esselfortium
Senior Member

Posts: 1625
Registered: 01-02 |
Okay, so in this post I'm going to put some stuff that should help you guys out.
1) When mirroring your maps to create the other team's base, you want to go into Doom Builder's Configuration dialog (fit F5, or look in the Tools menu), and do the following:
- Disable "Adjust pasted sectors to correct relative heights" in the Editing tab
- Enable "Copy effects and tags when pasting" in the Editing tab
This will hopefully prevent Doom Builder from messing with your floor and ceiling heights when you mirror the map. If you have any linedefs or vertices really really close to each other (like, 1 unit or less), it might merge them when pasting (I'm not sure). You might want to check the Edit menu to see if there's anything to Undo, other than the actual paste. If you use SLADE normally, I would recommend using Doom Builder for flipping your map. Trust me, it's much less likely to screw your lines up.
2) Rotate the map 180 degrees instead of using horizontal or vertical flip. This way, all the texturing and stuff should remain aligned correctly.
3) To easily change all your red/blue textures for the opposite team's base, follow these steps in Doom Builder:
- Drag to select the base you want to change the colors in.
- From the Edit menu, select "Find and Replace...", or press Ctrl+H.
- Select the "Linedef texture" option from the search type pulldown menu.
- Be sure that the "Within current selection" and "Replace only (no select)" checkboxes have been checked!
- Click the [...] button next to the "Find what:" text box. It will bring up all the textures currently used in your map. Pick the first red/blue team-colored one in the list.
- Click the [...] button next to the "Replace with:" text box, click on the same texture in the list, and then press tab. From there, you should be able to easily find and pick the opposite-colored version of that texture.
- Rinse and repeat until you've finished replacing all the team-colored textures, then do the same with the "Sector flat" search type.
- Unless you did something horribly wrong, you're done!
4) If you're not using Doom Builder, or if you're too lazy or stupid to install the provided Odamex config, here are the thing types you need to know:
5080 Blue Team Player Start
5081 Red Team Player Start
5130 Blue Flag
5131 Red Flag
5) Probably at least half of you haven't read the rules carefully enough. Go do it right now, I'm not kidding.
6) If a layout seems like it's not going to be fun to play, don't claim it for detailing. Don't just pick the first map you see, actually try to make sure it's something worth playing first. Similarly, if you won't be able to do a good job of making maps look good, detailing is probably not the job for you. Do the best job you can to meet the standards set by 32in24-5. Insanely high sector count is not required, but make it look good.
7 I've included a ton of skies in the resource wad, including a bunch of new recolors I made of Doom skies and cool stuff like that. To set a sky for your map, you'll have to use the MBF sky transfer line, special 271. Here's how:
- Create a dummy sector outside of your map.
- Give one line of that dummy sector line special 271.
- Set the line's upper texture (yes, upper texture) to the sky texture you want to use.
- Give the line a sector tag, and tag all sky-ceiling areas of your map with the same number.
- If you need to use multiple tags in outdoor areas, for lifts or whatever, you'll need to split your sky-transfer line into one line for each number and tag them accordingly.
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Last edited by esselfortium on 04-06-08 at 06:07
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