Bauul Posted August 13, 2018 (edited) I always try to include some ambient motion in my maps, I feel it helps make them feel a little more alive. Thanks to @leodoom85's suggestion, this now includes floating islands! (If anyone is wondering about the method, each island is actually two groups of sectors located in different parts of the map, a top half and a bottom half, joined by a horizontal portal which runs along the flat linedefs at the rim of each. This allows for the vertex-sloped rock shape without needing 3D floors. The top half has floor_waggle and the bottom half has ceiling_waggle applied. Textures between both are manually aligned so they look like a single object and the timing offsets matched so they move in unison). 37 Share this post Link to post
Bridgeburner56 Posted August 13, 2018 7 minutes ago, Bauul said: I always try to include some ambient motion in my maps, I feel it helps make them feel a little more alive. Thanks to @leodoom85's suggestion, this now includes floating islands! (If anyone is wondering about the method, each island is actually two groups of sectors located in different parts of the map, a top half and a bottom half, joined by a horizontal portal which runs along the flat linedefs at the rim of each. This allows for the vertex-sloped rock shape without needing 3D floors. The top half has floor_waggle and the bottom half has ceiling_waggle applied. Textures between both are manually aligned so they look like a single object and the timing offsets matched so they move in unison). Using portals for this is a very good idea. The 3d sloped floor requirements have been causing an issue with an idea I've had for ages and this could solve it. (the central piece was a floating sphere) Thanks for the tip! 3 Share this post Link to post
scifista42 Posted August 13, 2018 12 minutes ago, Bauul said: runs along the flat linedefs at the rim of each ??? 0 Share this post Link to post
Bauul Posted August 13, 2018 1 minute ago, scifista42 said: ??? It's a bit hard to see in the gif, but the top of the rock "bowl" of each island (just below the grass) is actually a ring of linedefs instead of the usual sloped flats. This ring is replicated exactly both above the sloped rock sectors and below the grass sectors, and together form a kind of cylinder along which the two groups of sectors can slide in and out of the portal without the player noticing what's happening. 0 Share this post Link to post
scifista42 Posted August 13, 2018 (edited) 7 minutes ago, Bauul said: the two groups of sectors can slide in and out of the portal Now I think I understand - the portal itself is not one of the sectors that waggle. Thanks. 0 Share this post Link to post
Bauul Posted August 13, 2018 (edited) 10 minutes ago, scifista42 said: Now I think I understand - the portal itself is not one of the sectors that waggle. Thanks. Yes exactly, the portal is in the surrounding sector (the skybox), sorry I should have made that clearer. The islands are actually gaps in the portal, with the grass above the portal and the sloped rocks below the portal. Edited August 13, 2018 by Bauul 0 Share this post Link to post
Empyre Posted August 13, 2018 @Bauul To make this even clearer, and to see whether I understand, the portals are ceiling / floor portals, not line portals? 0 Share this post Link to post
scifista42 Posted August 13, 2018 Haha, the "horizontal portal" argument again! Horizontal as in the orientation of the portal's surface, or horizontal as in the direction you see/walk through the portal? Your interpretation may vary. 0 Share this post Link to post
Bauul Posted August 13, 2018 (edited) 46 minutes ago, Empyre said: @Bauul To make this even clearer, and to see whether I understand, the portals are ceiling / floor portals, not line portals? Hah, yes, sorry, sector portals! In the editor it looks like this: The Brick11 sectors are where the portal is. The "upper" part of the portal: And the "lower" part: This is a slightly older version of the map, but the concept is still the same. Edit: I should add that the concept of splitting the entire map in two with a huge sector portal to allow for "upper" and "lower" sections was cribbed wholesale from @Dragonfly's entry to this year's Vinesauce Mapping Competition. So credit to him for the idea! Edited August 13, 2018 by Bauul 17 Share this post Link to post
DynamiteKaitorn Posted August 13, 2018 @DragonFly if there's no Pinky Demons on that map, that's a joke missed. 0 Share this post Link to post
Gaia74 Posted August 13, 2018 well The Tecnology of Kaiser is Powerful 2 Share this post Link to post
Lazorinc Posted August 14, 2018 I'm about five days late to the "make fun of the naive people" party but cursed image 1 Share this post Link to post
StormCatcher.77 Posted August 14, 2018 (edited) @Bauul, looks nice! A couple of years ago I did the same rock islands for hell location of my "Descent" map before I abandoned it: Spoiler In my version they also "float" with Floor_Waggle \ Ceiling_Waggle Ah, sorry... I see now. Edited August 14, 2018 by StormCatcher.77 2 Share this post Link to post
FluffyTowels~ Posted August 14, 2018 ? w o n g n i h g u a l s ' o h W 11 Share this post Link to post
Empyre Posted August 14, 2018 (edited) 10 hours ago, Bauul said: Hah, yes, sorry, sector portals! Edit: I should add that the concept of splitting the entire map in two with a huge sector portal to allow for "upper" and "lower" sections was cribbed wholesale from @Dragonfly's entry to this year's Vinesauce Mapping Competition. So credit to him for the idea! Thanks! If I manage to replicate this, I'll credit both you and Dragonfly in the WADINFO lump. 3 Share this post Link to post
A.Gamma Posted August 14, 2018 (edited) "Holy cow! Look like Duke Nukem! - Lo Wang" Destructible walls are one of my favorite BUILD Engine features, and you'd think doing them in GZdoom would be easy... Well, it is if you do it the simple way. Making them behave EXACTLY like in BUILD however (Like in, any explosion can trigger them, even if it comes from enemies) ,is not so much. 24 Share this post Link to post
Gez Posted August 14, 2018 (edited) Those are fun, but they look like the walls were rigged with explosives. If that's the intent, then cool; otherwise I'd expect less explosions and more rubble. How did you make them? The easiest way I can see is by using invisible dummy items with the VULNERABLE flag (but not SHOOTABLE) so that they can be killed by explosions, which trigger the wall destruction script upon death. Edited August 14, 2018 by Gez 3 Share this post Link to post
Tristan Posted August 14, 2018 (edited) Fun fact, in Duke and presumably other BUILD games, walls that exploded like that literally were rigged with explosives: you had to place canisters in mid-air where you wanted explosions to happen and then horizontally shrink them to 1px-wide so the unexploded canisters wouldn't appear. 7 Share this post Link to post
Dragonfly Posted August 14, 2018 4 hours ago, A.Gamma said: Making them behave EXACTLY like in BUILD however (Like in, any explosion can trigger them, even if it comes from enemies) ,is not so much. 1 hour ago, Gez said: How did you make them? The easiest way I can see is by using invisible dummy items with the VULNERABLE flag (but not SHOOTABLE) so that they can be killed by explosions, which trigger the wall destruction script upon death. In AtmosFear I made a destructible wall which had a 1-hp actor the other side so only damage which is caused by a blast radius (rockets) could cause it to trigger. The death of the actor ran an ACS script. 1 Share this post Link to post
Ichor Posted August 14, 2018 1 hour ago, Dragonfly said: In AtmosFear I made a destructible wall which had a 1-hp actor the other side so only damage which is caused by a blast radius (rockets) could cause it to trigger. The death of the actor ran an ACS script. I used the invisible actor with a DamageFactor of 0 except for whatever I want to use to destroy the wall (in this case, it was those Heretic pods). In this case here, you could change the damage type the rocket would do, so you could use rockets to blow up the wall, but nothing else would work, even revenant rockets (unless you change their damage type too). 0 Share this post Link to post
MTF Sergeant Posted August 14, 2018 10 hours ago, FluffyTowels~ said: ? w o n g n i h g u a l s ' o h W And the cube that he spawns is copies of Skyrim on different platforms! 1 Share this post Link to post
Gaia74 Posted August 14, 2018 The Forces Of Kaiser Fighting Some Marines PD: Find Kaiser In The Picture (Is A Bruiser Demon) 0 Share this post Link to post
seed Posted August 14, 2018 10 minutes ago, Gaia74 said: PD: Find Kaiser In The Picture (Is A Bruiser Demon) On the top of the picture in the middle, the shadowy figure in the background. 1 Share this post Link to post
KVELLER Posted August 14, 2018 1 hour ago, Gaia74 said: The Forces Of Kaiser Fighting Some Marines PD: Find Kaiser In The Picture (Is A Bruiser Demon) He isn't particularly well-hidden :P BTW, that background looks like a low-res JPG. At first I actually thought the image hadn't loaded properly yet, heh. 2 Share this post Link to post
Gaia74 Posted August 14, 2018 4 minutes ago, KVELLER said: He isn't particularly well-hidden :P BTW, that background looks like a low-res JPG. At first I actually thought the image hadn't loaded properly yet, heh. Yep, i need a better background xD 0 Share this post Link to post
seed Posted August 14, 2018 8 minutes ago, KVELLER said: that background looks like a low-res JPG. At first I actually thought the image hadn't loaded properly yet, heh. I initially thought it was the city from Duke Nukem's L.A. Meltdown. 2 Share this post Link to post
Denim Destroyer Posted August 14, 2018 I've been messing around with midtextures to create a 3D effect. I can see myself abusing this. 3 Share this post Link to post
Bridgeburner56 Posted August 14, 2018 2 hours ago, KVELLER said: He isn't particularly well-hidden :P BTW, that background looks like a low-res JPG. At first I actually thought the image hadn't loaded properly yet, heh. Looks like Duke Nuke.... 2 hours ago, Agent6 said: I initially thought it was the city from Duke Nukem's L.A. Meltdown. Shit, Agent6 beat me too it. Seriously though, that's the first thought that popped into my head and now I all those sweet sound effects stuck in my brain. 2 Share this post Link to post