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Cream of the Crop 21
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Cream of the Crop 21 (Terry Blount) (October 1996).iso
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DOORS.TXT
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1995-02-16
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Everything you ever wanted to know about: DOORS!
------------------------------------------=====-
Ok, so what is a door? A door is basically a sector that has it's ceiling
raise and/or lower. A player or monster can only walk through the middle
part of any sector (between the floor and the ceiling), and so can only walk
through a door when the ceiling is up (door is open). A door that is closed
will have the ceiling height equal to the floor height.
There are several types of doors. Most are activated by walking up to
them and pressing the spacebar. These types can only be activated on
the right side of the line, and open the door sector on the left side of
the line. Thus, no trigger id is needed to tie the line to a sector.
Another similar door type is the shoot-to-open type. The only
difference from the last type is that you shoot the line instead.
A third type is a switch-activated door. With this type, you need to
use a trigger id to link the switch-line to the door sector. This
allows the switch to open a door, near or far away. It also allow you
to open multiple doors with this one switch.
Lastly, there is a type similar to the switch-activated door that is
activated by walking over a line (player or monster). This type usually
has the invisible flag set on the line, so that you don't see it on the
auto-map, unless something else about the line would make it visible
(floor or ceilings height differences, for example). Lines of this type
are sometimes activated by rockets and fireball. However, this isn't
always reliable.
Rules for doors:
1) 2-sided lines along the sector parimeter:
a) Must have a 'door' linetype. Usually linetype #1 for normal
doors.
b) Must have the impassable line flag cleared and the
2-sided/transparent flag set.
c) Should have '-' for a middle texture. Whatever texture you
wish to use for a door should be used for the upper texture.
d) Must have the right sidedef facing outward. If you have a
texture on the out-facing sidedef but none on the in-facing
sidedef, then DMapEdit will automatically insure that the right
sidedef points outward.
2) Any single-sided lines along the sector parimeter:
a) Should have "DOORTRAK" for the middle texture, or something
similar.
b) Must have the 2-sided/transparent flag cleared, like any
single-sided line should have.
c) Should have the lower texture unpegged flag set, so that the
"DOORTRAK" texture doesn't scroll.
Of course, the most common door configuration is a rectangle:
Sector #2
-------+------C------+-------
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Void A Sector #1 B Void
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-------+------D------+-------
Sector #3
Lines A & B are single sided lines, and lines C & D are 2-sided. The
actual door is sector #1.
Doors are normally 64 or 128 units long, and 16 units wide. This is pretty
much the standard id's maps set. You are not restricted to this in any way,
however. You may make whatever type of door you feel like creating.