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Issue with door(?)


Myyraman

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I've been dipping my toes in WAD development with Ultimate Doom Builder and have begun creating my first actual map. The issue is a door in the start room. The door opens up to a small room where you fight some demons but then some times the ceiling of the fighting room just collapses on you (but does not damage you). This is accompanied by the door closing sound effect. I haven't tagged the room sector with any tag and even tried changing the tag to 100 or something absurd but it still happens. Any idea why this happens? I can also send the .wad file if necessary.

 

I've attached a video of it happening.

Video_of_issue.zip

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I think I made this mistake with my very first map ever. That was decades ago now, and I didn't know what caused it then. I think I have a guess about it now.

 

I assume that your door has the action on both sides of the line, right? Are both lines facing outward from the door? I think what may be happening is that door actions (D1/DR) are coded to raise the ceiling on the opposite side of the little tick mark on the line. If your second door line is facing inward, into the door, you may sometimes be activating that line instead (especially - or maybe only - if you accidentally activate it while the door is open or opening), thus raising the ceiling of the room behind it and making the game think it's a door which needs to be closed again.

 

Check to see if the action lines are both facing outward.

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  • 2 weeks later...

I had a different but very similar and possibly related issue with the skull key pyraminds in my 2nd level.

What had happened was, as I was creating the lift sections of the pyramind, I accidentally created a second sector directly over the other... so everytime I activated one of these lift segments, I was hearing two lifts activate in the same location.

Took me a while to figure it out, but to fix it, I just had to delete the linedefs involved with the moving parts, to make sure all lines sitting on top of each other were gone, and then redraw them... the one in this pic was a bit tedious to fix.


 

Spoiler

Level2Thumb2.jpg

Edited by Makros_the_Black

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