flubbernugget Posted June 1, 2010 Recently I have been experimenting with Zdoom and using its many new features. The one feature that I have seen the most in popular Zdoom wads is the slope. However, I can never seem to be able to use the slope well to enhance my maps. How do you feel about using slopes in Zdoom? Are they very necessary to have in a map? 0 Share this post Link to post
Gez Posted June 1, 2010 Necessary? No. Of course not. The only thing necessary to use in a map are vertices, linedefs, sidedefs, sectors, and a player start. Here's a partial tutorial for slopes. http://zdoom.org/wiki/Using_slopes It's partial because, well, it's just one type of slopes and there are others. 0 Share this post Link to post
40oz Posted June 1, 2010 flubbernugget said:However, I can never seem to be able to use the slope well to enhance my maps. I don't think anyone can. 0 Share this post Link to post
Enjay Posted June 1, 2010 40oz said:I don't think anyone can. Just because you don't like them. :P An example of an excellent WAD with slopes forming a natural part of the architecture. http://www.doomworld.com/idgames/index.php?id=15409 And if most of the slopes in this WAD were replaced with flat sectors they would, IMO, look much worse than the slopey goodness that they currently have. 0 Share this post Link to post
Gez Posted June 1, 2010 Meanwhile, in an alternate universe... Wodjin said:30ml said:nubberflugget said: Recently I have been experimenting with Ydoom and using its many new features. The one feature that I have seen the most in popular Ydoom wads is light variation. However, I can never seem to be able to use light variation well to enhance my maps. I don't think anyone can. Ditto. 0 Share this post Link to post
esselfortium Posted June 1, 2010 Ugh, you guys and your angled walls. Back in my day we didn't have angled walls *or* height variation, and we liked it! Next thing you'll be expecting to put textures on the ceiling or something similarly ridiculous. 0 Share this post Link to post
40oz Posted June 2, 2010 EarthQuake said:image Why would you want to fight monsters on terrain like that? 0 Share this post Link to post
bgraybr Posted June 2, 2010 40oz said:Why would you want to fight monsters on terrain like that? It would be a nice change, I think its fun to fight enemies in unusual levels. 0 Share this post Link to post
Nuxius Posted June 2, 2010 EarthQuake said: http://local-static4.forum-files.fobby.net/forum_attachments/0018/7299/SkiRage.png 0 Share this post Link to post
EarthQuake Posted June 2, 2010 40oz said:Why would you want to fight monsters on terrain like that? And Nuxius said:Stuff. This. 0 Share this post Link to post
Gez Posted June 2, 2010 Why wouldn't you want to fight monsters on terrain like that? 0 Share this post Link to post
Nuxius Posted June 2, 2010 @EarthQuake - I do hope you plan to release this, as it would be epic. I loved playing that game back in school, screw all these other people in this thread who don't know what they are talking about. :p http://www.spriters-resource.com/community/printthread.php?tid=8939 0 Share this post Link to post
RestlessRodent Posted June 2, 2010 EarthQuake said: Is this the reason you stopped appearing on online chat rooms? Eitherway, now you have to make a map where you ski, like SkiFree! 0 Share this post Link to post
printz Posted June 2, 2010 GhostlyDeath said:Eitherway, now you have to make a map where you ski, like SkiFree! Doom Marine should. 0 Share this post Link to post
Dragonsbrethren Posted June 2, 2010 Gez said:Why wouldn't you want to fight monsters on terrain like that? Because that snow flat is way too repetitive. (The terrain itself is excellent, though. Can't say I'd want to fight monsters on it, unless there's a base or something at the bottom.) I've got nothing against slopes, provided they're used well and the end result still feels like Doom. 0 Share this post Link to post
EarthQuake Posted June 2, 2010 Some of you already guessed what the map is about, and for those who didn't, here's a hint: there are no monsters. 0 Share this post Link to post
printz Posted June 2, 2010 EarthQuake said:Some of you already guessed what the map is about, and for those who didn't, here's a hint: there are no monsters. Ah, so it's a DeathMatch map. 0 Share this post Link to post
EarthQuake Posted June 2, 2010 Nope. I'm pretty sure no one has ever made a map like it before. 0 Share this post Link to post
40oz Posted June 2, 2010 Gez said:Why wouldn't you want to fight monsters on terrain like that? Well for starters there doesn't appear to be any walls or anything anywhere, so it's pretty much impossible to place monsters anywhere on the map without them seeing you immediately. Granted that's not at fault of the slopes, however if you created completely flat ground with random ridges and stuff dotted around, the gameplay would be exactly the same. The slopes serve no purpose other than to stretch the floor texture and make the ground uneven. But since the map is apparently not for monsters anyway, it would either have to be a deathmatch map like printz said, or something that manipulates doom's original behavior to create some kind of new gamemode. 0 Share this post Link to post
esselfortium Posted June 2, 2010 40oz, re: stretching: FYI, textures on slopes being stretched to match the grid only results if you don't set custom x/y scaling on them. As such it's perfectly possible, and not especially difficult in most cases, to use steep slopes without any visible stretching. 0 Share this post Link to post
printz Posted June 3, 2010 40oz said:Well for starters there doesn't appear to be any walls or anything anywhere, so it's pretty much impossible to place monsters anywhere on the map without them seeing you immediately. Granted that's not at fault of the slopes, however if you created completely flat ground with random ridges and stuff dotted around, the gameplay would be exactly the same. The slopes serve no purpose other than to stretch the floor texture and make the ground uneven. But since the map is apparently not for monsters anyway, it would either have to be a deathmatch map like printz said, or something that manipulates doom's original behavior to create some kind of new gamemode. Do consider that slopes have a vertical component, which can hide some monsters. 0 Share this post Link to post
RestlessRodent Posted June 3, 2010 Make an ocean of slopes. As in, slopes that raise and lower in waves. Then put a boat in there and have a deathmatch on it. Then if you fall off the boat you quickly drown in the water and can barely swim in it. Until you sink to the bottom and fish start eating your corpse. 0 Share this post Link to post
GreyGhost Posted June 3, 2010 GhostlyDeath said:As in, slopes that raise and lower in waves. Nice idea, does anyone know how to make it work? My last attempt at animating sloped structures was an abysmal failure. 0 Share this post Link to post
Gez Posted June 3, 2010 ZDoom initializes all slopes during map setup, so the planes cannot be resloped during game. All you can do is raise and lower sloped sectors, not change the angle of the slopes. The main reason real-time slopes aren't supported, though, is physics. ZDoom is one of the rare ports to have implemented slope physics (Vavoom being the other one; while EDGE and Eternity have slopes that behave like flat sectors for collisions), and Randy did not want to try to figure out the changes needed in the physics code to accommodate for inclines changing in real time. Practically all source port developers dislike messing with the physics code. 0 Share this post Link to post