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Author Topic: How do "I" do THAT in Doom Builder?  (Read 248505 times)

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June 17, 2012, 05:14:25 AM
Reply #240

Offline Rozark

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Re: How do "I" do THAT in Doom Builder?
« Reply #240 on: June 17, 2012, 05:14:25 AM »
"The typical answer is "Go look at another map". Rather than look at a large map and try to figure out what does what, we can post a map that say, has a square room, a skybox, and that's it. Make it a lot easier for newbies to see and experiment with these simple maps."

The first post. In other words, I think our answers are getting a wee bit lazy..

June 17, 2012, 05:22:20 AM
Reply #241

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #241 on: June 17, 2012, 05:22:20 AM »
Quote from: "Rozark"
"The typical answer is "Go look at another map". Rather than look at a large map and try to figure out what does what, we can post a map that say, has a square room, a skybox, and that's it. Make it a lot easier for newbies to see and experiment with these simple maps."

The first post. In other words, I think our answers are getting a wee bit lazy..
I often learn how things work by extracting maps out of the core and looking at them, but that doesn't answer everything and the maps can be complex in trying to find what you need. So I support this idea.  I don't remember where but I have a map showing bridges 3D floors and ramps somewhere on the forums which is simple and made solely to be reviewed for mappers to learn about them

June 19, 2012, 09:13:46 PM
Reply #242

Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #242 on: June 19, 2012, 09:13:46 PM »
So, I'm having the following issue:

I seem to have an issue I've never had when mapping
[5:08:26 PM] Knux: MAPINFO is ignored by the map, no matter what. It's incredibly annoying.
[5:08:46 PM] Knux: I've even went and re-made it a few times to make sure everything is in order, and nothing.
[5:09:09 PM] Knux: Gravity is ignored, the music won't play, and the name won't display even though I clearly did everything as I usually do.


Any idea what could be going wrong? This is the first time I encounter an obstacle of this nature. This is a new map I'm working on, by the way.

EDIT: Mess helped me fix it. hurrr~

June 19, 2012, 11:35:53 PM
Reply #243

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #243 on: June 19, 2012, 11:35:53 PM »
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.

June 20, 2012, 12:32:45 AM
Reply #244

Offline Hallan Parva

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Re: How do "I" do THAT in Doom Builder?
« Reply #244 on: June 20, 2012, 12:32:45 AM »
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?

June 20, 2012, 01:40:47 AM
Reply #245

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #245 on: June 20, 2012, 01:40:47 AM »
Quote from: "SmashBroPlusB"
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.

June 20, 2012, 01:53:43 AM
Reply #246

Offline Laggy Blazko

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Re: How do "I" do THAT in Doom Builder?
« Reply #246 on: June 20, 2012, 01:53:43 AM »
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)

June 20, 2012, 02:06:49 AM
Reply #247

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #247 on: June 20, 2012, 02:06:49 AM »
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.

June 20, 2012, 02:13:42 AM
Reply #248

Offline Laggy Blazko

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Re: How do "I" do THAT in Doom Builder?
« Reply #248 on: June 20, 2012, 02:13:42 AM »
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.

June 20, 2012, 02:32:24 AM
Reply #249

Offline Hallan Parva

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Re: How do "I" do THAT in Doom Builder?
« Reply #249 on: June 20, 2012, 02:32:24 AM »
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!

July 24, 2012, 03:46:36 AM
Reply #250

Offline OrangeMario

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Re: How do "I" do THAT in Doom Builder?
« Reply #250 on: July 24, 2012, 03:46:36 AM »
(doombuilder)
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"?

July 24, 2012, 03:54:57 AM
Reply #251

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #251 on: July 24, 2012, 03:54:57 AM »
Quote from: "OrangeMario"
(doombuilder)
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.

July 25, 2012, 06:00:00 PM
Reply #252

Offline Hallan Parva

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Re: How do "I" do THAT in Doom Builder?
« Reply #252 on: July 25, 2012, 06:00:00 PM »
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?

August 14, 2012, 09:03:16 PM
Reply #253

Offline Hallan Parva

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Re: How do "I" do THAT in Doom Builder?
« Reply #253 on: August 14, 2012, 09:03:16 PM »
My previous question's been answered, but now I have a new one.

Is it possible to force a player to face a certain direction through an object or a sector? For example, let's say someone was making a Sonic-themed map and they put some speed pads on the floor. Would it be possible to make a pad that thrusts the player north to force the player to face north when they touched it? And, would this sort of thing be better as a floor action (like Metal Man's conveyors or Gyro Man's jump fans) or as an actor instead?

I know it's not really a Doom Builder question but it relates to maps, and it's not exactly a weapon question either, so this seemed like the most fitting place to post.

August 15, 2012, 07:29:37 AM
Reply #254

Offline DarkAura

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Re: How do "I" do THAT in Doom Builder?
« Reply #254 on: August 15, 2012, 07:29:37 AM »
I'm working on a few script functions that moves multiple 3D floors up and then down after a set time. If someone gets underneath it while the floors descend, then it's possible that the floors can screw up. So is it possible to make 3D floors "crush" people or would ot be better if I made them into columns instead?