Eidolon wrote:You'll probably figure it out when you're producing the map, but you'll need to make a "control sector" outside of the playable area of the map, and a space between two rooms as the "target" (i.e., the actual door). Set both to use the same sector tag. On one of the linedefs for your control sector, set the linedef special 12:Door_Raise.
This is, uh, highly incorrect, and not what Eevee's tutorial tells you. Door specials go
straight on the line the player hits "use" on, and doors almost
never use control sectors.
Basically, make a door-shaped rectangle that connects two rooms. Lower the ceiling of the rectangle sector to the floor. Texture the lines this creates with a door texture. Give those lines the number of the special you'll be using (it's 1 for Vanilla and 12 for ZDoom).
The special
Door_Raise takes a
tag, a
speed argument (up/down movement speed, default is 16), and a
delay argument (time before it closes, default 150). However, putting the special on the door and not on a switch or anything means you can ignore tagging entirely. Door specials that go on the doors themselves (i.e.
not on switches or walkover lines)
do not need to be tagged, so that's one less step to worry about.
One last thing to check - make sure the lines of door are facing outward, not inward. Look on the lines for
the little thing pointing out. If it's pointing
inside the door, hit
F (works in Doom Builder and SLADE) and you'll flip them round to face
out from the door instead. This is important because specials get activated
only from the front side of linedefs (barring very special instances).
If in doubt:
Door_Raise - standard door special
Door_Open - standard door special (doesn't close)
Vertical door - more information
god doors aren't as hard as I just made them out to be with all this text fghfdsfjdhjsggsgdsg