View Full Version : A Few Questions, My First Time in Legacy Forum
Melfice
December 28th, 2002, 12:47 PM
Hi there. Many of you see me in the normal NewDoom forums, and many of you I've never seen before.
Okay, I've finally got a new computer, which will run OpenGL PERFECT! Well, now I'm interested in creating some awesome Legacy maps.
What are some cool things I can do with Legacy, or some ideas? I know there's 3D floors, I've experimented on my old, yet limited, computer.
Pate
December 28th, 2002, 01:19 PM
Run the Rainbowstar demo wad that comes with Legacy. It has a lot of stuff. Demon Sanctuary 2 is incredibly cool map, and it has some Legacy stuff in it.
Also reading the docs help. Even though they aren't all that perfect.
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Tired of crappy Doom editors? So was I, that's why I'm coding my own (http://www.hut.fi/~jpakkane/why/).
Aliotroph?
December 28th, 2002, 01:23 PM
Well, you probably know about the deep water effects too then since the linedef types for that are close by. Here's a bunch of other things Legacy does in no particular order:
-FraggleScript!
-custom puzzles in maps
-sliding doors like Star Trek
-effects with elevators
-force fields
-breakable walls/vents
-changable dynamic lights (pulsating and different colours and stuff)
-custom level switches
-add more than 32 maps
-add more sounds and music
-change music in level - with events!
-homing barrels - or whatever else http://forums.newdoom.com/UBB/biggrin.gif
-hang lights on walls and ceilings (using some dehacked)
-3D lighting of textures (top and bottom can be different)
-fake volumetric fog with deep water
-any feature or linedef type found in BooM
-DooM movies via FS, demos, dehacked and whatnot
-transparent walls (sometimes)
-real fog (in software)
-global fog (in GL) - can be played with
I'm sure I missed a pile of stuff.
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Melfice
December 28th, 2002, 01:53 PM
My mouth is totally watering Aliotroph?!
Hmm, I'm gonna have to learn this thing fast, 'cause when it comes down to it, I'm in the editing mood. I think it's time to go and start one of those Dark Nexus exclusive levels!
mystic
December 28th, 2002, 03:14 PM
COOL, cant wait to see what you cum up with Melfice. keep me posted please.
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Doom_Dude
December 28th, 2002, 03:27 PM
What is a homing barrel?
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----Linedef Technician and Sector Maker Upper----
mystic
December 28th, 2002, 03:46 PM
Dunno, I wondered that too but couldnt be arsed asking, besides I just got an extra post. http://forums.newdoom.com/UBB/smilies/cwm12.gif http://forums.newdoom.com/UBB/smilies/cwm29.gif http://forums.newdoom.com/UBB/smilies/cwm30.gif
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"One can't complain. I have my friends. Someone spoke to me only yesterday."
yahoo ID mysticandy13, MSN mysticandy@blueyonder.co.uk
Melfice
December 28th, 2002, 04:07 PM
Argh!!!
I just started a map for Legacy in DeePsea V.11.01, and I can't find the tag for 3D floors!!!
I created a seperate sector to put the tag on, but the lindef type for 3D floors as far as I can see isn't there! Whats up with that?
Doom_Dude
December 28th, 2002, 04:18 PM
I don't use DeepSea but It should be there I think.
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----Linedef Technician and Sector Maker Upper----
Melfice
December 28th, 2002, 04:47 PM
Fixed the problem
I needed a newer version of DeePsea. I downloaded it to my new computer from the Database here at NewDoom. It's old! Update! Update! Update!
So I ran over to Doomworld and got the newest one. Now It should work http://forums.newdoom.com/UBB/biggrin.gif.
I'll post a screenie when I have some more done on it.
Aliotroph?
December 29th, 2002, 12:45 AM
Always get DeePsea from http://www.sbsoftware.com http://forums.newdoom.com/UBB/wink.gif
Someone made a map using FS where you can push a switch and have a barrel that follows you around the room. It detonates when it gets close enough to you. The same or similar code could be used for all manner of creative effects though. Now if only I could remember who did that...
FS provides a lot of functions to manipulate sectors and sprites so you can come up with a near infinite number of custom lindef types, effects, puzzles, etc. I had sliding doors bouncing off you like normal doors do when they close on you for example. Kaiser told me there was something wrong with it but the script worked when I showed it to DD and Rellik. That one was a little more involved than most scripts. Best to check BooM line types before you invent your own though because it may already be there. http://forums.newdoom.com/UBB/wink.gif
OH YEAH! I forgot! Rellik made jump-pads like Q3 in his maps. There's a tutorial on his editing site (link in his sig).
BTW, FS and multiplayer don't really mesh too well right now. http://forums.newdoom.com/UBB/wink.gif
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Rellik_jmd
December 29th, 2002, 08:32 AM
Yup, me editing site is full of all kindsa cool stuff. Here's some stuff to check out:
Cool demo movie thing (http://www.telusplanet.net/public/daewoo/doom/AAH_a01.zip)
Gl lights, complete wad with everything needed to make them. (http://www.telusplanet.net/public/daewoo/doom/GL_lights.wad) There's even a level so just load it in legacy and take a peek.
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