Andrea Rovenski Posted December 19, 2010 I have a cave map in which the ceiling is caving in, so I set a linedef to trip the cave in with the following arguments: 43: Ceiling Crush Once Sector tag: 2 Movement Speed: 3 Damage: 155 Crush mode: 0 Argument 5: Blank But it stops 8 height above floor, and it doesn't make it look much like a cave in if there's space underneath. Help? 0 Share this post Link to post
Quasar Posted December 19, 2010 Manhunt21 said:But it stops 8 height above floor, and it doesn't make it look much like a cave in if there's space underneath. Help? I'm afraid that's an intentional feature of the line type, as the original vanilla floor and ceiling types that descend all the way to the floor or ceiling will trap you forever in a world of HOM, as they push your view point up into the ceiling. The Hexen crusher types were adjusted to avoid this precise issue by not moving all the way to the opposing surface. 0 Share this post Link to post
Graf Zahl Posted December 19, 2010 Manhunt21 said:I have a cave map in which the ceiling is caving in, so I set a linedef to trip the cave in with the following arguments: 43: Ceiling Crush Once Sector tag: 2 Movement Speed: 3 Damage: 155 Crush mode: 0 Argument 5: Blank But it stops 8 height above floor, and it doesn't make it look much like a cave in if there's space underneath. Help? If you use ZDoom, set crush type 2 and you get Hexen's behavior. 0 Share this post Link to post
Andrea Rovenski Posted December 19, 2010 So There's no way to make it go all the way down? I guess I can make the floor dip. 0 Share this post Link to post
Graf Zahl Posted December 19, 2010 Yes, there is, but you need a post 2.5.0 ZDoom for that. That feature was only recently added. 0 Share this post Link to post
40oz Posted December 19, 2010 Manhunt21 said:So There's no way to make it go all the way down? I guess I can make the floor dip. Doom 2 MAP04 The Focus evades that in the situation with the opening/closing shutters with the shotgun guys behind it by making the floor 16 units lower than the surrounding floor. the walls of the sector are untextured so that it appears to be the same height as the surrounding floor and the crusher closes completely 0 Share this post Link to post
Graf Zahl Posted December 19, 2010 That's the repeating crusher. But that trick won't help much if the player can enter such a sector. 0 Share this post Link to post
purist Posted December 19, 2010 But the crusher floor can still be lower. The step would just need to be textured. 0 Share this post Link to post