I am trying to create a room where gravity flips to one of the walls or the ceiling, activated by a switch that is shot by the player. Correct me if I'm wrong but such a thing is not possible in Doom II right?
So instead I came up with a workaround: build six rooms with identically positioned linedefs stretched across their entirety so that all players and monsters are always 'touching' at least one of them. The rooms are then built looking like flipped versions of eachother. Give each linedef a tag and give the same tag to the cloned linedef in the other rooms. Have the linedefs silently trigger for just one tic upon shooting the switch, and voila: the player and monsters are in the same room that's now flipped on its side.
Sketch of the teleporting linedefs, with two rooms:
I have tagged the linedefs on the borders of each square. This would become far to labor intensive quickly, so I opted for only having parallel lines: a whole bunch less vertices and linedefs:
I can't make this work and there are obvious issues.
-I would like this effect to be reproducible. So not just a switch that activates a linedef once, but several times: as many times as the player wants. And to have the linedef be active constantly would immediately teleport the monsters to the next room or back.
-I don't know how to actually activate teleporters with a shootable switch. Can this even be done? Or can I shoot a switch that triggers another effect that triggers the teleporting?
-If I want six different gravity positions (floor, at least one of the walls but ideally all of them, and the ceiling) I can't have cloned linedef tags can I? That would work with two but not three identical linedef tags right? Or is there a way for me to choose to which similarly named linedef a thing teleports?
-Do you think this would work in Boom compatible? Or do I go a step further so it will work but just not be Boom compatible?
-Manually tagging each linedef to both of its clones, all with unique tags and unique shootable switches, would be best I guess. Sigh, that's going to be a lot of clicking...
I know, I know, I know: this might come across as an unreasonably unattainable idea but I'm truly interested in making this room work in Doom II. It would just be great if it could happen! It might be a way to finally play in this beautiful creation, and not just as a visually appealing place but as an actual arena that itself can be dynamically changed by the player:
Question
Peccatum Mihzamiz
I am trying to create a room where gravity flips to one of the walls or the ceiling, activated by a switch that is shot by the player. Correct me if I'm wrong but such a thing is not possible in Doom II right?
So instead I came up with a workaround: build six rooms with identically positioned linedefs stretched across their entirety so that all players and monsters are always 'touching' at least one of them. The rooms are then built looking like flipped versions of eachother. Give each linedef a tag and give the same tag to the cloned linedef in the other rooms. Have the linedefs silently trigger for just one tic upon shooting the switch, and voila: the player and monsters are in the same room that's now flipped on its side.
Sketch of the teleporting linedefs, with two rooms:
I have tagged the linedefs on the borders of each square. This would become far to labor intensive quickly, so I opted for only having parallel lines: a whole bunch less vertices and linedefs:
I can't make this work and there are obvious issues.
-I would like this effect to be reproducible. So not just a switch that activates a linedef once, but several times: as many times as the player wants. And to have the linedef be active constantly would immediately teleport the monsters to the next room or back.
-I don't know how to actually activate teleporters with a shootable switch. Can this even be done? Or can I shoot a switch that triggers another effect that triggers the teleporting?
-If I want six different gravity positions (floor, at least one of the walls but ideally all of them, and the ceiling) I can't have cloned linedef tags can I? That would work with two but not three identical linedef tags right? Or is there a way for me to choose to which similarly named linedef a thing teleports?
-Do you think this would work in Boom compatible? Or do I go a step further so it will work but just not be Boom compatible?
-Manually tagging each linedef to both of its clones, all with unique tags and unique shootable switches, would be best I guess. Sigh, that's going to be a lot of clicking...
I know, I know, I know: this might come across as an unreasonably unattainable idea but I'm truly interested in making this room work in Doom II. It would just be great if it could happen! It might be a way to finally play in this beautiful creation, and not just as a visually appealing place but as an actual arena that itself can be dynamically changed by the player:
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