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Posts posted by Voidic
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18 hours ago, Kappes Buur said:Seems to me like an odd thing to want to do, but it is possible by mapping for an advanced source port like GZDoom, and possibly others.
Start by creating your map as MAP00 in GZDoom's format Doom2 (UDMF) or Doom2 (Hexen Format)
and as usual have a linedef special somewhere in the map to transition to the next map with "Exit Normal"
then save the map
Open the map in Slade3 and insert a MAPINFO text lump, which specifies the next map to go to, in this case MAP01,
then save the map.
Now, playing the map with GZDoom, the map is identified as MAP00 with the title name "Let's start here". Then the next map would be MAP01.
Wait its just MAP01 But with the custom skybox, name, and music...
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9 hours ago, ReX said:Keep in mind that if you use a texture with transparent sections (e.g., MIDBARS3), you'd apply the grate to the mid-texture, not the lower texture.
k
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Well, to put into simpler terms: How do i make it so when a (lower) texture that can collide with the player is shot by a hitscan, or a projectile, or both, it disapears and the player can cross it can cross it
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Well the script looks like this:
#include "zcommon.acs"
script 1 OPEN {
Print(s:"You aint gonna walk out of here and let the demons spread hell into the building! Plus, the lift is broken!");
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I wanna make a message appear when the player uses a linedef, it works, but the message also comes up when the level starts which is not what i want
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How do i get my WAD to start on MAP00?
in Editing Questions
Posted
Thank you!