Post by deathbranch on Feb 20, 2020 15:22:36 GMT -5
While making a map you basically draw lines that are connected by dots or squares (depending on the editor). a line is called a Linedef, the dots (or squares) represent vertices. A Linedef defines a wall, and you can assign a texture to that Linedef, for your walls. A Sector is made out of Linedefs that create an enclosed space. A space defining a room, hallway, staircase, lift, and so on. A sector can be assigned a floor and ceiling texture for the player to look at while playing. A Sector can be given a number. A Linedef can also be given a number. They name that number a Tag.
Creating a simple switch should be easy to do in Doombuilder. A simple exit switch does not need a tag. It only needs a Linedef which points into a direction the player can use and an action number. Give it an exit switch action in Doombuilder and test it in game. That Linedef should trigger the level exit when activated if: The player can reach it, and if it is pointing into a direction that the player can reach. Linedefs can be "flipped" in doombuilder in case they don't point towards the correct direction.
A standard doom door needs to be a shape which is lowered from the ceiling towards the floor, while the walls next to the door need to be raised from the floor towards the ceiling or else it creates the infamous door that makes a sound but does not raise. A door should always work without any walls directly touching it. Give a tag number to the sector that defines the shape of that door. A number higher than zero, like the number 1. That tag defines that sector as sector 1 in relation to an action. Now chose a Linedef (or the Linedefs that define the shape of the door) and give them the same tag as the door sector (in this case it is number 1). Those Linedefs are now related to sector 1. Give those exact same Linedefs a "door open" action trough Doombuilder. Now those Linedefs with tag 1 will control sector 1. Pushing them should activate sector "1" as a door. Pay attention... as there are actions which the player can push and actions for walking over, or shooting a Linedef.
Creating a new door is done in the exact same way, but you do not want every door to be controlled by the same switches so give a second door sector tag 2, also give its controlling Linedefs tag 2. and so on.
That is the basis for how it works in doom. I hope it is understandable as English is not my native language.
Creating a simple switch should be easy to do in Doombuilder. A simple exit switch does not need a tag. It only needs a Linedef which points into a direction the player can use and an action number. Give it an exit switch action in Doombuilder and test it in game. That Linedef should trigger the level exit when activated if: The player can reach it, and if it is pointing into a direction that the player can reach. Linedefs can be "flipped" in doombuilder in case they don't point towards the correct direction.
A standard doom door needs to be a shape which is lowered from the ceiling towards the floor, while the walls next to the door need to be raised from the floor towards the ceiling or else it creates the infamous door that makes a sound but does not raise. A door should always work without any walls directly touching it. Give a tag number to the sector that defines the shape of that door. A number higher than zero, like the number 1. That tag defines that sector as sector 1 in relation to an action. Now chose a Linedef (or the Linedefs that define the shape of the door) and give them the same tag as the door sector (in this case it is number 1). Those Linedefs are now related to sector 1. Give those exact same Linedefs a "door open" action trough Doombuilder. Now those Linedefs with tag 1 will control sector 1. Pushing them should activate sector "1" as a door. Pay attention... as there are actions which the player can push and actions for walking over, or shooting a Linedef.
Creating a new door is done in the exact same way, but you do not want every door to be controlled by the same switches so give a second door sector tag 2, also give its controlling Linedefs tag 2. and so on.
That is the basis for how it works in doom. I hope it is understandable as English is not my native language.