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TraderEddy, May 11, 2010 in Doom Editing
TraderEddy said:Do I need to edit the map in skulltag?
No. You edit a map using Doombuilder, 1 or 2, or Slade or some such. Skulltag is for playing only.
TraderEddy said:How would I make a door open automatically?
You place a linedef in front of the door with the 'Player walks over' trigger.
Tag the door sector and make the walk over door action use that tag.
TraderEddy said:Why isn't it working?
Why isn't it working?
Because .... something was done incorrectly?
Without the map you are asking for somebody to use ESP to find the trouble spot.
Have a look at this
Note: Since I do not use skulltag, this example was done for G/ZDoom in Hexen format.
can you give a link to that pwad, Mortal Conflict ?
But, off hand, I would surmise, that you are using the wrong configuration for Doombuilder.
That cluster-fuck is the result when you try to mess with Skulltag when the map format is in Skulltag: Doom format (remember, when you first started the map?)
It needs to be in Skulltag: Hexen format for you to edit properly. I remember the hours of frustration when I was looking to ST maps for guidance before I realized the problem.
Go easy on the automatic doors; they can sometimes be really annoying. ICARUS, anyone?
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