Ouchface
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 > Doom Sector Type/Effect 14
 
Author
All times are GMT. The time now is 15:16. Post New Thread    Post A Reply
hawkwind
Member


Posts: 268
Registered: 04-04


Does sector type 14 actually work ?

DoomBuilder and Slade states it as Door Open Stay ( after 300 sec )

Deepsea states it as LikeADoor Close 5 minutes after Start

clearly these two are quite the opposite.

And THIS which states ... 14 Sector opens, waits 4 seconds, and closes 5 minutes after player starts level ..... different again.


I have done some experiments and cannot get anyone of them to work as stated.

Has anyone got doom sector type 14 to work, and if so, its correct function ?


...... YES, I should have used the search function ..... :/

Last edited by hawkwind on 04-26-08 at 06:33

Old Post 04-26-08 01:31 #
hawkwind is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
patron mod of ugly ducklings and black sheep


Posts: 10410
Registered: 04-02


Those descriptions are rather sketchy although they might all be pointing to the same idea, but in any case it's a door that opens after 5 minutes. It has previously been discussed here.

Old Post 04-26-08 01:47 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
hawkwind
Member


Posts: 268
Registered: 04-04


Upon further experimentation I can confirm that this one is correct ...

Sector type 14 - Door opens 5mins after start, wait 4 seconds, Close.

Update editor configs accordingly.

Old Post 04-26-08 02:43 #
hawkwind is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1296
Registered: 10-05


Yeah, it's a door that opens and closes at the 5 minute mark. It's used to interesting effect for a secret in one of the earlier Eternal Doom levels, and in Congestion 64. I've also been confused by the Doom Builder description for it, but I'm not surprised that it's wrong there, as this sector type is used even more rarely than reject effects.

Old Post 04-26-08 04:52 #
Creaphis is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
hawkwind
Member


Posts: 268
Registered: 04-04


I don't know if anyone has done it, but I think one good way to use this sector type is to have the door already open at the start of the level ; this gives the player 5 minutes to get to the area past the door before it closes.

Old Post 04-26-08 06:06 #
hawkwind is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Searcher
Senior Member


Posts: 1169
Registered: 05-01


Might be interesting to use it on a monster cache to have a more or less random teleport into the map.

__________________
Happiness is a warm SSG ;)

Old Post 04-26-08 15:48 #
Searcher is online now Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1296
Registered: 10-05


Interesting thought. You could even use that effect to release monsters later than the 5 minute mark by putting the ceiling height of your type-14 door sector miles below the floor.

Old Post 04-26-08 19:51 #
Creaphis is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Megaz
Mini-Member


Posts: 77
Registered: 04-08


That effect could be used to emulate a sort of 'invasion': Monsters come at the 5 minute mark giving the feeling they've been 'travelling' down to kill you, and have taken time to get there.

Old Post 04-27-08 13:25 #
Megaz is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
LogicDeLuxe
Member


Posts: 363
Registered: 08-03



Creaphis said:
You could even use that effect to release monsters later than the 5 minute mark by putting the ceiling height of your type-14 door sector miles below the floor.
With doors miles below the floor, you also could delay monsters for shorter periods than 5 minutes as well by just using a regular door which monsters can open.

Old Post 04-27-08 14:34 #
LogicDeLuxe is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
RjY
anARCHy


Posts: 350
Registered: 05-02


The problem with all this is that players progress round maps at different rates. It's always better to trigger off your trap or whatever when the player reaches a certain point.

One particularly egregious example is CC2 map15. This has a bunch of numbered switches you can press in any order. and three huge monster teleporters. Instead of triggering the traps when the player has pressed some number of the switches, they are triggered when the game clock reaches 10, 20 and 30 minutes.

So, at one end of the extreme, you have the cc2lmps pack maxdemo, which is not a real maxdemo because

Anima Zero said in cc2lmps.zip/cc2lmps.txt
I didn't feel like going slow just so the last 2 waves could teleport in, so I just shot for 75% kills (That should be the max assuming only 1st wave teleports in).
and on the other end, you have poorly-skilled players getting overwhelmed by wave three when I-- er, I mean, they-- still haven't really finished running away from the first two...

Old Post 04-27-08 18:26 #
RjY is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1296
Registered: 10-05


Well, you can consider player speed differences by having the times different for each skill level. You make 2 more sets of all your teleport traps, but adjust them to release monsters sooner and later, and each difficulty level will only have one of these sets of traps stocked with monsters.

Old Post 04-27-08 21:28 #
Creaphis is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Nuxius
Member


Posts: 468
Registered: 02-05


Linedef action 49 is also named wrong in Doom Builder. It lists it under ceilings, when it's actually a crusher.

Old Post 04-30-08 02:51 #
Nuxius is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
hawkwind
Member


Posts: 268
Registered: 04-04



Nuxius said:
Linedef action 49 is also named wrong in Doom Builder. It lists it under ceilings, when it's actually a crusher.


Correct. I actually sent CodeImp a whole bunch of corrected DB configs in November 2006 with this actual correction ...

49 = "S1 Ceiling Lower to 8 above Floor (perpetual slow crusher damage)";

Old Post 04-30-08 07:16 #
hawkwind is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1084
Registered: 12-03


They have been applied to Doom Builder 2. And I also fixed "sector type 14" in Doom Builder 2 when I noticed this topic. Thanks!

__________________
Doom Builder 2 is coming!

Old Post 04-30-08 08:54 #
CodeImp is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
fraggle
Super Moderator


Posts: 4355
Registered: 07-00


Don't forget sector type 15 - "ammo creator". No, it doesn't work, and there's no evidence of any attempt to implement it in the Doom source.

Old Post 05-01-08 00:31 #
fraggle is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
patron mod of ugly ducklings and black sheep


Posts: 10410
Registered: 04-02


Strange, I wonder where and when they (id) said that publicly, if they did. The UDS does describe 14 pretty well, although it does not specify that the door closes.

Old Post 05-01-08 13:31 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1084
Registered: 12-03



fraggle said:
Don't forget sector type 15 - "ammo creator". No, it doesn't work, and there's no evidence of any attempt to implement it in the Doom source.

If it doesn't work, I see no reason to put it in the editor.

__________________
Doom Builder 2 is coming!

Old Post 05-01-08 13:59 #
CodeImp is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 15:16. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Doom Sector Type/Effect 14

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