Tango
Senior Member

Posts: 1148
Registered: 04-06 |
MasterofJKD said:
well I used the zdoom feature for the walk over line ambushes, so that the chaingunners would teleport in. I thought I needed to script to make that happen plus I used the deep water effect in the room with the bridge, theres a rocket launcher there and its also a "secret" room also did you guys find the secret room with the backpack in it? its right past the deep water effect.
i found the backpack, yeah, and missed the rocket somehow. didn't even consider deep water.
aside from deep water and colored lighting though (both of which have minimal impact both visually and in terms of gameplay), everything else can be done in vanilla. take the ssg ambush for instance. in vanilla, make a square around the ssg thing and assign each linedef the action W1 Floor Lower to Lowest Floor. somewhere off the map, the chaingunners sit on a raised platform just big enough to fit them, and the W1 lines around the ssg are tagged to these platforms. then once the platform lowers, the chaingunners walk over a teleport line.
this may sound a little confusing on paper but if you look at some examples it should be pretty obvious.
in this map if you look at it in db, you can see all the monster teleport closets off the map. each raised platform has its own tag, and the lower sector is joined with one of the major sectors in the map so that the monsters are guaranteed to be active.
or, for another method that functions similarly, look at vanguard map02. off the map monsters are standing in front of a teleport line but can't use it because the line is raised up. once the platform gets lowered, monsters can walk over the teleport line.
also, while it may seem like a lot to take in right now, you should definitely check out this little guide sometime. the pictures in the thread no longer work, but reading all the tips posted will surely help anyway.
Last edited by Tango on 12-22-11 at 23:02
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