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Sector type 14


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I know Team Eternal/TNT give it use on Eternal Doom map05: Time Gate

How the fuck it works, it baffles me!

I stay beside the door for more than 5 minutes, waiting it to open, and it just change texture and nothing happend :/

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There is also the secret vault in JPCP map 32 that works with that special sector. 

 

I don't think it's ever used in any iwads. Actually, those two maps (in JPCP and eternal) are the only examples registered in my memory. It wouldn't surprise me if there was a use of it in one of the community chest megawads.

Edited by galileo31dos01

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I've seen it in a couple of levels, Eternal Doom MAP05, 2002 A Doom Odyssey E1M9 and 25 Years on Earth MAP32 off the top of my head (I remember clearly finding it in another E1M9 as well, but the name of the wad escapes me currently). It's basically a more annoying version of sector type 10 :)

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I know it's used in PWADs. I used it in NEIS e1m9. I guess it must have been an action meant for a purpose (was it introduced in DOOM I or DOOM II?) but then that purpose was either scrapped or never implemented. 

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29 minutes ago, NaturalTvventy said:

I know it's used in PWADs. I used it in NEIS e1m9. I guess it must have been an action meant for a purpose (was it introduced in DOOM I or DOOM II?) but then that purpose was either scrapped or never implemented. 

i don't know when was this sector type introduced, if it was for the original Doom of 3 episodes or if it was for Doom 2 onward.

My guess is that it was a special sector for some Tom Hall-esque endeavour, but since that kind of gameplay was scrapped at the end, it simply remained as a sector type to use. An annoying one for sure.

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One of the possible purposes are timed ambushes. It would allow monsters to pass through the door for a short time, and they could start to search for the player (if alerted before) or simply repopulate the map. I have seen these kinds of timed ambushes somewhere (I think it was in Urania), but I don't know if this sector type was used or something like a long lowering floor.

 

Regarding the secret in Eternal Doom MAP05, if I remember correctly, the mechanism of this sector type had actually nothing to do with the (in)famous texture ("Module Off-Line") which appears after a few seconds and even can change to "Frag you too!" if you shoot it. Regardless of what you're doing it should open after 5 minutes, and if you aren't there, no megasphere for you ... ;-)

 

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I believe the only sector special added in Doom 2 was the "fire flicker" one (17), this was probably in there beforehand. The idea of opening up a secret vault or something seems like the most likely culprit, but none of the mappers ended up using it. I dunno.

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I asked Romero himself about this a while back, as he was the one who coded it. He doesn't remember what it was for exactly, but said it was probably Sandy asking to include it for some of his shenanigans. I guess someone could ask him on his Youtube channel about this.

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10 hours ago, SaladBadger said:

I believe the only sector special added in Doom 2 was the "fire flicker" one (17), this was probably in there beforehand.

 

Yes, exactly.

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7 hours ago, galileo31dos01 said:

Huh, I swear I thought of NEIS too but couldn't remember the exact map!!

Heh, I had the opposite thought: I knew it was on the E1M9 slot but didn't remember if it was on NEIS or not :P

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  • 2 weeks later...
On 1/4/2021 at 6:06 AM, erzboesewicht said:

One of the possible purposes are timed ambushes. It would allow monsters to pass through the door for a short time, and they could start to search for the player (if alerted before) or simply repopulate the map. I have seen these kinds of timed ambushes somewhere (I think it was in Urania)

 

It was meant to be. I had an idea to make an ambush on MAP06, where a passage opens in the middle of the map (eight-corners star) so that enemies teleport to random places, in accordance with the player's location. But these sectors also have another trigger that opens them later... The gameplay on this map is somewhat unpredictable.

 

Urania_MAP06_map.png

Edited by riderr3

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