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PostPosted: Tue Jun 19, 2012 11:35 pm 
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Well you fixed it but its probably best to answer you so this doesn't come up again.

Double check to make sure your mapinfo is using the Mapcode before the "<map name>" You will see your map code in the map with slade open.


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PostPosted: Wed Jun 20, 2012 12:32 am 
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Not really a Doom Builder question but it applies to maps, so...


Is it possible to play a mode like Invasion or Survival on a Deathmatch map? Would you need anything special to do so?


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PostPosted: Wed Jun 20, 2012 1:40 am 
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SmashBroPlusB wrote:
Not really a Doom Builder question but it applies to maps, so...


Is it possible to play a mode like Invasion or Survival on a Deathmatch map? Would you need anything special to do so?

Invasion would need what ever starts the mode uses and spawns for the monsters, probably script and things that I don't know.
I don't know how DOOM Survival works but its probably similar, spawns and scripting.

So if you add the required things to a deathmatch map yea its perfectly capable. Though Invasion maps need to keep in mind that it will be monsters being fought. So maps like Bubble, Dive would not be good, where Tomahawk could work well.


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PostPosted: Wed Jun 20, 2012 1:53 am 
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For survival, the monsters can be placed manually. You'll also need a map exit or an exit script. It's co-op with lives.

Unless you're talking about survival invasion, which is invasion with lives...

(I think i've seen maps that can be played on Co-op, Deathmatch and CTF)


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PostPosted: Wed Jun 20, 2012 2:06 am 
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Also there is the issue of no monsters are defined. The Spirits (the flying skulls) show up as Skull Man and the shoots of the Concol Demons (the flying red ones) show up as Ballads, but otherwise they are invisible. I had actually thought of replacing their sprites with Megaman enemies, like Watchers would replace Concol Demons and so on and so forth.


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PostPosted: Wed Jun 20, 2012 2:13 am 
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Err... Cacodemons.

Well, monsters can be defined using DECORATE. I think some people made some enemies for invasion/co-op wads (finished or not =P). I'd ask them for permission to use them.


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PostPosted: Wed Jun 20, 2012 2:32 am 
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I was originally going to have a Survival mode for AwNet, but after some talk it was too similar to Lego's Versus Saxton Hale mod so the team dropped it. However, bouncing around the idea led to a few interesting things that might be added in the next build of VSH, so it wasn't a total loss.

Thanks for the assistance guys!


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PostPosted: Tue Jul 24, 2012 3:46 am 
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How do I--

Create a Polyobj sliding door, using 3d floors, or create a Polyobj sliding door that doesn't require you to only use closed linedefs/walls, but like a moving "platform"?


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PostPosted: Tue Jul 24, 2012 3:54 am 
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OrangeMario wrote:
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How do I--

Create a Polyobj sliding door, using 3d floors, or create a Polyobj sliding door that doesn't require you to only use closed linedefs/walls, but like a moving "platform"?

I think you can't make them slide sideways. Moving up and down yes.


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PostPosted: Wed Jul 25, 2012 6:00 pm 
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This is regarding cameras, like the "television" seen in CSCM's "The King's Dimension".

First, is it possible to have a camera point in any direction? For example, could I have a camera that points sharply to the ground to show things from an almost top-down perspective?

And second, can I apply a camera viewpoint (read: "television" screen) to a floor or ceiling, or am I forced to display them on walls?


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