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How does one make a lift anywhere?


ShoHidari

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I recently got my hands on Doom Builder 2 and I was wondering, how do I make a pillar a secret lift?
If not possible in Doom Builder 2, should I use GZDoom builder?

Edited by ShoHidari
An after thought came along.

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This is a simple method that will work in vanilla, limit-removing, and Boom.

 

  1. Make the pillar a regular sector. In other words, it will have a floor and ceiling; the interior must not be void.
  2. Make the floor equal to the ceiling, so when you trigger it, the pillar will lower (because that is how lifts work in Doom-down, wait, up)
  3. Tag the sector that is the pillar with a number. For example, Tag 1.
  4. Make the pillar sector secret (Type 9).
  5. Create a linedef that will be the trigger for the lift. This can be a walkover linedef (W1 or WR), a switch you press (S1 or SR), or a switch you shoot (G1 or GR).
  6. Give that linedef the same tag as the sector, so the linedef will have Tag 1.
  7. Set the linedef action to one of the lift actions. If you want to be able to lower the pillar multiple times, make sure the linedef action is repeatable. Also make sure that the linedef action matches how you want it to activate, or the lift won't work (e.g., if you put a WR action a switch linedef, it won't work).
  8. When you operate the linedef (whether by walking, pressing, or shooting), the top of the pillar (its "floor") should lower to the level of the surrounding floor, wait, and then rise up back to its original floor level.

There are other ways to do this in Boom, involving perpetual lifts (ones that keep repeating the lower, wait, rise cycle), voodoo doll scrollers, etc., but the way described above is a basic way to make a pillar into a secret lift.

 

Someone with more experience in Doom-in-Hexen and/or UDMF can advise you on making the pillar into a secret lift in one of those two formats.

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First: GZDoom Builder is dead, and Doom Builder 2 is exceptionally dead. Use Ultimate Doom Builder.

 

That said, lifts have been a part of Doom since its original release, so any map editor is capable of making a lift.

 

By default, lifts start in their raised position, then lower to the lowest nearby floor (nearby meaning another sector directly connected to the lift sector), wait for a moment, and finally return to their original position.

 

Different map formats allow different behavior, so you should specify if you're mapping in Doom format, Hexen format, or UDMF (and if Doom format, whether you're aiming for Boom-compatible).

 

In any instance, you'll need a line to activate the lift, so pick whatever line you want to be the trigger, and right-click it to bring up its properties. Under the "action" section, there'll be a "browse" button that will bring up a list of line actions by category. Open the "Lifts" category and choose whatever type you want. Then you'll need to tell the line what sector to activate, so give the line an identification tag (Doom/Boom) or sector tag (UDMF). Then go to the sector you want to be the lift, and give it the same identification tag. That links the two, so that the line action always activates the sector with the same tag number. You can use the same tag on multiple lines (for multiple lift activators) or multiple sectors (for multiple lifts), but limit it to this particular series of actions only.

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