MODSKILLTHISACCOUNTNOW Posted October 31, 2023 I've been meaning to create this Doom map but it's strictly symmetrical so I want to know if there is an option of symmetry geometry like Blender's mirror function. 0 Quote Share this post Link to post
Wo0p Posted October 31, 2023 Yes, in Ultimate Doom Builder at least there's a mirror function when you copy/paste sectors. A side panel will start blinking to the right called "Edit Selection" when you have pasted something. That should help you. 0 Quote Share this post Link to post
Kappes Buur Posted October 31, 2023 (edited) 2 hours ago, fluddsskark said: I've been meaning to create this Doom map but it's strictly symmetrical so I want to know if there is an option of symmetry geometry like Blender's mirror function. After pasting selected sectors, linedefs or things move the cursor to the plugin side panel (in my case the right side) and click on one of the Flipping functions Spoiler Edited October 31, 2023 by Kappes Buur 1 Quote Share this post Link to post
MODSKILLTHISACCOUNTNOW Posted November 1, 2023 (edited) 22 hours ago, Kappes Buur said: After pasting selected sectors, linedefs or things move the cursor to the plugin side panel (in my case the right side) and click on one of the Flipping functions Reveal hidden contents Thanks, but there's this unrelated issue; I can't seem to make a slope or something whenever I try to press ALT+S. It just doesn't work. Edited November 1, 2023 by fluddsskark 0 Quote Share this post Link to post
Stabbey Posted November 1, 2023 I'll just assume you created your map in UDMF format. 0 Quote Share this post Link to post
MODSKILLTHISACCOUNTNOW Posted November 1, 2023 1 hour ago, Stabbey said: I'll just assume you created your map in UDMF format. What's the difference between UDMF and other map formats? 0 Quote Share this post Link to post
Garland Posted November 1, 2023 (edited) Map formats TL;DR explanation - go UDMF unless you have a specific reason to use an older format. As a novice mapper who's working on a Boom map, I had to mind the distinction of textures (walls) and flats (floors/ceilings) and had to research the linedef 271 special to achieve a skybox effect. Linedef special 271 is technically a MBF feature, but modern ports seem to allow it so.. Edited November 1, 2023 by Garland 0 Quote Share this post Link to post
Stabbey Posted November 1, 2023 5 hours ago, fluddsskark said: What's the difference between UDMF and other map formats? Um, a heck of a lot? UDMF is the only map format which allows you to do a lot of things - including slopes. If your map is not in UDMF format, of course the command to make slopes doesn't work. 0 Quote Share this post Link to post
MODSKILLTHISACCOUNTNOW Posted November 6, 2023 On 11/1/2023 at 11:44 PM, Stabbey said: Um, a heck of a lot? UDMF is the only map format which allows you to do a lot of things - including slopes. If your map is not in UDMF format, of course the command to make slopes doesn't work. Not compatible with Vanilla DOOM? 0 Quote Share this post Link to post
Dark Pulse Posted November 6, 2023 (edited) 12 minutes ago, fluddsskark said: Not compatible with Vanilla DOOM? Slopes were never a part of vanilla Doom, so no. That's why there's different map formats - different formats have different capabilities. For example, vanilla Doom didn't have ACS, either. Hexen introduced that, so if you want your map to have ACS, it must be in Doom-in-Hexen format, or some other format that supports ACS (i.e; UDMF). Edited November 6, 2023 by Dark Pulse 0 Quote Share this post Link to post
Caffeine Posted November 7, 2023 The wiki link covers the basics but you need to start with your target source port. Original Doom, Chocolate Doom, and limit-removing ports: use the Doom format, but avoid Boom's extended and generalized action specials. DSDA-Doom and other Boom ports: use the Doom format but now Boom's features are all available. ZDoom and its derivatives: use UDMF, but be aware that some ZDoom-compatible ports do not support all the features that GZDoom does. If all you care about is GZDoom then go wild with anything that UDB lets you do in UDMF format. Note that Doom-in-Hexen is not in the list. It is obsoleted by UDMF. Since you are talking about slopes, I would use UDMF even though Doom-in-Hexen technically does support the feature. Reason is any source port that supports slopes also supports UDMF. 0 Quote Share this post Link to post
jaeden Posted November 8, 2023 16 hours ago, Taco Tuesday said: Note that Doom-in-Hexen is not in the list. It is obsoleted by UDMF. Since you are talking about slopes, I would use UDMF even though Doom-in-Hexen technically does support the feature. Reason is any source port that supports slopes also supports UDMF. Hexen format is still relevant if you target ZDaemon (which AFAIK does not support UDMF). 0 Quote Share this post Link to post
DeetOpianSky Posted November 8, 2023 If you're going with UDMF format, the following tutorial is incredibly helpful with enabling/binding the advanced slope features in UDB. They are unbound by default as they used to be bound to WSDA but so many people rebound the default Visual Mode camera keys to WSDA they just left them unbound in further releases.BridgeBurner's tutorial/guide to Slopes in UDB . Side Note: A slope 'effect' is possible to achieve in vanilla with a lot of trickery (as seen in Knee Deep In Knee Deep In ZDoom), I don't believe it's possible to make them walkable/functional though. 0 Quote Share this post Link to post
MODSKILLTHISACCOUNTNOW Posted November 9, 2023 20 hours ago, DeetOpianSky said: If you're going with UDMF format, the following tutorial is incredibly helpful with enabling/binding the advanced slope features in UDB. They are unbound by default as they used to be bound to WSDA but so many people rebound the default Visual Mode camera keys to WSDA they just left them unbound in further releases.BridgeBurner's tutorial/guide to Slopes in UDB . Side Note: A slope 'effect' is possible to achieve in vanilla with a lot of trickery (as seen in Knee Deep In Knee Deep In ZDoom), I don't believe it's possible to make them walkable/functional though. yeah you have to cut the sectors into as thinly as possible to make it look like a slope 1 Quote Share this post Link to post
ramon.dexter Posted November 12, 2023 On 11/9/2023 at 1:43 PM, fluddsskark said: yeah you have to cut the sectors into as thinly as possible to make it look like a slope Not true. You can make a nice arc with just seven parts. Easily. 0 Quote Share this post Link to post
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