The_MártonJános Posted June 14, 2013 You don't even have to build "hearing tunnels" such like that. It is satisfactory for you to join a main sector with the ambush sector, and there it goes. :) 0 Quote Share this post Link to post
Tristan Posted June 14, 2013 Cell said:It is satisfactory for you to join a main sector with the ambush sector, and there it goes. :) WHAT!? 0 Quote Share this post Link to post
Jayextee Posted June 14, 2013 Eris Falling said:WHAT!? In Doom Builder, you'd build a closet out in the void space outside your map, then select a main sector and the closet and press 'J' to join them. They are now the same sector. Place some teleport lines out in the void-closet (and the corresponding teleport things) and there you go, monster ambushes without the need for little joining sound-channel sectors. 0 Quote Share this post Link to post
Guest Posted June 15, 2013 MFG38 said:Then again, what would be the point in going back? Also, to search for secrets perhaps? Although you can get back down to the earlier section of the level without having to use the lift. If you run off the star area at the right angle, you can land on the lower corridor from the side easily enough. 0 Quote Share this post Link to post
The_MártonJános Posted June 15, 2013 KiiiYiiiKiiiA said:If you run off the star area at the right angle, you can land on the lower corridor from the side easily enough. I usually take advantage of the lowering wall after I kicked Barons' ass. The perfect timing makes revisiting the lower hall a piece of cake. 0 Quote Share this post Link to post
BaronOfStuff Posted June 15, 2013 Memfis said:I'd like to see technical explanation of this btw. How can that affect totally unrelated sectors? I have no idea how or why it breaks everything so much. Until I realised what the problem was (by complete accident no less; testing without monsters) it was starting to get frustrating to have a switch which seemed to do nothing except create a load of noise. 0 Quote Share this post Link to post
Memfis Posted June 15, 2013 I just noticed that in Speed of Doom map28 the slimefalls are animated backwards so it looks like something in the sky is sucking out the slime. 0 Quote Share this post Link to post
Dragonsbrethren Posted June 15, 2013 Eris Falling said:TeamTNT made the Boom engine. This I knew. The joke I missed. You're not the only one. 0 Quote Share this post Link to post
Ledillman Posted June 16, 2013 Just something silly (i don't even know if this has been posted before, but well), in Doom Builder, the WALL TEXTURE CRATE2 is for the grey crate, and CRATE1 is for the other orange-brown-like crate, but in the FLAT TEXTURE, the CRATOP2 is for the brown crate, and the CRATOP1 is for the grey one :? 0 Quote Share this post Link to post
The_MártonJános Posted June 16, 2013 Ledillman said:Just something silly (i don't even know if this has been posted before, but well), in Doom Builder, the WALL TEXTURE CRATE2 is for the grey crate, and CRATE1 is for the other orange-brown-like crate, but in the FLAT TEXTURE, the CRATOP2 is for the brown crate, and the CRATOP1 is for the grey one :? Yeah, I had a hard time on this, too. 0 Quote Share this post Link to post
BaronOfStuff Posted June 16, 2013 Ledillman said:Just something silly (i don't even know if this has been posted before, but well), in Doom Builder, the WALL TEXTURE CRATE2 is for the grey crate, and CRATE1 is for the other orange-brown-like crate, but in the FLAT TEXTURE, the CRATOP2 is for the brown crate, and the CRATOP1 is for the grey one :? Probably explains why the Red Keycard room of PSX Doom's MAP34 has brown crates with grey tops instead of grey crates and grey tops. See also the incorrect "four small grey crates turn into one big brown crate" on the right of the screenshot. The flats/textures were renamed to make sense, but someone still managed to balls up the redecoration process by not checking. 0 Quote Share this post Link to post
The_MártonJános Posted June 16, 2013 BaronOfStuff said:See also the incorrect "four small grey crates turn into one big brown crate" on the right of the screenshot. Yeah, CRATELIT. It is frightening now to roam in Containment Area and seeing a 32x32x32 crate immediately tells you that there's a "mispacked brown crate underground". 0 Quote Share this post Link to post
Jayextee Posted June 24, 2013 I just found out that the sector type that makes a light blink twice a second (type 12?) is in sync with the keycard sprite blinking; though when one is 'on' the other is 'off' and vice-versa. 0 Quote Share this post Link to post
The_MártonJános Posted June 24, 2013 Good caption. Also with the Armors as well. (One of my early Doom magical experiences were these blinking items, just couldn't get enough of them.) 0 Quote Share this post Link to post
Ledillman Posted June 25, 2013 Good one, I never saw that sync before 0 Quote Share this post Link to post
Avoozl Posted June 25, 2013 The glowing items of today just don't cut it, the blinking was deffinently better. 0 Quote Share this post Link to post
Scypek2 Posted June 25, 2013 I just found out that there's some walkover line in the final nukage room of The Chasm that changes and raises half of the nukage. There's also neat middle texture usage in that room. 0 Quote Share this post Link to post
The_MártonJános Posted June 26, 2013 Scypek2 said:There's also neat middle texture usage in that room. Neat in which sense? 0 Quote Share this post Link to post
TwinBeast Posted June 26, 2013 0 lightlevel, glow effect and a repeat line that sets the lightlevel to max. Found it in AV some while ago and then again in MM2. Funny effect... 0 Quote Share this post Link to post
RjY Posted June 28, 2013 Jayextee said:I just found out that the sector type that makes a light blink twice a second (type 12?) is in sync with the keycard sprite blinking; though when one is 'on' the other is 'off' and vice-versa. This is partially true. Fast strobes are on for 5 tics and off for 15 tics, with keys being on for 10 and off for 10, so the period is the same. However a slight random delay is added to newly spawned things/mobjs/actors so they don't all change state at the same time. The blinking thus can be in or out of phase. 0 Quote Share this post Link to post
vdgg Posted June 28, 2013 Jimi said:0 lightlevel, glow effect and a repeat line that sets the lightlevel to max. Found it in AV some while ago and then again in MM2. Funny effect... Where in AV is that? 0 Quote Share this post Link to post
TwinBeast Posted June 29, 2013 Map16.. the room with 2 Mancubuses and some blood pools and Revenants at the sides.. then behind the revenants are the glowing sectors, and the light change lines in the little bridge between the blood pools. 0 Quote Share this post Link to post
40oz Posted June 29, 2013 I think the rocket launcher room in Gothic99 MAP01 does that too. I used it in a secret in UAC Ultra 2 MAP01. 0 Quote Share this post Link to post
129thVisplane Posted June 29, 2013 Just found out that the Doom II texture ROCK5 is actually composed of ROCK4 and FLAT5_7. Not sure if it had been mentioned earlier, though. 0 Quote Share this post Link to post
Face23785 Posted July 8, 2013 Cell said:When Cacos/PE's don't die at the second well-aimed shot of it SSG, I often switch to normal SG (or Chaingun, even Pistol) to finish them off. A WHOLE LOT of this. I learned about the Ascension project. Can't wait to play that. 0 Quote Share this post Link to post
The_MártonJános Posted July 8, 2013 Jimi said:0 lightlevel, glow effect and a repeat line that sets the lightlevel to max. Found it in AV some while ago and then again in MM2. Funny effect... Reminds me that if you set a "blinking" sector (not random) and all the surrounding ones are either that bright or brighter, it will change between 0 and the given brightness. 0 Quote Share this post Link to post
Avoozl Posted July 10, 2013 I just found out you can lure an Archvile's attack to damage another monster in front of you making it also act as a shield. 0 Quote Share this post Link to post
Fernito Posted July 10, 2013 Avoozl said:I just found out you can lure an Archvile's attack to damage another monster in front of you making it also act as a shield. Wut? How's that? 0 Quote Share this post Link to post
Tristan Posted July 10, 2013 An arch-vile's attack only directly inflicts 20 damage. The rest of the damage is blast, and so can hurt nearby monsters. This also explains why Arch-Viles are useless against Cybers/Masterminds. EDIT: Actually I'm not sure that's what he's referring to, but oh well, I expect someone just found out the above for the first time anyway :P 0 Quote Share this post Link to post
Fernito Posted July 10, 2013 Eris Falling said:An arch-vile's attack only directly inflicts 20 damage. The rest of the damage is blast, and so can hurt nearby monsters. This also explains why Arch-Viles are useless against Cybers/Masterminds. Yes, I know that, but he also mentioned that you can make another monster act like a shield. How'd that be? 0 Quote Share this post Link to post
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