smeghammer Posted June 24, 2020 Did this as a static area a while back. Now I want to operate the doors. Doh! Spot the beginners error... Need to change it so the doors lower into the floor. Arse. 0 Quote Share this post Link to post
Dark Pulse Posted June 25, 2020 I was gonna say lack of DOORTRAK myself. How the hell does that inner brickwork stay so smooth... 1 Quote Share this post Link to post
boris Posted June 25, 2020 1 hour ago, Dark Pulse said: I was gonna say lack of DOORTRAK myself. How the hell does that inner brickwork stay so smooth... No, it's the door raising into the sky. Not sure what's there to discuss. 2 Quote Share this post Link to post
JadingTsunami Posted June 25, 2020 If you find the lowering doors unsightly, you can always consider the E3M1 approach and carve out a higher ceiling area for the doors. 1 Quote Share this post Link to post
smeghammer Posted June 25, 2020 Nah, lowering doors is fine. I just thought this might make someone chuckle. I'm just starting at mapping and I spent ages on this, initially as a non-reachable static area, and it was a real DOH! moment when I realised that the opening door would go through the ceiling... 0 Quote Share this post Link to post
smeghammer Posted June 25, 2020 5 hours ago, Dark Pulse said: was gonna say lack of DOORTRAK myself. Yeah, I did this a many times too, and not unpegging it. It might be fun to see what other rookie mistakes people make. Would probably be useful for new mappers too.. 0 Quote Share this post Link to post
NeedHealth Posted June 25, 2020 (edited) just make the door lower like a lift if you do not want to redesign the area. sr50 apparently covers a 192 mpix gap. That was something I didnt know. Edited June 25, 2020 by NeedHealth 0 Quote Share this post Link to post
Stabbey Posted July 23, 2020 The easiest way to avoid that is to have recessed sectors to put the door in. If you want the door to appear flush (like, say it's a monster closet door), you could make the recess be only 1 px deep. 0 Quote Share this post Link to post
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