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How do I make a table in Doom map editing?


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Just like for slopes, your map needs to be in UDMF format. It can't be done in vanilla, barring a certain kind of texture trickery.

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8 hours ago, Stabbey said:

Just like for slopes, your map needs to be in UDMF format. It can't be done in vanilla, barring a certain kind of texture trickery.

 

Slopes can be done in any map format (when using ZDoom-based ports).

3D floors work fine in Doom-in-Hexen if targetting ZDoom based ports, or even Doom format if targetting Edge or Doom legacy.

UDMF is not needed for it (though it is recommended if you are targetting GZDoom).

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4 hours ago, jaeden said:

 

Slopes can be done in any map format (when using ZDoom-based ports).

3D floors work fine in Doom-in-Hexen if targetting ZDoom based ports, or even Doom format if targetting Edge or Doom legacy.

UDMF is not needed for it (though it is recommended if you are targetting GZDoom).

 

That is not true. Slopes and 3D floors most definitely do NOT work "in any format," that's one reason why there are different map formats in the first place.

 

Edited by Stabbey

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21 minutes ago, Stabbey said:

 

That is not true. Slopes and 3D floors most definitely do NOT work "in any format," that's one reason why there are different map formats in the first place.

 

 

The map format doesn't matter at all. What matters is how a port interpretes the data in the map. GZDoom supports both slopes and 3D floors in vanilla format just fine.

 

Just look at the "Conversions from linedef types" section of https://zdoom.org/wiki/Plane_Align and https://zdoom.org/wiki/Sector_Set3dFloor.

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Here, bridgeformats.zip - made a simple GZDoom-compatible demo wad, containing a simple table with hollow under, and a bridge with slopes.

MAP01 is in UDMF,

MAP02 is the same map in Hexen format,

MAP03 is the same map in Doom format.

 

All 3 maps work for me the same when ran in GZDoom.

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