As you may or may not know, Vanilla Doom has some tricks and glitches that can be used to add some pretty cool effects to maps. I thought that I'd make a thread that explained a few, and I ask people to add more to the list. Keep in mind that many of these tricks won't work in OpenGL, and will be reported as errors by wad editors (because after all, they do use glitches).
I know that there's ways to make windows that block bullets, sliding and swinging doors, invisible platforms, 3D lifts, reverse stair building, solid looking 3D bridges that can be walked over and under (using dummy sectors and quick raising lifts). There's also the sky paradox which can be used to make horizons that appear to extend infinitely and some fake room above room (or window above window, I should say). I don't understand how to do any of those tricks so I won't try to explain them.
So please, feel free to add to this list. The things you add don't have to be glitches that do amazing things like room over room effects, they can just be fun and creative things to do in vanilla mapping in general. It'd also be cool if someone made an example map to demonstrate all of these.
Quite a few example wads can be found here. One there that hasn't been mentioned yet is the ceiling fan.
Instant Death Trap:
This is the simplest one. Teleport the player into a voodoo doll (a second player 1 start). Instant telefrag.
Instant Raising Lift:
Set a linedef to perform action number 36. Set the target sector to be below the starting point. It will cause the lift to raise instantly.
Harmless Pain Elementals:
In vanilla Doom, there's a limit to 21 lost souls (for the Pain Elemental). If you trap that many in a room, it will make them harmless. There's a number of things that you could accomplish by doing this.
One is to have a bunch of them floating around harmlessly, and then have a crusher kill the lost souls so that they begin attacking. Pretty sure that this was done in some old megawad.
Monsters hidden in floor:
Just sink a pit into the ground and leave its sides untextured. Make sure that you raise the floor to release the monster, because if the player falls into the pit it will look terrible, and the player will be trapped.
Create an animated middle texture that looks like a force field. Place it in a map, and put a small damaging sector around it. Using dummy sectors you can make the force field "deactivate" but again I don't know how to do this so someone else will have to explain it.
NOTICE: see Spleen's post later down the page for a better way to do this. My method will work, but only on very small areas, in certain situations and from certain angles.
1. Create a sector sunken into the floor, and apply textures to the sides.
2. Add a small sector inside this one as close to the sides of the larger sector as possible.
3. Sink the inside texture to the depth that you want the water to be at (the "water" has to be shallow, the player cannot completely submerge itself or he will be able to see HOM). Give this sector some sort of liquid flat.
4. Make sure that the inside of the pit is untextured, and it should work. This works the same way as the pit above.
There's a way to do this to where you can travel under the water without experiencing HOM, but I don't know how to do that.
Self Destruct Button:
Take a look at Doom 2 map 30. When the Icon of Sin is killed, the textures that make up the boss face are covered in explosions. Replace these textures with something else, and build a room or something that's going to explode using them. Replace the Icon of Sin's sounds with something else that gives the effect that you want. Now, create a switch that activates a crusher to crush the Icon of Sin, or replace the Icon of Sin's sprites with something that looks like a reactor so that you can shoot at it, place it behind a wall, or whatever. Be creative. When the Icon of Sin dies, you'll see explosions appear everyone, its a great effect when used properly.
Large flats and texture can be made by combining smaller ones, take another look at map 30 again and you'll see a good example.
Create sector and make it brighter that the surrounding ones. Move the floor down as little as possible, and leave the sides untextured. The lighting will now appear on the ceiling but not on the floor. You can do the reverse if you wan the lights to appear on the floor instead. Works best in small areas. If you want to do it for a larger area, you can use self referencing sectors (see Spleen's post further down the page).
Some General Tips:
You obviously can't have to much sector based detail in vanilla, so new textures and middle textures can go a long way. Stacking middle textures can create the illusion of a solid structure.
Take a look at Suspended in Dusk and other, similar vanilla wads. A lot of them use the tricks described here.
Last edited by bgraybr on Oct 23 2010 at 05:47