detailing," or General Visual Design and Arrangement


esselfortium posted somewhere on Skulltag.net:

Visual beauty in a game level doesn't mean much if it's no fun to play, so of course gameplay takes precedence: without it, there's no reason for anyone to play your beautiful map.

With that said, though, "lol just add more detail" and "this has too much detail" (yes, both of them) are and have always been totally bullshit advice. Increasing the geometric complexity of a level could actually make it look worse if you're Doing It Wrong. On the other side of the same coin, an exceptionally well-designed low-detail map can look sleek and clean, rather than like an unfinished mess.

Some things I'd recommend instead of "add more detail" for improving the looks of a map, regardless of whether it's 80 sectors or 8000:

  • Clean texturing, both in terms of choices and careful attention paid to realistic-looking alignment and texture usage.
    Espi's vanilla mapset Suspended in Dusk is one of the great examples of this, and was a major catalyst in the development of my mapping style and technique.

  • A good arrangement of light and dark colors that balances nicely across the player's view (not just contrast in lighting, but texture choices).

  • A consistent, balanced, and intertwined color scheme.
    The same color scheme doesn't even necessarily need to be carried throughout your entire map for it to be effective; I think a screenshot might be the clearest way to get across what I'm trying to say here. This picture is slightly outdated now (the gold lamps and pipes have since been turned red), but notice how the orange (or tan, or whatever you want to call it) and gray colors are intertwined. The orange floor on the lower portion of the screen is balanced by the matching orange upper-mid walls and the highlights of the small orange trim. Similarly, the sloped gray walls near the ceiling are balanced by the smaller gray strip across the walls matching them, with the orange strip stuck in between them.

  • Interesting shapes and angles in the map, even if they're just architecture.

  • Organized arrangement and spacing of visual structures.
    Think of imaginary lines being drawn across your map connecting different structures: do the lines form a neat, cleanly arrangement, or do they highlight a mishmash of randomly placed map geometry


Most of this isn't really an exact science, and honestly I sort of just mess with it until it looks good to me while vaguely keeping some of these concepts in mind. Some of these are stuff I didn't even think of at all until pretty recently!

Anyway, uh...this has been a somewhat off-topic tangent mainly resultant from my seeing people in here talking about "going overboard" or "just add random detail later", but hopefully someone will read it and get some use out of it.

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Last edited by esselfortium on 12-30-11 at 06:55

Old Post 02-14-10 06:12 #
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esselfortium
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As an added bonus, here's another tip that I put together back in 2008 and never got around to posting here:

Tip 7: Getting Started with Natural Terrain Using Triangle Slopes

http://essel.spork-chan.net/gfx/mappingtips/slopeguide.png
(Link to bigger version here)

And a bit of a continuation from what I wrote in that guide:



If your slopes aren't working properly, make absolutely sure that you've got them in an alternating AVAVAVAV formation; the alternation between up-facing and down-facing is key. Make sure that the heights are also alternated correctly, as the blue/yellow illustration at the bottom of the guide specifies.



You can put multiple donuts or rows adjacent to each other for more complex and natural shapes; as long as there is a flat, non-sloped sector in between each row so that the slope lines will know the correct height they should be sloping to.

Depending on what you're building, it might be preferable to make the flat sectors in between your rows as thin as possible to hide their existence, but if I'm designing hills or a large rocky ceiling I'll often take advantage of the flat sectors between rows, making wider or narrower sections of slopes and flat regions in different areas; you can get more bang for your buck this way, so to speak, creating more complex-looking natural landscapes without needing even more rows of sloped sectors.



While the guide specifies line type 181 (which is Plane_Align in ZDoom in Hexen format or UDMF), this technique is usable with the corresponding line-slopes in Eternity, ZDoom in Doom format, and presumably also EDGE though I haven't tried it myself. Basically, any source port that allows you to define slopes using Plane_Align or a similar system should be able to support this method. :)



Nowadays it's often preferable, in ZDoom at least, to make use of the more flexible vertex-slope system instead, but this technique can still come in handy at times -- also, if you're creative enough, there are various ways it can be expanded upon for more power and more complexity (and besides, I wrote it already, so I might as well post it).

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Last edited by esselfortium on 12-30-11 at 06:53

Old Post 02-14-10 06:39 #
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Gez
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Would you mind if this were wikified?

Old Post 02-14-10 12:12 #
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esselfortium
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Gez said:
Would you mind if this were wikified?

Do you mean just the slope terrain guide, or the whole thing? Either way, uh..sure, I guess!

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Old Post 02-14-10 19:41 #
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BlazingPhoenix
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I just read this, some stuff in here is very nice. :)

Old Post 02-15-10 01:45 #
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Gez
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esselfortium said:

Do you mean just the slope terrain guide, or the whole thing? Either way, uh..sure, I guess!


Several months later: http://zdoom.org/wiki/Using_slopes

Old Post 04-10-10 08:37 #
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MajorRawne
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This thread is excellent. Thank you :)

Old Post 05-01-10 17:19 #
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