Heya
Trying to make my first DOOM level in DB. I've learned the very basics on making a test level for Heretic, but thought I'd give Doom a try.
So, I'm having issues with a door. Normally I could do this, but in this case my idea to add a cool trim to the inside of the first room for decoration seems have to screwed me a bit. I followed a tutorial video to do a door last time round but now nothing seems to be working.
Here's the door sector:
https://ibb.co/HDgN3nq
Here's how it looks in vis mode:
https://ibb.co/Krdm4gp
What is causing this, is it the vertices? I've tried dragging them around but it just screws up the alignment of everything, deleting them wrecks the entire room, I'm at a bit of a loss. I want to keep the light trim cause I think it adds some small but nice detail.
A short while later and I've gotten this:
https://ibb.co/7CD1jr1
But it still doesn't work, even though I appear to have set the values correctly:
https://ibb.co/ryhvMQp
I'm very new at this and trying to find my feet, but I've been Dooming for as long as I can remember and mapping is something I've always wanted to do, even if it ends up sucking. I know you guys know this stuff inside out, so any help is gladly appreciated!
Also while we're at it, if somebody could tell me also how to make recessed bits within walls for adding computer panels etc that'd be great too, I've gotten the hang of doing it on the floor to create floor damage effects but this is also eluding me for now.
Need some help w/ my first Doom map
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Re: Need some help w/ my first Doom map
It's not quite clear from the screenshots, so I asume something like this?
[imgur]https://i.imgur.com/HcxU0A8[/imgur]
Play with the floor/ceiling heights of the door side sectors to see how their heights affect the door travel, in particular the ceiling height.
[imgur]https://i.imgur.com/HcxU0A8[/imgur]
Play with the floor/ceiling heights of the door side sectors to see how their heights affect the door travel, in particular the ceiling height.
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Last edited by Kappes Buur on Mon Dec 28, 2020 12:10 pm, edited 3 times in total.
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Re: Need some help w/ my first Doom map
In the second shot the door texture BIGDOOR3 is the midtexture of the front sidedef.
Because the highlighted wall's back sidedef is missing the uppertexture and the sides of the door are untextured, the door's ceiling is likely higher than the height of the walkway's ceiling.
Lower the door sector's ceiling (to match the floor) and move the BIGDOOR3 as the front side uppertexture.
Because the highlighted wall's back sidedef is missing the uppertexture and the sides of the door are untextured, the door's ceiling is likely higher than the height of the walkway's ceiling.
Lower the door sector's ceiling (to match the floor) and move the BIGDOOR3 as the front side uppertexture.
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Re: Need some help w/ my first Doom map
Thanks for your replies, I'm not sure quite how but it seems to be working now and I now have functional doors.
However I cant find the "open wait close" value, which was definitely there when I was mapping for Heretic, only door generic, door open, door close and a couple of other ones, so the doors stay raised unless you hit use on the door sector. Any thoughts?
However I cant find the "open wait close" value, which was definitely there when I was mapping for Heretic, only door generic, door open, door close and a couple of other ones, so the doors stay raised unless you hit use on the door sector. Any thoughts?
Re: Need some help w/ my first Doom map
In the fourth shot the door has action 202 "Door Generic, open close" but the closing delay is 0. Give it a higher value and it should close too. Delay 35 = 1 second, Delay 105 = 3 seconds.
There's action 12 "Door Raise" also.
There's action 12 "Door Raise" also.
Re: Need some help w/ my first Doom map
im pretty new to mapping and im not sure if it matters but
1. the doesnt look like its own sector (top down recangle) - Doom seems to drag sectors down, your example looks like its tied to the rest of the roof rather than its own little segment
2. Set the door to generic door if you intend for the user just to press E on it.
1. the doesnt look like its own sector (top down recangle) - Doom seems to drag sectors down, your example looks like its tied to the rest of the roof rather than its own little segment
2. Set the door to generic door if you intend for the user just to press E on it.