home *** CD-ROM | disk | FTP | other *** search
- Neat WAD design
-
- There are of course a lot of neat things you can put in your WAD. Currently
- I've only put in the following small thing:
-
- 1. Door on top of Lift
- or "Hallways that pass without holes in the floor".
- 2. Descending Stairs
- 3. Switches and textures
-
-
- 1. Door on top of lift
- ======================
-
- The title says it all. If you have two hallways that cross in a square sector,
- you can basically make this sector into a combination of a lift and a door.
- Meaning that the lower part of the sector is a lift, while the upper part is a
- door. I'll try to draw it in a 3d way:
-
- ----------------x-----------x----------------------
- /| |\
- / | | \
- / | | \
- ----------------x-------------------x-----------------------
- | | | |
- | | / \ | | <------DOOR
- | |/ \| |
- ------------|---x-----------x---|------------------
- | /| |\ |
- | / | | \ |
- |/ | | \|
- ----------------x-------------------x-----------------------
- /| | | |\
- / | | / \ | | \
- / | |/ \| | \
- / | x-----------x | \
- / | / \ | \
- / | / \ | \
- |/ \|
- x-------------------x
- / \
- / ^ \
- / | \
- / | \
- / LIFT \
- / \
-
-
- I figured this out on my own, and published it to the doom editing mail list in
- October 1994. However at the time this was a well known effect, and even id
- used it in DOOM ][. However I'll include my example wad from back then:
- doors.zip (9K)
-
-
- 2. The Descending Stair
- =======================
-
- How to make a raising stair is well known from the original DOOM levels, but
- it's actually also possible to create a descending stair. It's not too
- complicated, as the descending stair looks much like the raising one, at least
- on the map:
-
- (The numbers are sector numbers)
-
- : :
- : 7 :
- | | (The dotted lines are two sided
- x...............x linedefs, while the dashed lines
- | | are one-sided)
- | 6 |
- | |
- x...............x
- | |
- | 5 |
- | |
- x...............x
- | |
- | 4 |
- | |
- x...............x
- | |
- | 3 |
- | |
- x...............x
- | |
- | 2 |
- | |
- x...............x
- | |
- : 1 :
- : :
-
- When you have made this map, you should assign a floor height of 48 to the
- sectors 2, 3, 4, 5, 6 and 7 while sector 1 should have a floor height of 0. Now
- you can set up the normal raise stair linedef and tag it to sector 1. When the
- linedef is activated, the stair will snap into place immediately. Be careful
- when you design the stair, as each step will have a height of at most 8 pixels,
- which can easily prove to be too little.
-
- The descending stair was first demonstrated by Sean Malloy
- (malloy@crash.cts.com) who released the dnstair.zip (3K). The effect is also
- demonstrated in special1b.zip (73K), where you can find it by going through the
- SKY door, turn right and press the switch. This should lower the floor you're
- standing on into a descending stair.
-
- To get around the 8 pixels limit on the height of each step, you can create
- "dummy" sectors where the floor height of the dummy sector sets the level you
- want the step to drop to. To illustrate, consider the following map:
-
- (The numbers are sector numbers)
-
- : :
- : 7 :
- | |
- x...............x--x
- | : |
- | 6 :12|
- | : |
- x...............x..x
- | : |
- | 5 :11|
- | : |
- x...............x..x
- | : |
- | 4 :10|
- | : |
- x...............x..x
- | : |
- | 3 :9 |
- | : |
- x...............x..x
- | : |
- | 2 :8 |
- | : |
- x...............x--x
- | |
- : 1 :
- : :
-
-
- Here you can set the height of sector 1 to be 0, and set a height of 120 for
- the sectors 2, 3, 4, 5, 6 and 7. The sectors 8-12 should be a stair from height
- 0 to 120 with a step height of 20. You can set the ceiling height of each of
- these sectors to equal the floor height, which should conceal the sectors
- completely (if you align the textures). Now set up a linedef like 23 to all the
- sectors 2, 3, 4, 5 and 6. The linedef 23 drops the sectors to the lowest floor
- height in the adjacent sectors, which means that each step is lowered to the
- floor height of the adjacent "dummy" sector.
-
- This special effect is also demonstrated in spcial1b.zip (73K). You can find it
- by taking the door to the south east. Go straight through the following room,
- and press the switch in the hallway. The hallway behind you should then drop
- into a combined stair that goes down and back up. This effect was described by
- Ray Greenwell (ray@frappe.extern.ucsd.edu).
-
- The previous way of creating the descending stair works well if the stair goes
- down alongside a wall. If that's not the case, you'll have to experiment with
- other linedefs and other ways of concealing the dummy sectors. (Like making
- them small, or creating them away from the map in a place where the player
- never enters. See how it's done in the invisible raising stairs section).
-
-
- 3. Switches and textures
- ========================
-
- The special effects in this section are all inspired by Drake O'Brien. To view
- the effects in question, go through the door marked "Switches" in spcial1b.zip
- (73K). Here you will see a normal switch straight ahead. Try to activate it
- using the spacebar. It doesn't work? OK then try to shoot it. A hole should
- appear in the switch revealing another switch below. You can activate the
- switch below using the spacebar.
-
- Now you can turn left, where you will see a new type of switch with four
- actions. The first four times you activate this switch, a new door will open.
-
- Now go through the fourth door you have opened, and operate the switch straight
- ahead. That should start the "road runner" animation. (At the same time the
- door back to the main area is opened again).
-
- The Exploding Switch
-
- This is an easy application of new textures to switches. The switch isn't
- actually exploding, but a hole appears in it when it's shot. The same technique
- can be used to create glass that breaks when shot. To implement this I
- recommend you get a copy of WinTex or DeuTex.
-
- You can't make your own new switch texture, but you can override one of the old
- ones. This means that you should be very careful when you're selecting the
- textures you wish to redefine. Only redefine textures textures where you're
- sure you don't need the original.
-
- To make the special effect you need to Apply a switch on a 2 sided linedef.
- This is impossible with the original DOOM switch textures, as they are all
- multipatch textures. So you need to redefine one of the SW1nnn, SW2nnn pairs,
- where the "nnn" is any switch name. Both the SW1nnn and SW2nnn textures should
- be redefined to be one-patch textures, or a texture suited for a 2s wall. In my
- WAD I've created a texture that consists of the switch and nothing else (one
- patch). The second texture (SW2nnn) should be almost the same as the first
- texture except now you have added cyan where you want a hole in the switch. You
- might also change the look of the switch around the hole so that it looks bent.
-
- In the WAD, the effect looks like this:
-
- (The numbers are sector numbers)
-
- x---x
- | 2 |
- x-------x...x---x
- | |
- | 1 |
- | |
- : :
-
-
- Where sector 1 is the room you walk around in, and sector 2 is a small sector
- used to create the switch. The switch texture should be applied to the 2-sided
- wall between sector 1 and 2. At the same time a G1 action should be associated
- with the linedef. This way the texture will change when the switch is shot. On
- the back of sector 2 you can put any kind of texture you wish the player to see
- through the hole in the switch. In my WAD I've put another switch here.
-
- So why does it work? Why can't the switch at the back of sector 2 be activated
- before the new exploding switch has been shot?
-
- The answer is quite simple:
- When the player presses the spacebar, DOOM will look at the linedefs inside the
- reach of the player with the closest lindef first. Only linedefs with an
- associated action is considered, and linedefs that can only be activated once
- (S1, G1 or W1) will only be considered if they haven't already been activated.
- At the end DOOM will have the closest non-activated linedef with an associated
- action. If this linedef can't be activated by the spacebar, nothing happens. If
- it can be activated by the spacebar, the action is performed.
-
- The rules for linedef activation (As I know them - There are errors in this):
-
- Line
- type: Activated by:
-
- G The player shoots through or at the line. Any shot can trigger multiple
- "gun" actions.
-
- W The player moves so that his centre crosses the line. If the linedefs
- are overlaid, the player can activate as many as 9 "walk" linedefs just
- by moving one pixel.
-
- S The player presses spacebar standing in front of the line (facing the
- line). There must not be any non-activated lines (of ANY type) between
- the player and the line in question. The player can only activate one
- "switch" linedef at a time.
-
- Which in this case means that before the front switch is shot, it will be
- impossible to activate the switch at the back of sector 2.
-
- Multiple action switch
-
- You've already seen the multiple action switch. The exploding switch from
- before is actually a multiple action switch. Instead of applying a G1 action to
- the front linedef, all you need is to apply a S1 action, and the player can
- activate the switch twice by pressing space. Instead of making a hole in the
- switch in the SW2nnn texture, you can make it disappear completely, by using an
- all cyan patch. That way the switch underneath will be completely exposed when
- the first switch has been activated. This can be repeated many time with
- different looking switches. In my WAD I've created a four action switch. To
- give the impression that the switch isn't disappearing, I've made the gap
- between one switch and the next as small as one pixel. This way it looks as if
- it's not four different switches you activate, but one switch that changes four
- times.
-
- The switch textures I use only change a little from action to action, but
- remember that they need to be applied to 2 sided walls, so you can't use
- overlaid patches.
-
- Broken Glass
-
- It should now be easy to see how you can apply the same technique from the
- exploding switch to make a glass texture that breaks when shot. Simply apply a
- glass texture to one of the SW1nnn textures, and a broken glass texture to the
- corresponding SW2nnn texture, and apply a G1 action to the glass linedef in the
- WAD. That way the glass will appear to break, when shot. This effect was
- invented by Alberto Barsella (alberto@astrpi.difi.unipi.it).
-
- Animated Switch
-
- The last effect in the "switches" room, is an animation triggered by a switch.
- This effect was first implemented by Brian K. Martin (brian@phyast.pitt.edu).
- The effect requires a bit more of the WAD designer (Yes that's you). First of
- all you need to know which textures form animation starts and ends. Using
- WinTex this is no big problem, as all the animation start and end textures can
- be selected from a drop down menu, so I won't explain that in any further
- details (If you're not using WinTex that's your problem, not mine).
-
- To set up the effect, you need to define the SW2nnn texture as a part of the
- animation between the "anim start" texture and the "anim end" texture. For
- instance your texture definitions could be like this:
-
- SW1nnn # The first frame of a switch
- ANIM_START # The start of an animation (Select one of the start
- points from the WinTex menu)
- SW2nnn # This is the second frame of the switch from before.
- Since it's between ANIM_START and ANIM_END,
- it will become part of this animation.
- SOME_TEX # Then follows a few frames of the animation
- SOME_MORE
- ...
- ANIM_END # This is the last frame corresponding to the animation
- started before. You can select this from the same
- WinTex menu.
-
- Remember not to use the actual names listed above. Instead you should find
- original animation and switch textures from DOOM and redefine them.
-
- You may want to be able to start an animation elsewhere, meaning that you don't
- want the animation to be displayed at the switch being activated, but want it
- somewhere else. To achieve this you need to overlay two linedefs. To overlay
- linedefs, you have to merge the end vertices, but keep two (or more) separate
- lines between the same two vertices.
-
- Only one of the overlaid lines will be shown when the WAD is playing, so the
- other will be completely invisible. This other line could be set to hold the
- animation, while the line that shows should contain a switch texture. Remember
- though that the line that shows will not be activated when the animation is
- turned on. You might think that it's stupid to create an animation that doesn't
- show, but now you can set up a line elsewhere, and give it the same sidedef as
- the hidden overlaid line. That way the animation is displayed here.
-
- This last effect requiring overlaid linedefs has not been implemented in my
- example wad.
-
- -------------------------------------------------------------------------------
- DOOM is a trademark of id Software.
- -------------------------------------------------------------------------------
- Jens Hykkelbjerg / hykkelbj@daimi.aau.dk
-