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sleepy_boy

Level editors

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DeePSea.

There's no such thing as an editor for 'pros', btw. Deth can do as much as Wadauthor, DeePSea, DCK, or any other editor can do and no more.

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Still, deth comes with minimal documentation and isn't a picnic to learn so it's not a beginners editor.

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Still, deth comes with minimal documentation and isn't a picnic to learn so it's not a beginners editor.


There are such things as a 'beginners' editor but not a 'pros' editor. Some editors are easier to learn than others but when it comes down to it no editor can do any more than any other, so it's a matter of preference once you already know what you're doing.

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Speaking of which, before I forget, how in the Hell do you get it to where an action happens when a certain enemy gets killed (e.g., a door doesn't open or the level isn't exited until the Cyberdemon(s) die(s))?

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Speaking of which, before I forget, how in the Hell do you get it to where an action happens when a certain enemy gets killed (e.g., a door doesn't open or the level isn't exited until the Cyberdemon(s) die(s))?


Sounds like you already forgot :p

You can only do that on certain maps with certain monsters. If you create a map that runs on e2m8 and put a cyberdemon in it, the map will end. There's no way to do that on any other Doom 1 map. It's hardcoded into the .exe.

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Sounds like you already forgot :p

Fuck you too.

What I meant when I said "before I forget", I meant "before I forget to ask".

Anywho, maybe I should elaborate more. I've played a googleplex other levels in which something was activated when an enemy was killed.

And apparently you didn't read the whole post Liam. I didn't limit my question to exiting a level. What I wanted to know was how to like, say, have a lift raise or a door open when a Baron OR Cyberdemon OR any group of enemies was killed.

For exmaple: let's say I wanted to make a level where the key to the exit door was on a small lift below the floor, but the lift wouldn't rise until the Baron(s) was/were dead, or a wall didn't lower until that happened (E1M8 anybody?).

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E1M8:
» Sector(s) with 666 tag lower to lowest height when Baron(s) are killed.

E2M8:
» Level exits when Cyberdemon(s) are killed.

E3M8:
» Level exits when Spider Mastermind(s) are killed.

E4M8:
» Sector(s) with 666 tag lower to lowest height when Spider Mastermind(s) are killed.

Map07:
» Sector(s) with 666 tag lower to lowest height when Mancubi/Mancubus'/Mancubuses* are killed.
» Sector(s) with 667 tag raise to nearest floor height when Arachnotron(s) are killed.

Mapxx:
» Sectors with 666 tag opens like door when Commander Keen(s) are killed.


(* Don't start.)

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Well, that did clear things up a bit, but I could have sworn that I've played other levels in which actions like that happened on other maps.

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Sounds like you already forgot :p

Fuck you too.

What I meant when I said "before I forget", I meant "before I forget to ask".

Anywho, maybe I should elaborate more. I've played a googleplex other levels in which something was activated when an enemy was killed.


Well what I said still applied. I was giving one of several examples.

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E1M8:
» Sector(s) with 666 tag lower to lowest height when Baron(s) are killed.

E2M8:
» Level exits when Cyberdemon(s) are killed.

E3M8:
» Level exits when Spider Mastermind(s) are killed.

E4M8:
» Sector(s) with 666 tag lower to lowest height when Spider Mastermind(s) are killed.

Map07:
» Sector(s) with 666 tag lower to lowest height when Mancubi/Mancubus'/Mancubuses* are killed.
» Sector(s) with 667 tag raise to nearest floor height when Arachnotron(s) are killed.

Mapxx:
» Sectors with 666 tag opens like door when Commander Keen(s) are killed.


(* Don't start.)


You forgot the E4M6 one, where sectors tagged 666 open like doors when the Cyberdemon(s) are killed.

'Course, you might not have gotten that far through E4M6.

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