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Lezuum

Spawn in Monsters?

Question

Hi, could use your help again.

 

Using Doombuilder 2 and trying to find a way to spawn in Monsters (when player walk over a linedef or press a key)

 

(DOOM2 Format).

 

I've read some tutorials here, but I guess something is missing in my Doombuilder.

 

In Editor -> Things, I have only one point, that is "Camera".

 

I don't have a "Spawn Thing" or any "summon"-thing (or am I blind?).

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With DOOM2 format you would need to spawn in monsters by making them walk across a Teleporter linedef. Usually you would make a monster closet outside the playable area of the map, and have a wall preventing the monsters from crossing a teleporter linedef in the closet, until the player triggers that wall in the closet to lower at a certain point.

 

The monsters must have been alerted (since they cannot see you, alerted by sound) in order to begin walking, so you can either make a narrow "sound tube" that physically connects the monster closet to a sector where the player will fire, or you can join the sectors with J in Sector Mode, so that one sound in either sector will startle monsters in both.

 

Monsters are programmed to walk towards the player, so it's a good idea to have the teleporter linedef in your closet in the direction that the player will be from the monsters. You could have multiple teleport lines to catch more monsters.

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27 minutes ago, Lezuum said:

In Editor -> Things, I have only one point, that is "Camera".

 

I don't have a "Spawn Thing" or any "summon"-thing (or am I blind?).

 

Uh, the Doom works is different here.

 

Actually, there are FEW types of monster "spawn". But the easiest one is what you can see in Doom 1/Doom 2.

 

Check, for example, E1M9 map from Doom in Doom Builder. The rocketlauncher monster spawn is the typical example of Classic Monster Spawn here.

 

If you need a Doom 64 style spawn...oh, it's a different beast and you need to use some ACS. But I suppose you're newbie in mapping, so I won't recommend to start with such pro mapper things.

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19 minutes ago, Dexiaz said:

 

Uh, the Doom works is different here.

 

Actually, there are FEW types of monster "spawn". But the easiest one is what you can see in Doom 1/Doom 2.

 

Check, for example, E1M9 map from Doom in Doom Builder. The rocketlauncher monster spawn is the typical example of Classic Monster Spawn here.

 

If you need a Doom 64 style spawn...oh, it's a different beast and you need to use some ACS. But I suppose you're newbie in mapping, so I won't recommend to start with such pro mapper things.

 

is it very complicated?

 

could I just copy and paste the code?

 

Is there an upgrade or patch for Doombuilder that would add more Edit-things?

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That was fast!

 

thank you very very much! I'll try it later this day!

Edited by Lezuum

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2 hours ago, Dragonfly said:

Slapped a quick guide together for you:

 

 

 

sorry for the new reply,

wanted to quote it in my reply above " - -

 

thank you for the fast help!

 

Is it different in the Ultimate Doombuilder?

 

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9 hours ago, Lezuum said:

Is it different in the Ultimate Doombuilder?

 

 

No, this is how we've done it in all versions of Doom Builder. 👍

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On 10/23/2022 at 7:23 AM, Lezuum said:

Is it different in the Ultimate Doombuilder?

 

 

Usually when its done in DB2, its doable in newer iterations (DBX, GZDB, UDB, etc.), but even then, this is a technique done even by Id Software themselves.

 

Also, make sure you mark a best question so that way people know there was already an answer, almost double answered after the other guy :)

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