![]() This Map build features all the major components of a DOOM II level with some embellishments that came from ACS Scripting (part of Ravensoft's contribution to the engine) and running in the great GZDOOM or Zandronum engine ports. Creating my HEXADEATHIMAL map was a very informative and rewarding task and I will continue to dabble in Map making in the future. Like most things, I set out to learn how to do something and wound up with something significantly more involved than I had planned. This is where the fun kicks in for understanding all of the great mechanics we can pull from our level data we defined in part 1 on understanding the WAD structure of a DOOM level. In this section we are going to go through the process of building a new DOOM level for the DOOM engine using some modern tools like Doom Builder and modern engine remakes like GZDOOM. You can make the pillar even more natural if those vertices do not have the same Z heigh.Īpply the texture you want to that pillar and voilá.Anatomy of a DOOM Level: Part 2 - Creating a DOOM Level ![]() Interesting, huh? Lets gonna increase the difficulty! Draw another contour with a bigger size and repeat previous steps.ĭo not forget to make the same with Vertex Slope Ceiling. Go to 3D view and raise those Vertex Slope Floor things (remember that you will need the GZDoom 3D mode pluggin if you are not using GZDB). Place the Vertex Slope Floor thing on each vertex of the sector, even on the empty sector that its the pillar! Do not forget to disconnect those sectors via "Make sectors tool" (M) Now draw triangles as can be seen in the next image to define the sectors where we are gonna apply the slope effect. Make sure that it has the same name of vertices!. Next step is drawing the contour of the pillar again but with a bigger size. Map Format: Doom in Hexen format or UDMF format.įirst of all, we need to draw where we are gonna use it, in this case we will build a cave pillar, so we draw a classical doom pillar. I'll write more 3D floors tutorials as I'll have more time.Īlright, in this tutorial we are gonna learn how to use the Vertex Slope Thing (Vertex Slope Floor and Vertex Slope Ceiling). The texture you will apply on this lindef will be the texture used for the border of your table. Use the action 3D Floor on one of its lindefs and set its Sector Tag 2. Set the Sector Tag as 1, its type as 1 (this will make it a solid sector) and its alpha to 255 (this will make it opaque).Ħ) Draw a second dummy sector identical to the first drawn, but this time set the Sector Tag on the lindef as 2.ħ) Draw the last dummy sector and set its floor equal to the height you want as bottom side of the table, its ceiling equal to the height you want the upper side of the table. Select one lindef of this dummy sector and give it the action 160 - 3D Floor. Set his floor and ceiling textures: its floor texture will be the ceiling texture of your room, its ceiling texture will be the rooftop texture. Its floor's height will be the height of your room, its ceiling height will be the rooftop. ![]() 1) Draw the sector which will contain the room.Ĥ) Draw the legs of the table and set their floor's height equal to the height you want as bottom side of your table.ĥ) Draw the first dummy sector.Someone asked me how to make a floor over floor over floor (IE: a table in a room with a roof) here is the how to (how2) for everyone:
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