ThatDoomMapper Posted December 6, 2023 Hello! I am 14 and just recently started making DOOM maps in Slade 3. It's been pretty smooth so far, however there is an issue I've been wondering about. In all the maps I've made, as soon as one enemy sees you, all enemies in the map are notified of your existence and are out to kill you. How do I remedy this? 1 Quote Share this post Link to post
Cutman 999 Posted December 6, 2023 You are referring that when you shoot, everything in the map awakes? 0 Quote Share this post Link to post
bobstremglav Posted December 6, 2023 Just now, ThatDoomMapper said: Yes. - there deaf/ambush flag for enemy. With this flag enemy won't chase around level when heard you, but wait for your approach - sound doesn't travel behind closed doors, so you can use them to divide enemy groups - sound also won't travel between parts of map which aren't connected. Like, instead of one huge map you could have 2 parts which connected with only teleporter. This also would cut off sound travel 4 Quote Share this post Link to post
ThatDoomMapper Posted December 6, 2023 Thank you so much. I figured doors might work but it has driven me up the wall trying to figure out how the hell to create a door in Slade 3 lol. 0 Quote Share this post Link to post
fai1025 Posted December 6, 2023 There's also a flag call Block Sound that you can assign to linedefs, do keep in mind that you need two linedefs with this flag to be able to block sound. 3 Quote Share this post Link to post
ThatDoomMapper Posted December 6, 2023 Noticed that just before your post haha. Thanks so much though! 0 Quote Share this post Link to post
Dark Pulse Posted December 6, 2023 (edited) There's other map creation tools that might help, too. For example, one of the most popular ones (Ultimate Doom Builder) lets you look at "Sound Propagation Mode," which basically shows you how far away a player attack in that sector would alert monsters in other sectors. If the area has the same color, a player attack will wake up any/all monsters in that area (unless they are flagged Deaf/Ambush - in which case, they will stay put and activate as soon as the player is within a direct 360-degree line-of-sight of the monster). You can mouse over individual sectors/areas and it will only show the ones where a sound would be heard from that point in the map. Edited December 6, 2023 by Dark Pulse 6 Quote Share this post Link to post
LuzRoja29 Posted December 6, 2023 de los debiles (zombies, imps) pone muchos y juntos. de los fuertes (barones, cacodemons, archviles) pone pocos y dispersos 0 Quote Share this post Link to post
bobstremglav Posted December 6, 2023 1 hour ago, fai1025 said: There's also a flag call Block Sound that you can assign to linedefs, do keep in mind that you need two linedefs with this flag to be able to block sound. decino on YouTube has nice video about sound propagation, and showing how block sound works 1 Quote Share this post Link to post
rita remton Posted December 7, 2023 (edited) sometimes you actually want nearly all monsters to be awakened, but they could only move from their designated positions when required. this is so that when the monsters attack, they no longer have their initial battle cries, making their attacks more stealthy. a few ways to do this: * teleport closets with silent teleporters. * monster closets with sound pipes/linked sectors for sound to be propagated inside the closets. * popup monster method where every monster is positioned in a tiny 2x2 map units pit (or triangular pits to conserve linedef count), and at least 64 map units deep; the pit's floor triggered to popup when player crosses a linedef with action 19 (w1 floor lower to highest floor). * sector with silent flag on (udmf only), and the silent flag removed when a monster within that sector crosses a linedef with action 54 (sector changes flags). * other mbf21/zscript/dehacked magic which is beyond my comprehension. good luck in your mapping endeavors :) Edited December 7, 2023 by rita remton 1 Quote Share this post Link to post
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