Jump to content
  • 0

Explain Boom Format


Biz!

Question

I would like you to explain boom format, mainly the linedefs, I tried looking at some tutorials but it is lacking due to Z D O O M, so can anybody explain the all the new linedefs simply?

Share this post


Link to post

4 answers to this question

Recommended Posts

  • 1

Explaining all of Boom's new linedef actions would take forever and a day.

 

Luckily, Boom's documentation is quite in-depth, and widely available to boot. Here's an online mirror of it. One piece of advice: use the find function. Scrolling through old, semi-formatted html textfiles is miserable. Hope this helps.

Share this post


Link to post
  • 0

This is probably the same one that Omniarch posted, but the link didn't work for me so here's the one I usually use.

 

53 minutes ago, Redoom said:

I didn't learn anything from it :=/

 

BOOMEDIT.wad is the quickest way to get a general idea of what each new line action does. Couple that with the Boom reference that has been linked above twice now and you have all the information you need - it is up to you to put the time and effort into reading and understanding them. There's 1,5 hours between your post and Diabolución's, which is not nearly enough to even scratch the surface of what's going on in BOOMEDIT.wad.

 

Important note: don't try to understand the entirety of all the line actions in Boom at once, especially when you're starting out. Instead, start out with simply exploring what's available, experiment, mess around in BOOMEDIT.wad and play Boom compatible wads to see what people have come up with.

 

A few things Boom makes possible that I use frequently:

- generalized linedef actions, which generalizes floor/ceiling movement for you to mix and match at your leisure

- sky transfer actions 271 and 272 (actually an MBF feature but basically supported by all Boom comp source ports)

- create fake ceiling and floor action 242 (invisible floors/ceilings, deep water)

- change floor / ceiling brightness (actions 213 and 261)

- extended texture/thing scrolling capabilities (static and accelerative scrollers) which make possible voodoo conveyors and rudimentary scripting (this can be extended to some really impressive results)

- line teleports can act as faux "portals" and provide instantaneous and momentum preserving teleportation

- some funky light stuff

Edited by Aurelius

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...