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BadCompany

Like the original MAP08

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When I played original DooM Map 08, so I had to kill monster for opening doors and exit.

How did this?

Because I would build same effect in my map.

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I'm assuming you mean the lowering walls at the end of E1M8 when you kill the two barons?

That's a special sector action - in vanilla Doom, this action will only work on E1M8, and it only checks to see if there are any Barons of Hell left in the map, and if they aren't, it'll lower a specific sector to ground level. For more info, check out this Doom Wiki article.

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Ooops, I mean MAP07 of Doom II (specially lower floor when Mancubi died). But is similar.

I understanding not all.
How I script this function in my map (for example own MAP31)?

Which fucntion (line) to link with Tag 666?

(I using GZdoom and DoomBuilder2)

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The map07 specials are kind of the exceptions to the rules of Doom mapping, because to use them, you don't need to tag any linedefs at all. Just give a tag of '666' to the sector that should lower when the last mancubus dies, and give a tag of '667' to the sector that should raise when the last arachnotron dies.

Note that these effects only work in maps in the MAP07 slot. On any other map, they will not work. Unfortunately, using this effect in your MAP31 is impossible in plain Doom maps.

However, there is one other effect like this that works on all maps. When the last commander keen in a level dies, all sectors that are tagged '666' will open as if they are doors, and stay open.

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You could also use map07special in MAPINFO. See here for more information.

Create a new text document (for example with Notepad) and put this in it.

map MAP31 lookup "HUSTR_31"
{
	titlepatch = "CWILV30"
	next = "MAP08"
	next = "MAP16"
	secretnext = "MAP32"
	sky1 = "SKY3"
	cluster = 9
	par = 120
	map07special
	music = "$MUSIC_EVIL"
}
Save the text file as MAPINFO.txt and import it in your wad file, just like you import any other lump.

Then do this in your map:

Creaphis
Just give a tag of '666' to the sector that should lower when the last mancubus dies, and give a tag of '667' to the sector that should raise when the last arachnotron dies.


Have fun.

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The sector that has 667 tag will raise by height of the higest texture that's on the sector walls. So if you texture the sectors walls with a texture that has height of 128, it will raise by 128.
Also the order of who you kill first doesn't matter, you can kill Arachnotrons first so a floor raises to a room full of Mancubi in your map.

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You could also use a scipt to do it.

Make a script - in Doom Builder 2 go to View and choose Script Editor....

Copy this and paste it in the window.

#include "zcommon.acs"

script 1 (void) // this script has a Script Number 1
{
      delay(35 * 3); // waits 3 seconds before lowering the sector
      Floor_LowerToNearest(1, 32); // lowers the sector tagged 1
}
Click Compile Script (A paper with yellow lightning bolt on it).

Assign the sector you want to lower a tag of 1.

Give the monster action 80:ACS_Execute. Set the Script Number to 1.

When the monster dies it will execute script 1, which lowers the sector tagged 1.

See example here: Download

EDIT:

What if you have more than one monster?

Then use this script.
#include "zcommon.acs"

script 1 OPEN
{
    While(ThingCount("Cacodemon", 2) > 0) // when all cacodemons are dead 
    Delay(35 * 3); // waits 3 seconds before lowering the sector
    Floor_LowerToLowest(1, 32); // lowers the sector tagged 1
}
}
And assign the sector a tag of 1, and all the monsters of type "Cacodemon" a tag of 2 (TID of 2).

See example here: Download

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