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Is there a feature in any Doom mappers with the Mirror/Symmetry function?


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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. 

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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

cViL3oB.png

 

Edited by Kappes Buur

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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

cViL3oB.png

 

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 by fluddsskark

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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 by Garland

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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.

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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?

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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 by Dark Pulse

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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.

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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).

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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.

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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

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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.

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