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View Full Version : Newb in Need of an Expert's Back-Hand


W32Aphex
January 1st, 2010, 07:36 AM
(Intro - Skip if you wish):
I'm going on about 36 hours of no sleep, so I'll try to make this short and sweet for my own sake. I've got back into Doom only a couple weeks ago, and started using Doom Builder 2 only a few hours ago. Yeah, I'm that newbish. I learned everything I know about trigger systems, map design and creation technique from Starcraft, and regardless of how different the editors are, I'm taking to Doom Builder real quick, but as with all editing I've ever done, there's one or two things that are driving me nuts (and I'm sure if there's a solution, this one is going to be a simple basic).

I've been tinkering with a simple test map for a few hours (messing with texturing and some basic actions). I decided I would try to create a high room with a pit in the middle of it, dropping down to a room beneath it. I started with the lowest sector first, then the top, the the pit between them, as to progress through decrease in sector size so I wouldn't have to drag sectors into sectors (which seems to cause problems).

The problem is, I can't figure out how to make this work, and I'm trying to figure out how to explain this. First of all, I either need the bottom of the pit to be fall through while leveling with the ceiling of the bottom room (which I don't think is possible), or I need the bottom of the pit to level with the floor of the bottom room, and have the walls at the bottom be transparent and able to walk through while keeping the rest of the walls above it stay solid (which I don't think is possible either). I know I could make a teleport or use some other method, but the whole idea is to fall through a pit and suddenly land in a giant room beneath.

Second of all, even if I could get that to somehow work properly: Even though I've got the top sector set for a much higher cieling and floor than the bottom sector, the wall is extending down to the bottom floor... Yeah I'm sure how to explain this substantially. I'll see if I can post some screenshots so you can see what I'm going for.

http://img709.imageshack.us/img709/6362/pitattempt.png

http://img709.imageshack.us/img709/6466/pitattempt2.png

Basically the problem is that I can't figure out how to make a sector below a sector without them interfering with each other. If it's possible, I'd appreciate it if someone would let me know how to do this with DB2. I'm sure I'm just missing something simple and basic. The pit thing I'm having trouble comprehending.

By the way, what needs to be done in order to be allowed to post attachments? I was going to attach the wad but I lack the energy to upload to a file sharing site to link directly.

MR_ROCKET
January 2nd, 2010, 09:25 AM
Well first, the Doom engine never supported such a thing as room over room. However some trickery could be involved with line defs and semi-transparent textures to achieve what would look like an actual room over room bridge in Doom. But that is basically for looks.

Now days, some of the Doom source engines support real room over room or “3d floors” which will allow you to make what you’re after.
Currently these source engines are: Doom Legacy, Gzdoom, and Skulltag. I think Vavoom and Edge may also support such a thing but don’t hold me to it. :D

What source Engine are you testing your map under? Because what you’re wanting to do will never be possible in vanilla Doom without using one of today’s source engines.
Once I know that, then I’ll fix up and example wad for ya. ;)

W32Aphex
January 3rd, 2010, 04:59 AM
I'm using ZDoom at the moment. I'm definitely going to be downloading Skulltag soon, as I've heard good things about it. It's not a big deal if this isn't possible, but I'm a bit of a perfectionist and this is one of those things I have know whether is possible or not.

MR_ROCKET
January 3rd, 2010, 01:21 PM
Yes very possible with the above source ports.
I made a demo wad which is hosted on the Legacy Wiki, however that has to do with a different number data type and argument in the control sector.
See the way it works is you make your map, and then have an idea where you want your 3dfloor. ~ also known as a Target sector in this case.
After you create the 3dfloor sector in your map, you then create a Control sector outside of the map.
The control sector is just a simple sector but will need to hold all the information for your 3dfloor; and then it is tagged to the Target sector/3dfloor.

Sense you will be using Skulltag to make it:
http://home.comcast.net/~mrrocket/demo/ST_3dfloor_demo.wad

Have a look at the control sector and you should be able to figure it out. ;)