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marky

ZDoom - Deep Water

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Hi all!

I'm building my first map with ZDoom-Special-Effects.
I'm using Doombuilder.
Now, I want to make a deep water sector, where you can "dive" in.

How do I make this? I found a "Deep Water Thing" in the Things List but don't know how to use it.

I searched for a tutorial in the net, but didn't find, what I need. Somewhere there was referred to a "Transfer Heights Special", but I couldn't find this special in Doombuilder.

Does somebody have a link to a tutorial for ZDoom Newbies? How to work with all the special effects?
Or can somebody help me with this special problem?

Thanks alot.

Marky

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weeeell.... I finally found the solution in this form.
Nervertheless, I would like to have a tutorial where all these effects are explained.

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marky said:

... I would like to have a tutorial where all these effects are explained.

Rick Clark's excellent tutorial can be found in the ZDooM Tutorial on Deep Water. His other tutorials can also be found in the ZDooM Tutorials of ZDooM's official site.

(Incidentally, the tutorial explains one of the ways in which deep water may be implemented. There is another method, similar to the one used in Duke Nukem 3D, where the player is seamlessly teleported to an underwater sector.) An example of this may be found in this map and others.)

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Rick Clark's tutorials are kind of old and they don't cover the "Deep Water Thing", follow his tutorial on "Deep Water" and stick the thing inside the control sector. I just remember that from when I read the tutorial.

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I know of 3 example pwads, which describe the deepwater effect quite well.

The first is by Randy Heit:

http://www.zdoom.org/files/examples/waterteleport.zip

Not only is this an example of deepwater, but also an example of "Eyes above/below Fake Floor", which is used here for interconnecting 2 areas with an underwater area.

The second is by Enjay:

http://members.tripod.co.uk/Enjay001/pool1.zip

Again with "Eyes above/below Fake Floor", but this time only transporting between 2 areas, including an adjacent room.

The third example is by myself:

http://www3.telus.net/WAFRA/SLIME3.WAD

This is a straight forward "Transfer Heights" only. For a change of pace, this pwad includes BOUNCY's "Bouncy of Doom". Hint: Use 'God' mode. :-)

I would suggest to draw out a side view of the sectors, to visualize how the Control_Sector meshes with the Real_Sector. Other information can be found here:

http://zdoom.doomworld.com/reference/act_misc.html#Transfer_Heights

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Kappes Buur said:

The second is by Enjay:

http://members.tripod.co.uk/Enjay001/pool1.zip

Again with "Eyes above/below Fake Floor", but this time only transporting between 2 areas, including an adjacent room.


You may have difficulty getting that file with a direct link. Lycos/Tripod has routines to prevent hot linking. If the link doesn't work, go to

http://members.lycos.co.uk/Enjay001/

And scroll down to the fourth file on the list.

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