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Problem with door


Pompeji

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Hey! I'm very new to using Doom Builder 2(and making doom wads in general) and while it seems easy enough for the most part, I'm having one slight issue with the doors. I know how to make a door, I know how to make the door jamb textures unpegged and everything. The issue is, when my door opens, it isn't flush with the ceiling. It always closes almost fully but still noticeable. So far my level is simple, with 2 major rooms. A starting room, and directly behind the player a secret room. I also made a hallway, and in the middle I put my door. The ceilng height for the big rooms is higher than that of the hallway, and I want the door to be flush with the hallway. 

 

If it helps, my door is 16 thickness and 64 length. It uses the same texture that most Doom maps use for the door directly behind the player in the starting area. I'm using GZDoom as my .exe to test the level, and ZDoom (Doom in Hexen Format).

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@Pompeji Welcome to Doomworld and welcome to Doom mapping!

 

With regard to your issue with the door, that's just how doors are coded to operate in Doom: the ceiling starts going upward and stops 4 units below the lowest neighboring ceiling. For example, if your ceiling on either side of the door was 96 units, the ceiling of the door sector would stop going up at 92 units.

 

If you want to create the appearance of the door just no longer being there, you have two options (that I can think of):

  • Instead of using the D1 Door Open and Stay Open action for the door, use a Ceiling Rise to Nearest Ceiling action for the door sector (I don't know what they would be called in Doom Builder 2 or Ultimate Doom Builder and I don't know what the linedef type number would be in the DiH format). If you start the ceiling at 0 (the floor level) and it raises, it will stop when it is even with the surrounding ceiling, giving you the appearance of a smooth ceiling. You could use the door texture, too, so it wouldn't look any different to the player, and it would still be obvious that you meant it to be a door. You could definitely use a S1 action, but with generic triggers, you may even be able to make your ceiling rise a D1 action.
    • Remember, you don't always need to use "Door" triggers for doors. The doors in E3M1 that open downward are actually lifts.

 

  • If you still want to retain the D1 Open and Stay Open action (for example, you don't like the switch sound that might accompany the ceiling rise action if it was S1), you can put two narrow sectors in front of and behind the door that have ceilings that are four units higher than the rest of the hallway. You would make these narrow sectors 1 or 2 units wide, which would be difficult to notice, especially if your ceiling was a darker color and/or your hallway was darker. You would just have to make sure you aligned the textures to hide the fact that this higher sector was there, and mark the extraneous lines as invisible so they didn't so up on the automap.

Good luck! Have fun mapping!

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11 minutes ago, Pompeji said:

Hey! I'm very new to using Doom Builder 2

Get Ultimate Doom Builder. It's the latest version of Doom Builder.

 

12 minutes ago, Pompeji said:

and ZDoom (Doom in Hexen Format)

Hexen format is basically deprecated. No real reason to use it.

 

Anyways...

I'm not exactly sure what you mean by this. Do you mean the door isn't 100% going up into the ceiling and instead it's just stopping a LITTLE bit away from the adjacent ceilings? I'm pretty sure that's what doors always do.

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2 minutes ago, thelazyqdude said:

Get Ultimate Doom Builder. It's the latest version of Doom Builder.

 

Hexen format is basically deprecated. No real reason to use it.

 

Anyways...

I'm not exactly sure what you mean by this. Do you mean the door isn't 100% going up into the ceiling and instead it's just stopping a LITTLE bit away from the adjacent ceilings? I'm pretty sure that's what doors always do.

 

There aren't many new tutorials on youtube so I just picked one and did what it said. If it helps, my short term goal is to create an E1M1 level that's meant to be very vanilla, but beginner friendly. My long term goal is to create an entire Episode 1. The tutorial I followed used Doom Builder 2 and Doom in Hexen Format, so I'm really not sure what would be better for my intents and purposes.

 

And I thought the doors went fully into the ceiling? But upon further inspection it appears you are correct. Is there a way I can make it do what I want it to do or is that simply not possible?

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I'm not sure if it is possible, but I don't really see how a door not going fully into the ceiling would be a very big deal.

 

Ultimate Doom Builder is the latest Doom Builder, and there are 4 default formats for UDB:

 

1 - Vanilla Doom 2 format. No limits removed. Id software's maps are made in this format.

2 - Boom format. Some limits removed and there are new features.

3 - Hexen format. Even more features. Old & deprecated. This is for mappers who are overwhelmed by UDMF.

4 - UDMF format. Go wild with features. The way that UDMF is made makes it versatile and the definitive format for your craziest DooM ideas. Not recommended for new mappers.

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The issue is that the door is in the middle of a hallway, and it's set to only open, so I wanted the illusion that once the door is open the hallway is permanently opened. I did put the ceiling texture on the bottom of the door with the expectation that it'd align properly with the ceiling of the hallway.

 

Thank you for the recommendation, though. I'll switch to Ultimate Doom Builder and get on with my WAD from there! :)

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4 minutes ago, Pegleg said:

@Pompeji Welcome to Doomworld and welcome to Doom mapping!

 

With regard to your issue with the door, that's just how doors are coded to operate in Doom: the ceiling starts going upward and stops 4 units below the lowest neighboring ceiling. For example, if your ceiling on either side of the door was 96 units, the ceiling of the door sector would stop going up at 92 units.

 

If you want to create the appearance of the door just no longer being there, you have two options (that I can think of):

  • Instead of using the D1 Door Open and Stay Open action for the door, use a Ceiling Rise to Nearest Ceiling action for the door sector (I don't know what they would be called in Doom Builder 2 or Ultimate Doom Builder and I don't know what the linedef type number would be in the DiH format). If you start the ceiling at 0 (the floor level) and it raises, it will stop when it is even with the surrounding ceiling, giving you the appearance of a smooth ceiling. You could use the door texture, too, so it wouldn't look any different to the player, and it would still be obvious that you meant it to be a door. You could definitely use a S1 action, but with generic triggers, you may even be able to make your ceiling rise a D1 action.
    • Remember, you don't always need to use "Door" triggers for doors. The doors in E3M1 that open downward are actually lifts.

 

  • If you still want to retain the D1 Open and Stay Open action (for example, you don't like the switch sound that might accompany the ceiling rise action if it was S1), you can put two narrow sectors in front of and behind the door that have ceilings that are four units higher than the rest of the hallway. You would make these narrow sectors 1 or 2 units wide, which would be difficult to notice, especially if your ceiling was a darker color and/or your hallway was darker. You would just have to make sure you aligned the textures to hide the fact that this higher sector was there, and mark the extraneous lines as invisible so they didn't so up on the automap.

Good luck! Have fun mapping!

 

Your solution worked! My whole goal with this was to give the player the illusion of "Oh this is just one of those doors that always appear behind the player at the start of every map..." But then when the player clicks on it, it reveals a secret! I set the door as "Ceiling Raise to Nearest Ceiling" for this. Thank you so much! If you don't mind helping an absolute beginner get started, I'd love to add you on discord and talk about my project and ambitions with it. If not, that's completely okay, I still appreciate the help! :)

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45 minutes ago, thelazyqdude said:

1 - Vanilla Doom 2 format. No limits removed. Id software's maps are made in this format.

 

I don't use UDB, so I may be mistaken, but I think you are oversimplifying this setting. The term "vanilla Doom 2 format" just means that you only have access to the linedef triggers and sector types that were present in the original vanilla game. It doesn't include generic triggers that were added for Boom format or any of the other bells and whistles added for DiH or UDMF. However, just because you design using only the vanilla actions doesn't mean that you design with all the vanilla static limits.

 

With regard to maps,

  • Vanilla = vanilla actions and trigger types and sector types ONLY and all static limits in place, playable in the original executable. Exceeding the static limits causes crashes or other errors. This format has the highest level of compatibility because virtually every port (or even the original DOS executable) will play it.
  • Limit-removing = vanilla actions and trigger types and sector types ONLY, but with many of the static limits removed. Exceeding these limits does not cause errors, but they should be played in a limit-removing port (Crispy Doom, PrBoom+, ZDoom, etc.).

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23 minutes ago, Pegleg said:

 

I don't use UDB, so I may be mistaken, but I think you are oversimplifying this setting. The term "vanilla Doom 2 format" just means that you only have access to the linedef triggers and sector types that were present in the original vanilla game. It doesn't include generic triggers that were added for Boom format or any of the other bells and whistles added for DiH or UDMF. However, just because you design using only the vanilla actions doesn't mean that you design with all the vanilla static limits.

 

With regard to maps,

  • Vanilla = vanilla actions and trigger types and sector types ONLY and all static limits in place, playable in the original executable. Exceeding the static limits causes crashes or other errors. This format has the highest level of compatibility because virtually every port (or even the original DOS executable) will play it.
  • Limit-removing = vanilla actions and trigger types and sector types ONLY, but with many of the static limits removed. Exceeding these limits does not cause errors, but they should be played in a limit-removing port (Crispy Doom, PrBoom+, ZDoom, etc.).

?

I thought the vanilla static limits were also inside of vanilla format maps and that boom format removes said limits. 

 

EDIT: Now that I think about it, you're right. I just have a vivid memory of making an absurd joke map in Doom Format. The length of one hallway was so long that it fucked up the collision for the map. I might test out the same hallway in Boom Format to see if it makes any difference.

Edited by thelazyqdude

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