2SP: The Two-Sector Mapping Project
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Erm not the original intention. Once I get some better ideas, it'll start turning a lot more interesting. ...As a matter of fact Enjay's post about morphing rooms just gave me some ideas that I really to try.
This level doesn't have much height variation because I originally didn't start with much, if anything, in mind. But now that I think about it, if I start using scripting to change the sectors' heights and textures when they aren't visible, I could achieve a lot better effects... **goes off to tag stuff**
The only problem is that this will completely break noclip, but I guess since it is a cheat it isn't something I need to worry too much about, since you can also just puke the script that handles the floor/ceiling changes.
This level doesn't have much height variation because I originally didn't start with much, if anything, in mind. But now that I think about it, if I start using scripting to change the sectors' heights and textures when they aren't visible, I could achieve a lot better effects... **goes off to tag stuff**
The only problem is that this will completely break noclip, but I guess since it is a cheat it isn't something I need to worry too much about, since you can also just puke the script that handles the floor/ceiling changes.
It does because it goes by the actual sector, instead of subsector like rendering does. Old maps use this to wake up monsters that lie in dummy sectors that would otherwise not react. Currently I'm circumventing this by strategically placing monsters so they don't immediately see the player and making them +AMBUSH by default.
It'd be nice though if there was an A_Look3 that was the reverse of A_Look2, I.E. only react by sight and ignore sound, that way it would be possible to sneak up on a monster since +AMBUSH means they see the player from any direction, so currently they will always come after you as long as you're in the same area as them.
It'd be nice though if there was an A_Look3 that was the reverse of A_Look2, I.E. only react by sight and ignore sound, that way it would be possible to sneak up on a monster since +AMBUSH means they see the player from any direction, so currently they will always come after you as long as you're in the same area as them.
Spoiler: Screenshots: Master BlasterYep, still only two sectors. I'm a very good illusionist. =p
I've appeared to run into a problem though; When changing the sector heights, the objects move with the sector, most notably the bridge things move to prevent getting stuck under the floor. The result is that when you return to a previous area, suddenly lower floors that you could once jump on you now wind up sinking through instead, because the things are no longer in line with the floor. =S
Edit: I have the problem resolved. I was missing the obvious.
- Cutmanmike
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Self-referencing is another good trick. Try the "join" button when selecting two identical sectors in Doom Builder. Both areas are now the same sector and both change at the same time when one is changed, have the same flats/heights/tag/light level/etc. and both use the same definition. It comes in handy when you have multiple identical areas that all have identical definitions (like spaces between grates) and want them all to work identically, in case you need to dynamically change them or come back later and just modify one without having to go through them all.Cutmanmike wrote:Wait how the crap is it two sectors?
This is why there are no lighting gradients or things of that sort, and what makes it so hard to map for. =P You can only have two floor/ceiling textures, height variations, sector effects, and light levels visible at any given time.
Most of the tricks also use clever decorations and also the midtexture trick mentioned above.
- Cutmanmike
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If you've seen the first post, in case you haven't noticed, this entire project was spawned because of it, and is pretty much a "friendly stab" at such. =PTormentor667 wrote:*points@hisavatar/title*
It's all in how you use them. If used correctly, two sectors can be quite more than enough.
I wanted a challenge that hasn't really been tried before and would prove interesting. As far as this goes, it has been both, as well as giving me an exercise in being creative and refining old tricks, and learning some new ones as well.
And call me mascochistic, but this has been quite fun as well.