Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

mikenet2007

Members
  • Content count

    57
  • Joined

  • Last visited

Everything posted by mikenet2007

  1. mikenet2007

    Make a wall blockable only from one direction?

    http://www.mediafire.com/download/xrqcrqdbe5q17s2/Floor_Lower_To_New_Sector.rar This is the test Wad I created to demonstrate why I needed the effect of the player stopping briefly. An explanation for this wad written in the script. It's a simulated sector over sector effect in the form of a trap. Feel free to share it or use it if you find it useful.
  2. I want an invisible wall (a middle wall) that you can walk into but not back out of. It's passable going in but not back out. If that's not possible, perhaps theirs a way to do it with invisible sprites? If not an alternative would be to make it to where the player cant move for a short amount of time. I need one of these tricks to force a player down a hole that could normally be run over if your going fast enough. I can't make the hole sector any wider to prevent the player from running or jumping across. So I need a the player stuck in that sector long enough to fall down.
  3. mikenet2007

    Make a wall blockable only from one direction?

    Man that worked perfectly! Thanks, I'm almost done with this trap now.
  4. mikenet2007

    A script that executes the second time it's triggered

    Neat, That should work fine, thanks. I'm still fairly script illiterate with the exception of the easy ones.
  5. What would a script look like where the action occurs the second time the script is triggered? Say I wanted a floor to lower after a player walks over a line twice.
  6. mikenet2007

    Make a wall blockable only from one direction?

    Nice that looks like it will be just what I need, I'll test it out probably tonight sometime when I get off work. Would I replace "playernumber" with 1 for player 1 or leave the script as is. Also does the script require an extra thing in the sector or is the player the only thing needed? PS Didn't remember you were on this site, I figured id post here sometimes to break up the questions on the other site so their isn't back to back post. I've had a lot to do in a short amount of time. :p
  7. mikenet2007

    Make a wall blockable only from one direction?

    That would almost work if I deleted the vein texture, but it would prevent the player from getting to the middle of the sector and picking up the key. Any other ideas?
  8. mikenet2007

    Make a wall blockable only from one direction?

    That wouldn't work, the hole is a square in the middle of a sector that can be accessed from any direction. This is going to be a trap actually, the ground will look level and normal until the player picks up a blue card, then a script goes off that lowers the small square sector around the key. With the way I have it designed their is no way to make the sector surrounding the key wider or taller on one end. It's hard to explain.
  9. Im using doombuilder 2 to make custom levels for doom 2. It has various formats to create a level in. For example "zdoom doom in doom format" or "zdoom doom in hexen format" I want the most versatile mode that allows me to do all the original doom stuff plus more. I think Im leaning toward one of the zdoom formats, but I dont know which one is best. I want to be able to do as much as possible, such as slopes, translucent effects, ect. I noticed I can make a doom 2 level using "zdoom doom in hexen format" would their be any advantages or disadvantages if doing this? Or do most people recomend a doom format instead? If some of the hexen effects are available that would be a plus but I also want all the original doom2 effects and options. Finding out what format you use personally and why would also be helpful info. Thanks in advance
  10. mikenet2007

    What format should I create my levels in

    Ive mapped before but it's been a long time. I got as far as creating custom textures, scripts, monsters, and weapons. Back in the day I used Doom Builder 1 and designed some levels in Zdoom in Hexen format. I have many of the fundamentals down. It sounds like UDMF format will be the way to go, Im hearing something similar in the Zdoom.org forums. One question I have is why can't you create GZdoom levels using DoomBuilder? I love the 3d mode in doom builder, it's a huge time saver.
  11. The map im working on is gigantic and unfortunately this is causing problems. The pic below shows my map, I had to flip it on its side to have it fit on the screen so the North end of the grid is on the right side of the pic. Ive had problems before with nodes not building so I had to split the map into 2 maps to continue constructing it, this is the whole thing pasted back together. The problem im having occurs regardless of whether or not the two maps are pasted back together so I doubt that its my having too many walls. It may be a combination of the maps size and the actual location of the problem areas, both of witch are at the north end of the grid as you can see in the pic. What is happening is two things, one has to do with wall clipping. If you run into a wall in many cases after being stopped, the running motion will continue in place even if you let go of the controls. this can be stopped by stepping back off the wall but is very annoying and unrealistic. I fixed this issue by using an external zdbsp builder to do the nodebuilding and build a better blockmap. My map flat out crashes Zenode Unfortunately the second problem remains and its a bigger problem, in the areas pointed out in the pic, ammo will go straight through many monsters off and on especially floating monsters like the Caco. This is very frustrating because it waste ammo and makes the map unrealistic. Being that both problem areas are on the north end of the grid. If it is the location of the problem sectors only the bottom of the two can possibly be relocated. Its the smaller of the two and is not directly connected to the rest of the map. the bigger problem area at the top right of the pic can not be relocated, its too big to have room anywhere else and its connected to the rest of the map to boot. I cant move this entire map south on the grid because I started the map near the southern end of the grid, and notice that biggest empty area is where I plan to put a skybox so I cant move anything there. What I need is to know any alternative there may be to building a blockmap, particularly methods that are known to work well with larger maps. Any advice is welcome. My alternative to this would be to make this 2 maps instead of 1 and thats something I wouldnt really want to do unless there is a way to make the map intermission more seamless. In place of the typical end map screen perhaps have just a message screen or no intermission if possible. It would be nice just to use an end map sector to transport the player to the first sector of the second map seamlessly but this would mean the monster count and time count would be reset and the player wouldn't be able to go backward. That would suck so I want to keep this as one map if possible but advice on this is also welcome. Here is the map with the problem areas pointed out.......
  12. """"Over the years that I've been playing Doom I have gained lots of experience about maps and one thing I noticed about your map is the "Line of sight" issue while running through it. At times I could just see forever! (at least it seemed like it at times) Your lighting and transparency effects have a tendency to "bog" down the game play. Those are just some quick thoughts, I'll get back to it tomorrow."""" Yes,hehe I always have built on large scales, Its my belief that players love to see elaborated and massive structures and I want this map to almost look like it was built for Unreal Tournament, almost ;) I'm really not accustom to the limits that exist when mapping for doom because I've only been doing it for 3 months now. Ive done most my mapping in other games, I just hope I'm not pushing it here.
  13. Great! Id be glad to. Just let me fix a few things and I'll have it sent to you sometime today.
  14. Unfortunately this map has far to many zdoom effects that I wish to keep to switch to any port that does not support them, unless of course launching the map in an alternate port will save the nodes it builds to the wad, allowing me then to use my wad with zdoom hopefully with the nodes properly built, I'm not sure if it works that way though. The other port Im considering as of now is GZdoom because I found that it at least eliminates the wall clipping problem but the monster clipping issue still remains. Gzdoom does unfortunatly have some undesired effects like my colored lighting going from red to purple, and the monsters look kind of funny if they are above you. It renders the map beautifully though. Very crisp looking. I need to try building glnodes then running gzdoom to see if that helps the monster clipping at all. Honestly half this stuff makes about as much sense to me as trigonometry, so its constant trial and error. I consider myself a decent mapper, I've been doing it for years mostly for newer games, but honestly I admit to knowing little about blockmaps and nodes and how they function.
  15. Im not sure what to do about this, I havent tried fixing the minor issues yet because I think its the blockmap limit thats killing me, I need a way to build a sufficient blockmap for a large zdoom map containing many sidedefs, I know its been done. Is there a utility that is designed just to build a blockmap?? I actually did post this in the zdoom forums before posing it here. Ismaele has a large wad with many sidedefs without the blockmap problem, so I guess today I will try and fix the minor errors glbsp found and see if that helps, if I can hunt down all the sector and wall locations. I'm getting frustrated with this.
  16. I long abandon the idea of having this map work in vanilla doom, Ive been designing this map for zdoom although it may end up working in other ports. Im glad you caught this forum because I have some questions about your nodebuilder and some zdoom limits as well. I haven't tried the dos prompt method of launching your program but I will experiment with it. One thing I did do was open up the configuration settings text file and change the block_limit to 64000 that way. That seemed to be the highest it would go without reseting itself back to default. It may have helped a little but didnt solve the problem. I want to know what the problem ive described is related to, im guessing the blockmap, am I right? I just failed trying to use bsp51 in dos prompt mode but I must have been getting the command wrong somewhere, hopefully I have more luck with yours but my dos knowladge is limited. Another question I have is about what zdoom may allow with nodes that regular doom wouldn't. For a zdoom map is the warning """Number of segs (37022) has overflowed the normal limit!""" even a problem for me? Is the ""Skipping a very short seg"" a problem either? Lastly, being that some of this terminology is very new to me what would be the ideal setup for building nodes with a large zdoom map like this one? In the windows version of your utility I built "normal nodes only" because I was unsure what effect building openGL nodes for a map being designed for regular zdoom would have. I assume the GL nodebuilding is for those designing for ports like gzdoom but if I can get any benifet from using glnodes let me know. Any other dos promt settetings that may help me Id love to know about as well ;) Also one more thing, would bitting the bullet and making this a GZdoom help lift any blockmap limits im running into?? Thanks
  17. Ok I did try glbsp and got the following errors 2 serious warnings and 22 minor warnings The 22 minor warnings are errors doom builder did not detect that I hope I can fix through reconstructing or reassigning walls to there proper sectors. They include Warnings for Sector mismatches " not sure what that means " One warning indicating its Skipping a very short seg "not sure about that either" Some warnings stating certain sectors have sidedefs facing other sectors and the rest are warnings indicating unclosed subsectors. .................................................................... Apart from the minor errors that I wish doom builder would have detected, here are the major warnings.... First one says """Number of segs (37022) has overflowed the normal limit!""" How do I change the limit? Second one says, not to my surprise, the following """Blockmap TOO Large! Trancated to 172x219 blocks""" How do I go about solving this problem? I believe the problems causing the gameplay issues are the ladder two , becuae the 22 minor errors were so minute that Doombuilder didn't even detect them. I will try and fix the minor errors manualy but I dont know what to do about the last two errors yet.
  18. Thats a big ass map, mine will have stats in the same neighborhood when complete so its good to see I can go as far as I want with this given I solve this little problem of mine. When did you encounter problems with nodes? This is the current stats of my map but its about 75% complete as of now so I still have a ways to go. 12992 vertexes 15692 linedefs 28832 sidedefs 3043 sectors 1726 things The stats in your map give me a little hope though that I can continue on building for some time as long as I can solve my little problem. I will run some more test and try the nodebuilder mentioned by Vegeta and see what happens. Cool, then I'll give that one a try as well.
  19. Yes this seems to be what happens, the player sticks to the wall as the screen bobs up and down untill you back off the wall, and the monster problem is just like what you saw in the europe wad. I did find out that the monster clipping issue is in fact local because I did move the octagon shaped room to the southeast corner and the monster clipping problem there went away but still remained in the other northern section that will be much harder to move or resize. I should have mentioned that im using Zdoom, will Glbsp work for a regular zdoom map??? Im using Doom Builder to construct this map, and originaly I segmented the map simply because I could no longer use the 3d mode in doom builder because it stopped building the nodes after the map got a certian size. At this time the game always worked fine, either that or I didnt notice the monster problem untill I started placing bad guys in the northern sectors, but the wall clipping issue is no doubt new, and occurs in more areas than just the northern most sectors. Im confident this all has to do with map dimensions, scale, and possibly the number of walls I have. I cant think of any particular structure that is directly causing this problem though. As for the in game error detection there has been little to speak of in some time. On ocasion Ive done something wrong resulting in an unclosed sector but when this has happened I have either loaded the last good map and started over or in some cases fixed the problem by reassigning the walls to there proper front and back sectors. The in editor nodebuilder only refuses to build nodes if both maps are pasted together, and it says something like "nodebuilder did not build the required structures, plese check the map for errors" Something like that but I relate this to map size and wall count. Seperatly both map sections build fine but the problem with the blockmap is still there. Lastly to give you an idea of the maps size because I can see how you may have a hard time telling from that one pic here are some in game shots of only a few angles of the massive part that is connected from south to north in the overhead shot. The connected areas make up the first part of the map while the sections disconnected are in the second half but I don't have in game pics of the second half areas because they are still highly incompleted, But one of the smaller areas of this map is the octagon shaped room in the lower right of the pic, and although it looks small in comparison to its surrounding areas its about the size of the main combat area in level 30 "icon of sin" Anyway here are some shots of the maps first half... I'll do a search for the nodebuilder you mentioned and see what happens, in the meantime if anyone knows of anything else I can do or any other good nodebuilders, my ears are open :D
  20. mikenet2007

    New Cacodeamon for a new map!

    This image is the first frame of a new faster, stronger, and deadlier Cacodeamon for my new map coming up soon. This frame is finished unless I decide to go forward with a new feature that would include some extra spikes on the top. This was done in Adobe Photoshop. Here you can see the original sitting side by side with the new one. The only actual feature change thus far was increasing the size of the horns by roughly 30%, The rest was strictly changing the color of almost every existing feature to get a new look. Although I have done much custom artwork before, this is my first attempt at a new monster. My map will also have a new weapon, another first. Let me know what you guys think, I'll have some other frames soon.
  21. mikenet2007

    New Cacodeamon for a new map!

    Yea it will kind of explode in mid air Ive decided, leaving no body. I wont be using any of the original 6 death sequence frames for this. The new sequence will contain as much as 12 new frames and it should be much more detailed than the pain elementals death sequence. Thankfully all the monsters die facing the player and that saves me from having to create the same sequence for every angle so I can concentrate on making it interesting looking. Ive planned on a new attack as well, but I'll let that be a surprise. Ive been going back and forth on names but have yet to come up with something that sticks. I could call it "Number 2" like on Austin Powers but then id have to spend the time to give the cacodeamon an eye patch to stay true to its characters name. That would suck because then it would be one blind son of a ***** and id have to redesign it to act retarded and bump into walls, to much work. Sigh, hehe.
  22. mikenet2007

    New Cacodeamon for a new map!

    Thanks, and I'll have to keep an eye open for that new monster resource wad for when I wrap this map up
  23. mikenet2007

    New Cacodeamon for a new map!

    Some more
  24. mikenet2007

    New Cacodeamon for a new map!

    Here are some pics of the map, one with the new monster. Note some of these pics are areas that are noot yet 100% but most are close.
  25. mikenet2007

    New Cacodeamon for a new map!

    Sure thing, as soon as I finish the map its going in I'll post the map in various popular places. I'll also post the new Cacodeaom and the new weapon I plan to make separately. Perhaps the Cacodeamon can go in that monster resource WAD if its still being expanded, but in any case anyone will be welcome to use it. The weapon will be a new type of chain-gun with two additional stationary barrels on each side, it will have its own ammo and deliver the same type of stopping power the plasma rifle does. Only difference is that unlike the plasma rifle this will be an instant contact weapon of course, just like the pistol, shotguns, and chain-gun. In other words theres no anticipating where your projectile will be 3 seconds after its fired. This will make it more effective than the plasma rifle. It will drain its ammo faster than the chain-gun but I'll give it a max ammo of about 800. I was hoping to give it the minor setback of overheating but I'll have to see how that plays out, this is my first attempt at both a monster and weapon. :) I'm going to try and post some pics of my map here now, but just a handful in the first half of it because I don't want to spoil it :) The map is about 80% complete and uses all the usable grid space on the map and currently has almost 40,000 sidedefs. I want this map to be visually impressive so I'm using everything zdoom has to offer to achieve this. It will contain over 1000 enemies and its supposed to be the level that would have come after level 30 in Doom 2, making the secret levels 32 and 33. Kind of like an escape from the hell you just destroyed where the remainder of the forces of hell gather together to make one last stand against you.
×