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Stabbey

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  1. Stabbey

    My stairs aren't working right...

    You can test with the -nomonsters flag. Here's how to do self-raising stairs. Key things to remember: 1) Only the starting sector of the stairs needs to be tagged. 2) The stairs only work properly with the lines facing the right direction. Sectors you want to be part of the stairs need to have a line pointing into the previous step. The opposite for sectors you don't want to move. 3) To stop raising stairs, either have all the non-stair lines facing outwards. I believe they also stop if the floor texture of a sector which is pointing in is different from the stairs.
  2. Stabbey

    doors seem to not work

    With lines facing the proper direction, they won't be. Make sure the lines face the proper direction, don't use that flag on the doors, and that should avoid the glitchy ceiling.
  3. Stabbey

    Anyone else experienced this?

    Yeah I think I've had that happen before. To avoid that happening, first make a smaller sector adjoining it, then expand it around using vertexes (add more vertexes as needed). Repeat for the other side, connect the two, and if desired, join those two outer sectors into one. If you're using UDB, turning off "auto-finish drawing, that can help avoid some issues as well.
  4. Stabbey

    doors seem to not work

    Then probably don't use that flag on doors.
  5. It might be technically possible, but that seems to miss the point of a cluster. Also, I don't know how the key system works, but I think that each hub tends to have its own separate set of keys, so if you could travel between hubs, you'd need the game to keep track of two sets of keys, which it might not be programmed to do. I suspect that the point of changing hubs is to wipe one set of keys and replace it with another. It seems to me like the simplest way to get what you want is to have one single cluster, with a hub map and sub-maps which you need to finish to unlock the path to the next hub map and it's sub-maps. It would all be in one cluster, but it could feel like multiple hubs. Also, balance-wise, allowing the player to have access to that many resources could cheapen the difficulty much more than intended, and making it harder to compensate could be too frustrating.
  6. Stabbey

    [ ? ] Hunger System

    How experienced are you with making mods for Doom? Because this sounds like it would be possible to do, but it would require writing extensive code. It might not be a good first project for a new modder. The idea of survival mechanics like that doesn't seem to fit with the fast paced, high damage-swingy game that Doom is. Survival mechanics tend to fit better with games which have more slower-paced and cautious gameplay. Concept-wise, I'm not a big fan of survival mechanics, because the path between "not enough impact to matter" and "so impactful that it interferes with fun" is pretty narrow even even in games built around survival. In a fast-paced game like Doom, those bars would need to be going down really quickly, and it would impact the exploration aspects of it like switch hunting, backtracking, and looking for secrets.
  7. Stabbey

    How to show a monster but stop it from attacking

    It's pretty easy to do something like that with a self-referencing sector. Put in a sector close to the bars on the inside. Raise the floor of it to or almost to the ceiling. Leave the lower sides untextured. Set all the lindefs to have their front side facing inward. Each sector has a number. You want to manually edit the linedefs of that self-referencing sector and set the sector number of the back side of the linedef to the same as the sector number of the front side. Thus you have a wall you can see through, but can't attack the Arch-Viles through.
  8. Stabbey

    Redrawing a linedef within a sector/ fuzzy wall

    You deleted a linedef and the sector then was missing a linedef? I think that at least in later editors, it tries to connect the previous vertexes to each other so that the sector remains intact. If the editor you're using just leaves the sector incomplete, I would try to avoid deleting lines, because a sector must be closed, and a non-closed sector will absolutely be glitchy. Instead, you can remove the tag and action special from the line, and move the vertexes together to remove that line that way. If you have redundant vertexes on a straight line, you can safely delete the vertexes. I would suggest deleting your sector and recreating it.
  9. My answer would be very similar to other answers, so instead, I'll say how I do use my most rarely-used monsters. Spider Masterminds usually require a very carefully crafted encounter. I put one in my Tricks and Traps-like map, in an arena specifically designed with carefully lowering floors - some to offer temporary cover which vanishes, others which open up an escape path, and others which contain valuable health and ammo. Even so, I had to completely remove the Plasma rifle from being accessible. Barons I use sparingly, but when I do it, it's most often at times when space is limited, and the high health of the baron can effectively force the player into tighter quarters. Pain Elementals are largely annoying, so I put them in for cases where I specifically want to discourage the player from just running in circles to let in-fighting clear the enemies out. They're added to put time-pressure into the mix and force the player to put themselves at risk by engaging instead of the safer circling. I find there's little point in using Spectres in rooms which are not extremely dark, so I reserve Spectres just for those instances. Conversely, in dim areas I rarely use a Demon in favor of a Spectre. The exception is when I'm configuring difficulty settings, and sometimes on lower difficulties I use a Demon instead of a Spectre. Lost Souls I use when I want to be a little annoying, as pests or blockers to interfere with the player's movement or to distract them.
  10. It sounds like you spend your time making the architecture and details first, and after that's done, you add the monsters in later. TheLippyServer has the right idea - first make a simple version and test it with monsters in place. Once you're satisfied with the base combat, then you can add in more detail work. But be sure to continue to test if that detail work alters the architecture significantly.
  11. Stabbey

    How to make a fully working force field?

    For full clarity, two-sided linedefs comprising a sector have a front side and a back side. You'll need to make a sector which has only two-sided linedefs. TNT MAP 09 (Stronghold) has an example of that which can work for a force field type invisible wall. Point the linedefs so the front side are all facing inwards. Two-sided linedefs have a Sector Number associated with them. Manually change the sector number of the back line def to match the number on the front-side linedef. That makes the sector self-referencing. That's what makes it invisible in any port.
  12. Is this an exploit that can be used by people over the Internet? Because the way this is phrased, it sounds like the exploiter has to physically be at your computer already to do the drag-and-drop. And not that I care much about keeping the CHM, but do you need to delete the CHM entirely, or would just moving it out of the directory where the program expects to look for it also work?
  13. Stabbey

    Linedef tag that blocks monsters from seeing doomguy

    What he means is that you want a sector which has its floor raised to its ceiling, but has no lower textures on its side. That will appear to be transparent. However, you won't be able to walk through it or shoot through it until or unless the sector is lowered. This recent thread has a more detailed explanation and an example of where to find one in TNT.wad.
  14. Stabbey

    how to i make a icon of sin in doom builder?

    When in doubt, the first step is to look at Doom 2 Map 30 and try and figure out for yourself how id did it.
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