Bastet Furry Posted January 23, 2009 What would you use for door tracks in a marbled demon fortress? The normal DOORTRK looks just wrong and i cant think of a good substidude. 0 Share this post Link to post
Technician Posted January 23, 2009 I got to the point where I just made a solid black door track. I made it for wolf themed maps but find it works well with areas that don't fit the default. 0 Share this post Link to post
Use Posted January 23, 2009 If the doortrak is 16 pixels wide, use SUPPORT3 x-offset 24. Or 4...if you're weird. 0 Share this post Link to post
Kyka Posted January 23, 2009 This would depend on what other textures you are using besides the marble textures. The two main 'themes' I have seen that work well with marble are either blood theme, or rusted metal theme. If using rusted metal, textures like 'METAL' work well. (If the door is narrow, you could even use 'TEKGREN4', offset a little.) If the theme is Marble/blood, then there is the usual BFALL1-4 or SP_HOT1, or even SKY_3 if the door is not too high (otherwise you get the mountains showing through.) 'Course, the simplest option if nothing else works is to have no doortracks at all, and just use the same marble texture/s as used around the door. 0 Share this post Link to post
Macro11_1 Posted January 23, 2009 Well athletically speaking you could try thinking of how a door would function in a place made of marble in the first place. Personally I would make a square nitch in the wall where the door could slide and have wood or metal back there. It would show that the whole place is not made out of solid marble, but rather just overladed with marble slabs, thus allowing you to later put in some "incomplete" sections that feature dirt and wood and open ceilings. Just an idea :P 0 Share this post Link to post
Ralphis Posted January 23, 2009 Use3D said:Or 4...if you're weird. Hey :\ EDIT: Oh wait that's support2 i do that for 0 Share this post Link to post
Bastet Furry Posted January 23, 2009 Thanks, i will try them all out, SUPPORT3:x24 seems to look nice for those big doors. I myself have even another idea: "lower to nearest floor once" Then i could go without tracks and it would look more or less realistic, but then the door couldn't close. 0 Share this post Link to post
Jodwin Posted January 23, 2009 Bastet Furry said:I myself have even another idea: "lower to nearest floor once" Then i could go without tracks and it would look more or less realistic, but then the door couldn't close. Use lifts. :P 0 Share this post Link to post
Creaphis Posted January 23, 2009 But then you lose that nice stoney rumble. If this is for Boom, lowering the door could trigger a doll to raise it again after a fixed interval. 0 Share this post Link to post
Enjay Posted January 23, 2009 Ralphis said:EDIT: Oh wait that's support2 i do that for Same principle. The spacings and offsets are much the same. Creaphis said:But then you lose that nice stoney rumble. If this is for Boom, lowering the door could trigger a doll to raise it again after a fixed interval. And if it's for Zdoom, you can define a new stoney rumble sound squence and apply it to any door, lift or platform you like. 0 Share this post Link to post
Ichor Posted January 23, 2009 Use3D said:If the doortrak is 16 pixels wide, use SUPPORT3 x-offset 24. Or 4...if you're weird. I usually break it up into two 8 unit lines. Then offset the right one -8. You'll end up with this: 0 Share this post Link to post
Bucket Posted January 23, 2009 How about separating the door from the frame entirely? Leave about 4-8 units of space. Just a thought. 0 Share this post Link to post
Dutch Doomer Posted January 24, 2009 I use the doortrak texture, they do the job just fine. 0 Share this post Link to post
iceman57 Posted January 24, 2009 Bastet Furry said:What would you use for door tracks in a marbled demon fortress? The normal DOORTRK looks just wrong and i cant think of a good substidude. Some custom old styled mechanism may fit ?... 0 Share this post Link to post
Jodwin Posted January 24, 2009 Creaphis said:But then you lose that nice stoney rumble. If this is for Boom, lowering the door could trigger a doll to raise it again after a fixed interval. Sound replacements. 0 Share this post Link to post
iceman57 Posted January 24, 2009 http://www.therecordist.com/assets/sound/mp3/Door_Vault_Large_SE.mp3 Already used in the past, fit well 11 KHZ conversion... Just a note regarding timing, no doors over 128 pixel height or audio synchronisation fails. This one can fit too... http://www.therecordist.com/assets/sound/mp3/Door_Lrg_Roll_Metal_SE.mp3 0 Share this post Link to post
Torn Posted January 26, 2009 I just use METAL, if it is 16 units wide. Heh, maybe I am too classic but I don't really see a problem with doortrak in some hellish maps. Id used that as well, it depends on the map. 0 Share this post Link to post
Bastet Furry Posted January 26, 2009 I have used SUPPORT3, even with the dungeon part of the map. I hope i can find a good mix of (classic RPG style-)puzzles and fights and that UV is realy UV and not just a walk in the park. ;) If someone wants to do a test run and tell me what i need to do, drop me a PM and i send the map in its current form. CodeImp: If you read this, please give DB2 a note function so that i can leave "note-items" (much like the 3d mode thing) in my maps. 0 Share this post Link to post
Reisal Posted January 31, 2009 As Torn said, I would use the METAL texture since it fits the theme better than the standard DOORTRAK/DOORSTOP textures that are commonly used. But again, it's personal preference since I just use DOORTRAK myself. 0 Share this post Link to post