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AirPirate

Mysterious Nonexistent Secret

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Hey all. Scott Here.

I made a doom wad for a quick Youtube video a while ago. It's a level that shouldn't take 2 minutes even on your first playthrough. It's a single level, very small, y'know, just a quick throwaway gag. The problem with it is, upon completing the level it says I got 25% secrets... Even though I've only added one on the whole map.

Now believe you me. I've googled this to hell and back, and have come up empty every time. No one seems to have this problem apparently.

The only secret on the map (to my knowledge) is a overcharge pick up in an area directly behind the player spawn you can crouch through a vent to get to.

Of course, because of the reliance on crouching and jumping (on a table to get the yellow keycard), this wad is best played on GZDoom. If anyone can open it up in UDB and find if I've accidentally added secrets or can tell me how to see what is and isn't counted as a secret it would be greatly appreciated.

 

Here's the wad itself.

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In UDB, when a thing is added to the map, it retains the flag configuration of the previous thing that was added. So after you added your secret soulsphere you likely added a pinkie and two imps nearby without realizing they would also have the secret flag set. Another common way of accidentally adding secret sectors is to split a secret sector into multiple sectors without removing the "secret" property from the newly formed sectors.

 

If you need to find all secret sectors or things in a map, you can go to Mode -> Find and Replace, then look for Sector Effect "1024" or Thing Flag "countsecret". 

 

A few sidenotes (I know it's a quick throwaway level, so if you're not in the market for mapping tips, just ignore the following):

Spoiler

 

  • Considering your secret room contains other items too, would it make more sense to mark the sector itself secret instead of one of the items inside?
  • The first two doors each have one of their side tagged 1 for some reason. In UDMF, lines only need tags if they're being targeted by other actions. This in contrast to vanilla/Boom/MBF etc. where tagging a line is the only way to connect its action to a sector.
  • Said door actions also have different delays set to them (door delays are seemingly all over the place across the map).
  • The yellow key door has a delay, but is not set to repeatable and cannot be opened from the backside. The latter is fine because you can still exit the level, but if you open the door and proceed to go elsewhere instead, you won't be able to exit the level after it closes.
  • Regarding doors and tagging, all your door actions have the target sector tag set to 0. While in (G)ZDoom this will work just fine (it'll understand you're trying to open the sector behind the linedef) and does reduce the number of tags you need to use overall, it's (in my personal opinion) not a good practice. Explicitly connecting your actions to the affected sectors via tags communicates intent much better than leaving them untagged. Besides, this only works in very specific circumstances with specific line actions, and can have some funky effects in other mapping formats. Also, accidentally pointing the front side of the linedef the wrong way can make the sector behind the door act as the door.

 

 

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14 hours ago, Aurelius said:

A few sidenotes (I know it's a quick throwaway level, so if you're not in the market for mapping tips, just ignore the following):

  Reveal hidden contents

 

  • Considering your secret room contains other items too, would it make more sense to mark the sector itself secret instead of one of the items inside?
  • The first two doors each have one of their side tagged 1 for some reason. In UDMF, lines only need tags if they're being targeted by other actions. This in contrast to vanilla/Boom/MBF etc. where tagging a line is the only way to connect its action to a sector.
  • Said door actions also have different delays set to them (door delays are seemingly all over the place across the map).
  • The yellow key door has a delay, but is not set to repeatable and cannot be opened from the backside. The latter is fine because you can still exit the level, but if you open the door and proceed to go elsewhere instead, you won't be able to exit the level after it closes.
  • Regarding doors and tagging, all your door actions have the target sector tag set to 0. While in (G)ZDoom this will work just fine (it'll understand you're trying to open the sector behind the linedef) and does reduce the number of tags you need to use overall, it's (in my personal opinion) not a good practice. Explicitly connecting your actions to the affected sectors via tags communicates intent much better than leaving them untagged. Besides, this only works in very specific circumstances with specific line actions, and can have some funky effects in other mapping formats. Also, accidentally pointing the front side of the linedef the wrong way can make the sector behind the door act as the door.

 

 

Appreciate it anyway dude. ^ ^

Thanks!

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Three of your monsters have carried over the Secret tag after you set up your secret item:

image.png

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