Memfis Posted June 14, 2014 Let's say you have a secret where the player presses a computer panel to open a nearby wall. What you can do is add a switch texture to that panel's upper or lower part (choose the one that won't be visible). Now an activation sound will play when that panel is pressed, which is more satisfying I believe (you get some audio feedback). Noticed this in several wads and started doing it as well. 0 Quote Share this post Link to post
plums Posted June 14, 2014 Good tip, I noticed you did this in Ultrawad and I thought it was a nice touch. 0 Quote Share this post Link to post
40oz Posted June 14, 2014 I've thought about this too, although I haven't yet used it. My rationale was to use it for secrets. Like instead of using a misaligned texture as a door, it could be a switch that opens up a door nearby (in case there isn't enough space to make an entire secret room off the chosen misaligned wall texture) makes you wonder, if your switch raises or lowers a floor, you could use instantly raising or lowering floors to simulate the texture animation of a normal switch, so you could add new switch textures without replacing existing ones. I'm not really sure that would ever be necessary though, as making a giant switch texture out of multiple patches and just offsetting the texture to the one you want seems less complicated and more versatile. 0 Quote Share this post Link to post
Memfis Posted June 14, 2014 Well, instant moving floors can be used for making floor\flat switches. :) (see Epic 2 map01) 0 Quote Share this post Link to post
scifista42 Posted June 14, 2014 Good trick. By the way, be careful about this when using switches: If both upper and lower texture of a linedef has a switch texture, only the upper one will animate. I've only learnt it recently (third post in this thread, post by Memfis). I didn't know it when I've started mapping, so I was really wondering and enraged because of one switch in my map that didn't animate, while all other switches did, and I wasn't able to fix it no matter what I've tried. 0 Quote Share this post Link to post
Genki Posted June 14, 2014 That reminds me of this wad: "1monster " in level 15, if you want to go to the secret level, you have to activate 2 computers' panels. 0 Quote Share this post Link to post
Egregor Posted June 15, 2014 Thanks, good tip. This is a great idea, especially for vanilla mapping. I've made switches using slade3 and several (switch) textures. I like to see Doom 3's red and green screens incorporated into Doom MODs. There could be black and green DOS screens for unactivated switches and red screens for activated screens (like they were hacked or dangerous). EDIT: I'm sure I've seen new computer screen switches, probably dozens of times really. You're idea is quicker, easier, sneaky, and vanilla. 0 Quote Share this post Link to post
clamgor Posted June 15, 2014 Well, I never thought of doing this. This is a great tip. Thanks. 0 Quote Share this post Link to post
mouldy Posted June 15, 2014 40oz said:makes you wonder, if your switch raises or lowers a floor, you could use instantly raising or lowering floors to simulate the texture animation of a normal switch, so you could add new switch textures without replacing existing ones. This inspired me to see if any of the stock doom 2 textures could be turned into switches using this method. Here is the result: http://www.mediafire.com/download/dcct7499johuob7/altswitches.wad 0 Quote Share this post Link to post
Melon Posted June 15, 2014 mouldy said:This inspired me to see if any of the stock doom 2 textures could be turned into switches using this method. Here is the result: http://www.mediafire.com/download/xnsdrca7ur38m2f/altswitches.wad Oh my god that SP_FACE1 switch is hilarious. 0 Quote Share this post Link to post
mouldy Posted June 15, 2014 You could even use 2 different textures if you used one as a midtexture, though then it might crash vanilla doom 0 Quote Share this post Link to post
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