limpbizkitfannickelbackfan Posted May 4, 2022 I am making a custom WAD with a buncha levels, I have them all planned out but I am building them out of order. Anyways, I made MAP07 first, and it's a boss fight level. There's a hell knight in the middle of the level as a first boss, then there's a second one at the final room of the level. I wanted to make it to where after killing that second Hell Knight, it would end the level. However, it seems I can't just do that in doom builder so easily. Any help on how to figure that out and make it happen? 0 Quote Share this post Link to post
brick Posted May 4, 2022 Doom Builder cannot control something like that, it'll depend on what engine you're mapping for, vanilla or a source port. If vanilla there are very specific actions accomplished by boss death in each game, but while MAP07 does use some (for the arachnotron and mancubi) it doesn't do an "end level on boss death", so it's basically impossible to do what you want in the original doom2.exe. If you're going for source ports (or Boom-compatible) then you can use a UMAPINFO lump in your wad (the link has a list of ports with support), in which you specify what action you want when the boss dies on any particular map (if you're targeting more specialized ports such as ZDoom or Eternity they have their own MAPINFO variants that you can use to specify the boss action on death). However, this won't be enough, because these actions will only work if the monster is already flagged as a boss in the game, which the hell knight is not (only barons, cybderdemon, spider mastermind, mancubus and arachnotron are already flagged; incidentally, Romero's head will also always end a level, any level, when killed). Thankfully, making any monster count as a boss can be done with DeHackEd, and while original DEH can seem overwhelming, you can instead use an extended format called BEX, which is much more user friendly. 2 Quote Share this post Link to post
horselessheadsman Posted May 6, 2022 (edited) If the level is UDMF format, then you can just give the second Hellknight a 243 special to end the level when he's killed. (edit) Just to specify, if there isn't a MAPINFO lump specifying the next level, the game will just go to the next number down the default map list.(ex. MAP07 goes to MAP08) Edited May 6, 2022 by horselessheadsman 3 Quote Share this post Link to post
limpbizkitfannickelbackfan Posted May 6, 2022 (edited) 3 hours ago, horselessheadsman said: If the level is UDMF format, then you can just give the second Hellknight a 243 special to end the level when he's killed. (edit) Just to specify, if there isn't a MAPINFO lump specifying the next level, the game will just go to the next number down the default map list.(ex. MAP07 goes to MAP08) How do I get to the "Edit Thing" menu? EDIT: I just realized that I did not make my map in UDMF format. Is there a way I can possibly just convert it from Doom format to UDMF instead of rebuilding it from scratch? Edited May 6, 2022 by limpbizkitfannickelbackfan 0 Quote Share this post Link to post
horselessheadsman Posted May 6, 2022 https://www.kappes.drdteam.org/FORMAT_CONVERSION/Format_Conversion.html 1 Quote Share this post Link to post
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