SulfurOccult Posted June 26, 2005 heh, just had to show off my latest experiment. this effect works in all ports, uncluding Doom2.exe to the newbies: how do you think i did it? 0 Share this post Link to post
SulfurOccult Posted June 26, 2005 what, and throw port compatiblity down the drain? i'm just trying to show that the sky paradox trick can do some great stuff, and a lot of newer mappers don't use it much, so i show this so to inspire its use! 0 Share this post Link to post
Lutrov71 Posted June 26, 2005 I included the wink smiley next to my post to show that I wasn't being very serious... 0 Share this post Link to post
robindegen Posted June 26, 2005 i think i can do that. I'll give it a try. 0 Share this post Link to post
The Flange Peddler Posted June 26, 2005 If you've used f_sky as both floor and ceiling flats in the same sector to get that effect, which I'm assuming you probably have, then it's likely it doesn't work in doom2.exe (and some ports) without a couple of huge HOMs. 0 Share this post Link to post
insertwackynamehere Posted June 26, 2005 heh neat :) i love sky tricks 0 Share this post Link to post
robindegen Posted June 26, 2005 The Flange Peddler said:If you've used f_sky as both floor and ceiling flats in the same sector to get that effect, which I'm assuming you probably have, then it's likely it doesn't work in doom2.exe (and some ports) without a couple of huge HOMs. posibly, e1m1 has something like that where the wall is lower then the wall next to it. They gave the roof a sky texture and above that no texture. 0 Share this post Link to post
The Flange Peddler Posted June 26, 2005 robindegen said:posibly, e1m1 has something like that where the wall is lower then the wall next to it. They gave the roof a sky texture and above that no texture. That's not the same trick. The E1M1 trick doesn't use sky flats on both the floor and the ceiling of the same sector, which is done in MoD's pic and will cause HOM in doom2.exe 0 Share this post Link to post
robindegen Posted June 26, 2005 i cant get those old files to work so i cant really tell. I just know how some sourceports behave. 0 Share this post Link to post
SulfurOccult Posted June 26, 2005 The Flange Peddler said:MoD's pic and will cause HOM in doom2.exe wrong person, i'm MoP ;) actually, it will work no matter what port, so long as the player's view does not go below the paradox's floor level. (same thing with the cieling, except above). thats why i have the player on a slightly raised platform, otherwise you do see a HOM. its like this. when viewing this blank texture strait on, we see a HOM but when jumping, our view goes higher than the sector's floor, and the flat bleeds forward to fill the gap. i've tried my circular portal out in Doom 95 and it works great (though i did have to IDCLIP through the doors as its a boom format map). I included the wink smiley next to my post to show that I wasn't being very serious...oh, ok then. 0 Share this post Link to post
The Flange Peddler Posted June 27, 2005 MasterOfPuppets said:i've tried my circular portal out in Doom 95 and it works great Well that's surprising, I guess some changes must have been made in doom95. Having the sky flat as both the ceiling and floor texture in one sector causes big HOM in the original doom2.exe (try loading the map with doom2.exe or eternity to see what I mean). 0 Share this post Link to post
SulfurOccult Posted June 27, 2005 ah i see. well works fine in all non-dos ports. its a boom format anyway, you'll need legacy, boom, or zdoom to play it. 0 Share this post Link to post
blod Posted June 27, 2005 Wow! With some further tricks I can make evil smiles in the sky! THE IDEA IS MINE! MWAHAHAH111 0 Share this post Link to post
Tormentor667 Posted June 27, 2005 @Fred - The way you did it in Castle of Eternal Carrot or Vrack 2? 0 Share this post Link to post
Zorro Posted July 18, 2005 Fredrik said:That can be set up without HOM. I agree. I don't see why you can't just lower teh sky sector's floor and set it's floor and sky texture to F_SKY along with horizon walls. But then again, I only have experiance in ZDoom and don't know if it would work properly in other ports edit: I was playing around with Doom 2. I got a floating platform working :) 0 Share this post Link to post
jetflock Posted July 23, 2005 That will totally work in vanilla doom. I remember the first tricks I learned were all sky effects. I remember hacking apart the infamous cross wad, with one of the first floating platforms, to see how the author did it. 0 Share this post Link to post
SulfurOccult Posted July 23, 2005 what The Flange Peddler said is confirmed, it won't work in original doom (i.e. DOS versions). Doom 95 works fine though. 0 Share this post Link to post
Martens Posted July 27, 2005 Mh, my first map is somewhat close to completion, my second map will include this type of thing for sure (The first one is indoors anyways >_>) 0 Share this post Link to post
troutisyourmaster666 Posted July 27, 2005 That's pretty cool. I'm easily impressed though and I'm also not a mapper. I just play Doom. But it's still cool. 0 Share this post Link to post
doom2day Posted August 3, 2005 All you need is some bridge objects and a teleport and voila! you have a oneway ticket to hell! 0 Share this post Link to post
jetflock Posted September 14, 2005 sky sectors can always be moved down giving architectural linedefs the appearance of a "lower roof" as long as the sector surrounding said sector also uses the doomsky flat. when you use this in conjunction with invisible floors you can create lots of weird stuff in vanilla doom. 0 Share this post Link to post
Chainsaw Posted September 14, 2005 Im using this effect in part of my new map. By using sloping floors you can actually make a platform appear to be higher than you are, but dont let the players POV able to look "underneath" the floating platfor els the illusion doesnt work. 0 Share this post Link to post
SulfurOccult Posted September 14, 2005 sky paradoxs are quite nice when combined with slopes, i think. things like ribbed cielings, and such, i like it. 0 Share this post Link to post
Manc Posted September 15, 2005 http://mike.mancubus.net/images/oblivion/DOOM0023.png There are 4 instances of it here. 0 Share this post Link to post
KwadDamyj Posted September 15, 2005 I humbly apologize for being a complete n00b, but what is the sky paradox? 0 Share this post Link to post
SulfurOccult Posted September 15, 2005 its basically when you have two adjacent sky ceilinged sectors with a height differece, and no upper texture defined. the player isn't able to percieve any differance between the ceilings in-game, making it possible to create some very 3d looking stuff. 0 Share this post Link to post