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Need help with doors


AmongPro6800

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I've been trying to make doors, I tried in slade 3 and UDB, but they never work right. 

Either they

  1. Do Absolutely Nothing
  2. Sink into the ground along with the walls of the next room
  3. Lower the celing of the room

if anyone can help that would be great

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At first I used two squares together and just selected some line. I textured it as a door, and then i set the special to door. 

Later i used a little tunnel where i set both sides to door.

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I don't fully understand what you're saying, so I'll describe what I do. Could you possibly also take a screenshot of the UDB editor in grid mode, please?

 

1. Make two sectors leading out of a room/area. I make mine 128 pixels across, and 16 wide, if I'm using one of the BIGDOOR textures.

2. Press shift-D on the second sector, and then the make door menu should appear. Simply choose whatever textures you want for the Door itself, the track, floor and the ceiling.

3. Go into visual mode and then apply whatever action you want to the "face" of the door that faces the player, such as 1: DR Door Open Wait Closes(also monsters

4. Test by interacting with the door.

 

Hopefully this helps :) 

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Bear in mind that your door will be a whole sector -- your third point about it lowering the ceiling of a room means the door is working as intended, but your sector design isn't -- ideally your door should be a door-shaped sector like this (highlighted in red):

 

image.png.7fb3b6094e69c390405a930c06411858.png

 

Note the outward-facing linedefs (the front has that little 'notch' in the center) to the east/west of the shape, you can flip any linedef by selecting it and pressing 'F' (or selecting 'flip linedefs' in the linedef menu) in UDB. I can't talk about SLADE, I don't use it for mapping. Both of those linedefs should be assigned the door action (type 1 will work without a tag).

 

It's worth knowing that in the stock DOOM format literally every architectural/sector detail you see will either be a ceiling or a floor at some height or another. 'Dynamic' sectors (moving ones) such as lifts or crushers or even doors are no different, they just have actions applied to them that can make them change in realtime.

Hope this helps.

Edited by Jayextee

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One really important bit of info about doors is that: 

 

Quote

When a door opens, it will move up to the height of the lowest neighboring ceiling minus 4.


Notice how in Jayextee's example, the walls that the doors are touching are proper walls -- one-sided lines with void on the other side. The behavior in that case would be pretty predictable. 

 

Beginners will often make lots of their walls out of zero-height sectors more like this: 

 

image.png

 

And then depending on the heights of the adjacent ceilings, your door might not function like you want them to. 

 

#2 in your original post seems to be this type of mistake.  

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@AmongPro6800 Also, I would recommend you not to rely just on the map editor automatic creation of doors (like that Ctrl+D thing) and stuff, but rather do things manually by yourself so you get to understand well how things really work.

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