vdgg Posted May 24, 2014 I thought the secret megasphere trick in STRAIN MAP06 was clear to me. There are three linedefs, 1320 1322 1319, close one to another that act as S1 switches. Pressing use once lowers floors below the player, doing it another time opens a door around the switch, revealing two sergeants and a pillar, pressing the 3rd time lowers the pillar, revealing a megasphere. But. How on earth the switch texture turns from red to green light, then to red light? Attached is my replica which doesn't work. *** PLS MAKE A COPY STRAIN.WAD if you want to do what I did *** Now, using the original WAD, if I change the texture of linedef 1320 from sw1comm to something else and back to sw1comm, using doom builder 2, it doesn't work!!! This is probably something easy but I've no idea how it worked.replica.zip 0 Share this post Link to post
traversd Posted May 24, 2014 I recall someone (Essel?) mentioning multiple sidedefs to the same linedef to increase scroll speed in Vanilla. Maybe something like that? 0 Share this post Link to post
plums Posted May 24, 2014 Haven't looked at it yet, but from your description it sounds like a trick done with two linedefs referencing the same sidedef, like the fast scrollers in Plutonia and elsewhere. Can't really accomplish that in DB if that's the case. Will take a proper look later if someone else doesn't confirm that that's what is going on. 0 Share this post Link to post
vdgg Posted May 24, 2014 Ah OK travers and plums are right. DB2 sorts sidedefs numbers so they don't overlap. In "real" STRAIN.WAD three linedefs have the same front sidedef number, DB2 doesn't show that. I don't know what fast scrollers are, but I consider my doubt solved. Thanks! 0 Share this post Link to post
plums Posted May 24, 2014 Fast scrollers: check out the face textures behind the chaingunners here, on Plutonia MAP05 All the linedefs have the "scroll texture left" action, but they reference the same sidedef. As a result the texture scrolls much faster than it would normally. 0 Share this post Link to post
Memfis Posted May 24, 2014 Yeah, some cool unique tricks are possible with editing sidedef references. I once made a test Boom map where you see midday sky at first, then you press a switch and suddenly it's night. For that I replaced one pair of switch textures with two different sky textures. Then I placed a passthru switch linedef that had those skies as upper textures (not visible) right before the other switch, so the player would always press them both thanks to the passthru flag. And finally, I "connected" the hidden switch to a sky transfer linedef via sidedef references, so pressing it would change the texture that gets transferred to the sky. Too bad this can't be done in Doom Builder so not only you have to use something else (I usually edit sidedef refernces in XWE), but if you resave the map in DB after, the magic will be gone. 0 Share this post Link to post
Gez Posted May 24, 2014 Memfis said:I once made a test Boom map where [...] I "connected" the hidden switch to a sky transfer linedef via sidedef references, so pressing it would change the texture that gets transferred to the sky. That's an MBF map then. 0 Share this post Link to post
Graf Zahl Posted May 24, 2014 Memfis said:the magic will be gone. It will also be gone in ports which uncompress the sidedefs. So this kind of effect will most likely never be seen by many players. 0 Share this post Link to post
TimeOfDeath Posted May 24, 2014 Graf Zahl said:It will also be gone in ports which uncompress the sidedefs. So this kind of effect will most likely never be seen by many players. So, "DOES NOT WORK IN UNINTENDED SOURCE PORT" then? 0 Share this post Link to post
Gez Posted May 24, 2014 TimeOfDeath said:So, "DOES NOT WORK IN UNINTENDED SOURCE PORT" then? Yes, but alsoGez said:That's an MBF map then. "DOES NOT WORK IN INTENDED SOURCE PORT" too. 0 Share this post Link to post
traversd Posted May 25, 2014 What editors allow referencing multiple linedefs to the same sidedef? Or do you need to manually edit a lump? 0 Share this post Link to post
esselfortium Posted May 25, 2014 traversd said:What editors allow referencing multiple linedefs to the same sidedef? Or do you need to manually edit a lump? DeepSea can do it. 0 Share this post Link to post
Memfis Posted May 27, 2014 I just played MM22 and seems like it uses this too in the magical barrier area and at least one other place (try searching for linedef tag 10 and then 31). Pretty neat effect. 0 Share this post Link to post