Hello everyone, i'm new to the forums and I just started using Doom Builder 2 (i'm making my first map at the moment). I already know all the basics of level editing (thanks to youtube tutorials), but I have one problem on my hands, and that's using keycards and such.
I want my level to end like this: You need to collect all keys (that are scattered around the level) to press a switch that ends the level.
I am using "ZDoom (Doom in Hexen format)" as my game configuration. I think the solution might have something to do with the script editor, but i'm not sure.
How do I do this?
How do I end a level using a switch that needs all keys
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- TheSoldiersShadow
- Posts: 35
- Joined: Wed Apr 06, 2016 4:29 pm
- Location: Canada
Re: How do I end a level using a switch that needs all keys
If you switch to UDMF, any line action can be configured to use a lock, including exit triggers. Try it yourself.
- TheSoldiersShadow
- Posts: 35
- Joined: Wed Apr 06, 2016 4:29 pm
- Location: Canada
Re: How do I end a level using a switch that needs all keys
Thanks friend! I'll try it out now!
Re: How do I end a level using a switch that needs all keys
In Doom (vanilla) format, you can't tie multiple keys to one switch/door. You can however make three doors in succession and then press a final switch or walk over a final line to end the level.
In Boom format, you can make a locked door or switch that requires all three keys, which can then open a door and then have a final switch or line to walk over to end it.
And finally as Edward said, in UDMF you can do it exactly as you describe.
Me personally, I prefer Boom format since it's pretty much just like Doom format but with a lot more line options and generalized actions which make maps stay compatible but give you the most options without getting too complicated.
In Boom format, you can make a locked door or switch that requires all three keys, which can then open a door and then have a final switch or line to walk over to end it.
And finally as Edward said, in UDMF you can do it exactly as you describe.
Me personally, I prefer Boom format since it's pretty much just like Doom format but with a lot more line options and generalized actions which make maps stay compatible but give you the most options without getting too complicated.
- TheSoldiersShadow
- Posts: 35
- Joined: Wed Apr 06, 2016 4:29 pm
- Location: Canada
Re: How do I end a level using a switch that needs all keys
I figured it out, thanks to you guys! Thank you so much! I just finished my map!
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: How do I end a level using a switch that needs all keys
And of course, in Hexen format you can use a locked script and end the level from there.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: How do I end a level using a switch that needs all keys
So Hexen format is too complicated and you prefer a mess of random numbers to specify the subtle differences of various actions?Nevander wrote: Me personally, I prefer Boom format since it's pretty much just like Doom format but with a lot more line options and generalized actions which make maps stay compatible but give you the most options without getting too complicated.
Makes perfect sense...

Re: How do I end a level using a switch that needs all keys
LOL, unfortunately there are far more people preferring Boom format and they don't even want to recognize how a boom format map could be so complicated.
Just one example from the Doomworld forum (where using UDMF or hexen format is simply a crime
):
You must have heard about Mr. Katamori, he made a quite good Christmas map about a year ago but in that goddamn boom format.
Original map is here: https://www.doomworld.com/idgames/level ... o/morixmas
So I decided to convert it to hexen format (just because of zdaemon multiplayer) and I boosted it a bit to be compatible with multiplayer rules.
Here is the converted map because as far as I know (have known so far
) there is no straightforward conversion from boom to hexen:
https://drive.google.com/file/d/0B97Can ... sp=sharing
Have a look at script 3.. Only a few lines, though he was able to draw whole container sectors to store a bunch of enemies and he didn't even want to control the teleportation of those monsters.
Just one example from the Doomworld forum (where using UDMF or hexen format is simply a crime

You must have heard about Mr. Katamori, he made a quite good Christmas map about a year ago but in that goddamn boom format.
Original map is here: https://www.doomworld.com/idgames/level ... o/morixmas
So I decided to convert it to hexen format (just because of zdaemon multiplayer) and I boosted it a bit to be compatible with multiplayer rules.
Here is the converted map because as far as I know (have known so far

https://drive.google.com/file/d/0B97Can ... sp=sharing
Have a look at script 3.. Only a few lines, though he was able to draw whole container sectors to store a bunch of enemies and he didn't even want to control the teleportation of those monsters.
