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Spaicrab

Enemies inside ground

Question

I've seen in some WADS certain traps where enemies kind of like raise from the ground and start attacking you, how do i replicate that in Ultimate Doom builder?
I tried searching for an answer but couldn't find anything

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If I get what you're referring to, the usual way to do it is to put enemies in a sunken pit with untextured sides so the flat graphic bleeds over and hides the pit, then have a turbo speed raise floor (use boris's solution below) linedef trigger to pop them up.

 

With boom scripting it looks like this:

 

The pit

ex1.png.c9f37baeae5c65b1f5827e483744f98b.png

 

Turbo raise floor linedef

ex2.png.61ed05d75693570a793718e2652c7f2c.png

 

Make sure you put the linedef in such a place that the player can't accidentally walk around it or trigger it inappropriately.

If you use UDMF I'm not sure what the equivalent floor action is, but it should work in a basically identical way.

Edited by BoxY

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Addendum to @BoxY's post.

UDMF works identical but instead of using generalized actions, you have to select proper predefined action (that could be anything that raises floor, example action in screenshot below).

Spoiler

FakeFloor1.png.292d83f0fb62f529349d14022b763683.png

 

Also you can create 3D floor to cover the trap, so that player can walk over the trap without noticing that there is any trap.

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5 minutes ago, BoxY said:

then have a turbo speed raise floor linedef trigger to pop them up.

 

The common technique to make them pop up instantly is to use one of the "floor lower to highest floor" actions (19, 45, 83, 102). This utilizes a quirk in the engine that immediately raises the floor.

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1 minute ago, boris said:

 

The common technique to make them pop up instantly is to use one of the "floor lower to highest floor" actions (19, 45, 83, 102). This utilized a quirk in the engine that immediately raises the floor.

 

Aha, I knew I was forgetting something, thanks.

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19 hours ago, BoxY said:

Make sure you put the linedef in such a place that the player can't accidentally walk around it or trigger it inappropriately.

What usually happens is that the trap is visible from a distance due to rendering glitches, especially in ports like ZDaemon, and the player can simply turkey shoot/rocket-rape the sunked monsters before coming anywhere near triggering distance. Literally like shooting fish in a barrel. Even if it's not visible, usually in ports with freeaim you can still do rocket/splash-damage rape from afar if you know where the traps are.

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1 hour ago, Maes said:

Even if it's not visible, usually in ports with freeaim you can still do rocket/splash-damage rape from afar if you know where the traps are.

If you do play wads like this, you have nobody but yourself to blame.

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30 minutes ago, ViolentBeetle said:

If you do play wads like this, you have nobody but yourself to blame.

...said no ZDaemon Survival mode player ever.

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