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ClumsyCryptid

A few mapping problems

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I'm working on a map that's modeled after a dungeon from a popular MMO. So I have it mapped out about half way for the dungeon. Right now I'm having some issues. Mostly with slopes, and making a see-through passable grate.

(Grate issues: http://imgur.com/a/k5yav)

In this room it's supposed to be a cultist gathering area where theres a platform that over looks the room, with a alcove below the ledge where the player can go under, pick up some items and continue onwards. Currently instead of the player seeing through the lower grate, and the railing above they get the image above. I've tinkered, and tinkered with it and I really can't get what I want from it.

Another issue area I have is some teleporting sectors that are not working. I have them tagged, but the player runs over them without being teleported to the next room (It's a continuous staircase, currently the rooms that act as the stairwell are copy/paste, but I do plan on decorating each flight of stairs differently.) It's the Square rooms off to the left side in the middle center of the map, and the similar room attached to the top section of the level where I'm having issues.

(Map image: http://i.imgur.com/24Adnth.png)

For a condensed version there will be a video here shortly: http://youtu.be/dKPXkg6H4To


I hope I can get some help here, and one final thing.

Here's my WAD. You need Plutonia to run it.


WAD for those who want an inspection: https://www.dropbox.com/s/r76kspx7jt46fnt/SunkenTemple.wad

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GreyGhost said:

The grate issue can probably be solved with a self-referencing sector. I'll open the map later and take a look at the teleports.


Thanks.

I'm doing it in ZDoom, Doom in Hexen format for a few doors that I want to open in the same style as in Hexen. I've gotten my slopes worked out, but the silent stair teleporters are giving me some issues.

Ignore the teleport in the first room that's just a developer one I inserted to test doors in later chunks of the map. That one is purposely broken.

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In the video, the DOOM music is overpowering your commentary.

For the area with the grate, you could use 3d floors



But where exactly is the grate supposed to be?

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Kappes Buur said:

In the video, the DOOM music is overpowering your commentary.

For the area with the grate, you could use 3d floors

But where exactly is the grate supposed to be?


I'd like the grate to be below the railing.

How exactly do you do 3D floors?

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Kappes Buur said:



Exactly like that, but when I enter the game the textures are not see-thru like displayed in the editor. They're this one continuous wall of impassible, filled-with-black textures.


Thanks for the guide too. That was an easy thing to learn, and I can now do what I want to do for the outside.

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Preliatus said:

... I'm trying to do that script switching you did in the aforementioned wad, and it's not working right. =/


In what way does it not work for you?
Is it something in my example which does not work or
does it not work when you try to incorporate it into your own map?

If the latter, could you link to your map?

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Kappes Buur said:

In what way does it not work for you?
Is it something in my example which does not work or
does it not work when you try to incorporate it into your own map?

If the latter, could you link to your map?


Doesn't work when I change it to fit into my own map.

Wait... I forgot to trigger it correctly. Hurp-a-derp. My mistake. I forgot to flag it as on Player Use rather than the default player walk over.

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Double post. =X

Here is an update on my map. I still can't get the silent teleports to work, but I do think the first section of the map is done (for now). The monster placement/itemization isn't final. Though I am having some issues getting the deep water to render properly in this video.

Otherwise I'd like to know how to get that blue foggy view when underwater in some maps.

Right now I have the silent teleporters to work on, and more of the map to map out and finish, but because I work on each section piece by piece as I go this might not be the most effective way that I can do it, but it is fun.

One more thing that I didn't quite mention. How do you scale down rooms in Doombuilder/GZDoombuilder? I made the central "hub room" far too big.

So tired, forgot video link: http://www.youtube.com/watch?v=9V57Jyik168

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Preliatus said:

One more thing that I didn't quite mention. How do you scale down rooms in Doombuilder/GZDoombuilder? I made the central "hub room" far too big.

Probably the easiest and quickest way to explain this is to link to something I wrote a while ago (at the bottom of the first post). It has pictures too!

http://www.doomworld.com/vb/doom-editing/55372-my-unfinished-newbie-udmf-level-editing-guide/

EDIT: Actually this is even quicker and easier: press e.

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Melon said:

Probably the easiest and quickest way to explain this is to link to something I wrote a while ago (at the bottom of the first post). It has pictures too!

http://www.doomworld.com/vb/doom-editing/55372-my-unfinished-newbie-udmf-level-editing-guide/

EDIT: Actually this is even quicker and easier: press e.



Thank you so much. I had this one room that could fit about twenty rooms in the single sector. Now that it's smaller it's so much easier to work with.

Edit:

GreyGhost said:

The grate issue can probably be solved with a self-referencing sector. I'll open the map later and take a look at the teleports.


Any update here GreyGhost? I should probably update the map...

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From you quoting GreyGhost I guess you are still worried over the teleports.

The way you have set up those Teleport_to_Line specials is that you have mixed up some of the line references. It's not really that difficult to keep them straight.

Here is an example with your architecture:
http://www.mediafire.com/download/4hbt7fsk4z4pt3u/tele_to_line.wad
I know, terrible texturing. But it's just for showing that one really teleports to other areas.

The other thing you have to be extremely careful about is that the transition from one area to the next is believable and hopefully unnoticable. One way of doing that is by keeping the brightness of both areas low and making sure that the architectures match.

Among others, a good example is in Tormentor's tcotd2.pk3

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