Deep Water Problem in my Doom mod

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Hungarian Lincoln
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Deep Water Problem in my Doom mod

Post by Hungarian Lincoln »

I try to make a deep water with bridge in my Doom mod. The problem is deep water sound has in sector and I go down very slowly to water.

I show in the video the problem -



Here is the problem level -

https://www.mediafire.com/file/b3s1eh3q ... 5.wad/file
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Enjay
 
 
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Re: Deep Water Problem in my Doom mod

Post by Enjay »

You have the low gravity effect above the water because you have placed water sector things in the main play sectors. They should go in the control sectors.
When you have a swimmable 3D floor creating the water. Then there is no need for the water things at all.
However, that's a second problem. The swimmable area is the area inside the 3D floor, and your water control sector has the floor and the ceiling at the same height. So, there is nowhere to swim! (i.e. your 3D floor has 0 height.)

Try the attached:
Water.zip
I have modified the map to:
  • Remove the water things.
  • Extend the swimmable area downwards by lowering the floor of the 3D floor control sector below the floor of the game sector.
  • set the control lines for the 3D floor so that the area under the bridge also uses the swimbable 3D floor.
I think it now works as you intended.

In addition, I...
  • Coloured the control sector for the swimmable floor using an ACS script so that the area under the water has a slight blueish fog effect.
To make the area under the water to be blue/foggy, you need to colour the 3D floor control sector. Because you are using Hexen format, that needs to be done in a script (which is what I did). If you convert your map to UDMF, you can set the colour directly in the map without the need for a script.
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Hungarian Lincoln
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Re: Deep Water Problem in my Doom mod

Post by Hungarian Lincoln »

It worked. Thank you. I learn modding in Hexen formatum yet. I checked UDMF version. But it looks more complicated me. So I stay on Hexen variant.
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Enjay
 
 
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Re: Deep Water Problem in my Doom mod

Post by Enjay »

No problem.

The leap between Hexen format and UDMF isn't that bad IMO and, in some ways, it's easier. Yes, when you open a line, thing or sector dialogue there are more options, but most of them are quite logical IMO. Importantly, a lot of the things that were only possible via scripting (e.g. colouring a sector) in Hexen mode can just be done directly in the map. So, that's partly why dialogues have more options: because they are providing easier, more direct ways to do things.

UDMF also frees you from other restrictions. For me, being able to set the upper, middle and lower offsets of a line separately is a big deal, as is being able to have offsets applied directly to floors/ceilings. The same goes for scaling. Scaling textures/flats (and rotating them) in Hexen mode is a pain, and often very trial-and-erro using scripting. In UDMF, you just do it directly in the map, so you can see the result immediately in the editor.

All that being said, the best format is the one that you are most comfortable with. If that's Hexen mode, then that's fine.

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