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How do I make a door in an open area?


St. Mildly Annoyed

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I've been trying to make a door for the outside of a huge temple in which a new wad I'm making takes place in , but the door keeps scaling all the way to the ceiling. I've tried using ultimate doom builder's 3d floor tool to make a bottom layer, but it still spans a full 3000 units, as seen in the image below. In case your wondering about the height, I also want to give the player a peak at some outdoor arenas later and higher up in the temple, as both a teaser and to give a sense to how immense it is.image.png.ab72ef993aabd34846e19cfc9d56b4ff.png

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draw 2 sectors, one in front, and 1 behind the door..

then lower those two sectors heights to where the door texture repeats

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44 minutes ago, Ash4ash said:

draw 2 sectors, one in front, and 1 behind the door..

then lower those two sectors heights to where the door texture repeats

Thanks! I'm surprised I didn't think of that earlier.

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It's also worth noting that, unless you're planning to have a wall that tall somewhere, you don't really need a sky sector to be 3000 units tall.

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10 hours ago, St. Mildly Annoyed said:

Though would it also function with swing open doors?

Same thing

Edited by Ash4ash

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Good to know, but I just noticed this method blocks out another texture when I stand directly in front of the door. I have a pillar behind the door and the pillar completely blanks out when you try to face it head on in.

Edited by St. Mildly Annoyed

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1 hour ago, St. Mildly Annoyed said:

Good to know, but I just noticed this method blocks out another texture when I stand directly in front of the door. I have a pillar behind the door and the pillar completely blanks out when you try to face it head on in.

 

Post screenshots so we can better understand what you mean.

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Please remember, that unless you're making a 3D map in something like UDMF format, what you're trying to do won't be successful in good old 2D Doom format. For starters: Where would you're door go when it opens up? Into thin air? Or when it does open: Do you enter the green marble structure which is solid and therefore can't be entered in the first place?

 

I don't mean to be rude, but I think you're missing a few missing pieces of vital knowledge about Doom mapping. We can help you, but watching a tutorial or two and maybe also researching other maps might help you better understand the basics and especially the differences between an advanced format like UDMF, a Boom map, a limit removing map or a vanilla map.

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7 hours ago, Stabbey said:

 

Post screenshots so we can better understand what you mean.

81534517_Screenshot2023-08-27220543.png.25054fa90f1a7b32ceca460672d69510.png

1549027948_Screenshot2023-08-27220611.png.c0f7802e27185af7f3eb66f27cfc3627.png

I seems at a certain change of angle the center pillar becomes completely invisible.

7 hours ago, Chris Hansen said:

Please remember, that unless you're making a 3D map in something like UDMF format, what you're trying to do won't be successful in good old 2D Doom format. For starters: Where would you're door go when it opens up? Into thin air? Or when it does open: Do you enter the green marble structure which is solid and therefore can't be entered in the first place?

 

I don't mean to be rude, but I think you're missing a few missing pieces of vital knowledge about Doom mapping. We can help you, but watching a tutorial or two and maybe also researching other maps might help you better understand the basics and especially the differences between an advanced format like UDMF, a Boom map, a limit removing map or a vanilla map.

I know, this is being made in udmf for gzdoom. I intend to have the green marble structure be solid, but for the door to be an entrance into the structure, which would end the level one entered. While I did find a good tutorial a few seconds ago, most I've looked for either only discussed how to make one, or used a different model of doom builder with irrelevant features. 

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10 hours ago, Jayextee said:

It's also worth noting that, unless you're planning to have a wall that tall somewhere, you don't really need a sky sector to be 3000 units tall.

Well, the wads taking place in a bft.

Spoiler

For those new to doom, "Big fucking Temple".

 

Edited by St. Mildly Annoyed

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All right, so the problem is that the ceiling needed to make the door look good blocks the rest of the temple. My suggestion is simple:

 

Don't use a door. Use a raised floor which lowers, like a gate which lowers into the ground. That will preserve the looks of the temple.

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