Baron69 Posted September 21, 2003 Picture this: I'm taking level 1, level 7, and level 32 and interchanging them in the same level. I've edited the tags and such so none of that get screwed up. I want to make a hallway to go from area to area, but each time I do that, when I test it with zdoom, (I dont know how to explain this so bear with me...) when I back into the hall from say, the doubleshot gun room of level one(you know the room just past the chaingun) the floor and ceiling textures of that room never seem to end. its an infinate blue floor and white ceiling. If you dont know what I'm talking about, I'll post a screenshot. Also be aware that I'm a newbie so that could explain a lot:) Any help would be apreciated. Edit: Drat! Can't attach 0 Share this post Link to post
5hfifty Posted September 21, 2003 Check if all the lines are referencing the right sector. You can tell if they're not by highlighting a sector and seeing if some lines don't get highlighted. 0 Share this post Link to post
The Ultimate DooMer Posted September 21, 2003 Not always - if the 2 references on a linedef are simply the wrong way round, then highlighting them will make them seem normal. Use the error checker to look for unclosed sectors. 0 Share this post Link to post
Baron69 Posted October 5, 2003 Well I figured out how to COMBINE two rooms and not have that problem, I used DEEPsea(I LOVE THAT EDITOR!) One all around WAD question: Does anyone recall a custom level somewhere out there that involved a huge long hallway with cyber demons trapped in 'cages' like a prison only to fire at you as you crossed it? Kinda like in zelda link to the past with the eye beams. Anyways I want to recreate that effect but I can't seem to get it right. You guys are awesome, thanks! 0 Share this post Link to post
The Ultimate DooMer Posted October 5, 2003 Aloha 999? edit: actually, that has a big outdoor area with cages like that, and a long hallway with a caged cyber at the end (both in E2M4), but similar effect anyway. 0 Share this post Link to post