Somniac Posted March 20, 2021 So basically, what I'm trying to do is have the highlighted linedef (as part of a sector that doesn't quite extend as far back as the door) lower as a monster closet. Obviously normally it would just pull the floor above down with it or something, which isn't gonna work. I'm trying to get the floor above to stay exactly where it is while the highlighted bit either raises or lowers to reveal a monster closet. Is that something that using 3D floors would allow me to do? So far I've only found a guide on how to make bridges which isn't the effect I'm going for. 0 Quote Share this post Link to post
Z0k Posted March 20, 2021 (edited) so you mean something like this? this one its easy basically im using 2 dummy sectors. trappy.zip <<<<<<<<------ You can download it here to check it out tag 1 its for the floor which have the lift texture and its the one what lowers, tag 2 and 3 are just for the 3d floors of the bridge and the ceiling for the monster closet. take on mind if it the 3d floor that you want to move (in case you want them open like a door) you need to move the floor/ceiling of the dummy sector of such 3dfloor, or if you want to move the floor which its under the 3d floor (or ceiling which its above the 3d floor) you only need to move that sector (not the 3d floor dummy sector) i dont know if im clear but hope the wad helps you Edited March 20, 2021 by Z0k 1 Quote Share this post Link to post
Simomarchi Posted March 23, 2021 I suppose that you want your players to be able to walk also over that monster closet in a second moment. If this is the case you simply have to use a 3D floor above the monster closet. First you have to lower at the level of the lowest floor the highlighted sector in your screenshot (I mean, the sector that contains the highlighted linedef). After that give to it a tag. Now create a control sector (a small unreachable sector outside of the playable area). Choose a random linedef of that sector and give to that linedef the action number 160. Give to that action the tag of your highlighted sector as a parameter. This procedures allows you to create a 3D floor with the shape of the highlighted sector. The characteristics of this 3D floor depend on the control sector. In particular: The height of the control sector will be the thickness of the 3D floor The floor texture of the control sector will be the texture rendered on the bottom part of the 3D floor (the one that you see when you look up and you are under it) The ceiling texture of the control sector will be the texture rendered on the top surface of the 3D floor (the one that you can step on when you are at the high level of your room) The middle texture of the linedef that has action 160 will be the texture of the sides of the 3D floor The brightness of the control sector will be the brightness of the space under the 3D floor (in your case the monster closet). If you want to raise/lower the 3D floor to a specific height you have to raise/lower both the floor and the ceiling of the control sector at the same time (without touching the highlighted sector at all). Now, to complete your ambush you simply have to create a barrier between the player and the monster that are placed under the 3D floor. Instead of lowering the entire floor you just have to create an 8 map units-thick sector under the 3D floor and raise its floor at the same height of the bottom part of the 3D structure (to give the illusion of a continuous wall). Then you can lower that floor with the method that you prefer to free the monster behind it and start the ambush. Remember that 3D floors need an advanced map format to function, like Doom-in-Hexen or UDMF. 1 Quote Share this post Link to post
Somniac Posted March 23, 2021 Thank you both! This now works perfectly. 0 Quote Share this post Link to post
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