hardcore_gamer Posted October 23, 2018 18 hours ago, Bob9001 said: Here is my finished Map31. I have the sneaking suspicion that your map will feature many square shaped rooms. 1 Quote Share this post Link to post
Antnee Posted October 23, 2018 6 hours ago, GoatLord said: I'm still working on my map, but thought I'd offer the current version for testing. I'm looking to find any bugs or gameplay issues that need addressing. Currently it is only set for hard difficulty, but I plan to add easy/medium modes. https://drive.google.com/open?id=1-C2cnmJwPLJGMjSdwO95_muZBuBrHT7J Playing this now - initial thoughts: The colors are too intense, for the most part. Reduce that saturation yo. The forest area is creative as hell. I never, ever would have thought to do that- and immediately I knew I was looking at a forest. Nice. Missing textures in your map too- am I missing something here or... 0 Quote Share this post Link to post
Koko Ricky Posted October 23, 2018 Make sure the community texture resource is added. It's allowed. I plan to reduce saturation in some areas but I really like the colors! 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 Alright reading all the feedback, why are people getting missing textures? I'm using the same resources as everyone else. (The one that's on the main body of this thread) 1: The saturation. That is something I can go back and play with. 2: During my play testing the yellow key room was pretty hard for me but that's ok i can reduce the Medkits etc. 3: As I mentioned in the topic I posted: I believe the outdoor areas work well with the lighting currently, but that's ok people can disagree with that. 4: Ok I can remove monster block lines but I feel like in the library area the monster would all pool at the door that's why I put one on that sector. 5: The switches, how do I make them display on, or used? Cause that is something I tried to do. 0 Quote Share this post Link to post
seed Posted October 23, 2018 8 minutes ago, Bob9001 said: why are people getting missing textures? I'm using the same resources as everyone else. I think this is what we we're missing, I totally forgot about adding that pack which is likely the result of missing textures. Was kind of in a rush to test the map and provide some feedback and forgot the essential, oops. 1 Quote Share this post Link to post
Antnee Posted October 23, 2018 Alright, let's get those switches workin. First of all, switches (as you've discovered) in EX work a little different. You can't just slap a switch texture on a mid and be done, it actually has to be added as an upper or lower texture (or sometimes mid, depending on what you're doing.) I'll go through all three ways to do it. First, the simple 1 sided impassable linedef: Several things are important, but the most are those bottom two. "Switch Texture" tells the game where to find the texture you want- in this case, the switch texture will be on my Upper. "Switch Display" is going to control *where the switch is actually displayed in game*. And since this is going to be on an impassable 1 sided linedef, it's going on the mid. The sidedefs tab: (If you are going to fit the switch into a perfect 32x32 recess in the wall, you'll want to adjust the Y offset by -16) So my switch texture is on the Upper. Here's how it looks in editor, and in game: (Green linedef is my switch) Now, lets do a switch on a raised platform. Same process as above, but this time your switch texture is going to be on the upper, and the display will be the lower. And now, how it looks in game. What if you want to dangle a switch from the ceiling? You just flip the "Display" and "texture" flags from above. You can download this fancy example map here. 3 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 26 minutes ago, Antnee said: Alright, let's get those switches workin. Ok, sweet I managed to follow that. Thank you very much. How do I make the switch change to pressed texture so people know they've shot it or pressed it? 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 If it's set correctly, that'll just happen on its own. 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 Ah ok, I managed to get it so the wall is the back texture and the switch on the wall but when I press it, it stays as a static texture? This is a bit over my head tbh haha. 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 You have some sort of activation set to it? 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 Post it- and tell me what linedef we're lookin at. 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 Here's linedef This is how I set it up. And here's the textures I didn't make it -16 because I thought I could get the switch to activate and change on that wall background. 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 Reverse these: So that it looks like this: 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 Alright done, but it's still not changing to pressed texture :/ 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 ...but it's actually doing the "floor lower to lowest?" 0 Quote Share this post Link to post
Mr.Rocket Posted October 23, 2018 Sorry to chime in but it's strange that it's working at all with the linedef facing the other way. 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 The way the linedef faces doesn't actually matter as much in EX. As long as the sector has the same tag, it'll work. 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 5 minutes ago, Antnee said: ...but it's actually doing the "floor lower to lowest?" Oh, no it isn't actually. It was working before though. 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 Ok I did the same on another switch and it worked like you said it was supposed to! Yay! So I don't know why the example I posted is not behaving the same way. 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 Alright, try using the "switch check height" flag at the top. 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 I guess I'd need to look at the wad itself then. 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 Please feel free. I'm currently doing the other switches and taking away some monster blocks as per feedback. I'm not going to change the outdoor lighting though, I'm happy with that and I feel if I mess around with it, I'll become unhappy with it. 0 Quote Share this post Link to post
Koko Ricky Posted October 23, 2018 (edited) This video helped me. The narrator made a two-pixel thick line directly in front of the tagged line, but still behind the initial recess, turning it into an additional sector which he lowered 16 units. The ceiling is the same on both sectors. He then added switch graphics to the upper and middle parts of the tagged line, so that the game would switch one out for the other when pressed. Edited October 23, 2018 by GoatLord 1 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 Yeah I did check out that video. Anyway, another annoyance I've run into when I set this switch up I'm on now, it put a texture in the sky above the switch. How do you get rid of that? 0 Quote Share this post Link to post
Antnee Posted October 23, 2018 dafuq... Send me your latest copy. 0 Quote Share this post Link to post
TakenStew22 Posted October 23, 2018 @Bob9001 Map looks good so far! But some of the switches can be very confusing, I went through some sort of "secret area" in the map where I guess you're supposed to shoot the yellow switch. At first it worked fine, but after I died and loaded it back up it didn't seem to work any more. I had to noclip through the locked door to get to the area. Maybe I missed something? Also, the map seems to randomly crash after you go to the area after the second Cyberdemon fight. 0 Quote Share this post Link to post
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