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How to doom 3 map editor full#
Rules (Click here for full explanations) To see these above ideas in practice, an example WAD demonstrating various teleporter functions is available here.Please see /r/DoomMetal for all your heavy and slow music needs This trick is used on MAP30: Last Call (TNT: Evilution), amongst many others. This will kill even an invulnerable player or a player using the iddqd cheat code. You can create an "instant death" teleporter by placing a voodoo doll on the teleporter destination, causing the player to telefrag themselves.Combining this technique with monster-only teleporters is one way to create effects like the teleporter ambush in E1M9: Military Base. Rather than using a pad at all, you could set the teleport action on any linedef, which can serve to disorient the player if they do not anticipate the teleport.For example, the frontmost linedef of the secret teleporter in MAP02: Underhalls (Doom II) is one of these types, so monsters which step onto the pad teleport to the platform across the river from the start, whilst players are teleported to the start. There are also monster-only teleport actions (numbers 125 & 126), so it's possible to move only your enemies around the map, instead of players.( E3M5 of Doom did this in the courtyard.) Instead, you can set each line's sector tags to teleport you to different sectors depending on which side you cross.Similarly, action number 124 warps to a secret level. For example, you can change the teleporter linedef actions to number 52, which finishes the level when crossed.You can also easily modify this method to create other teleporter effects. A popular effect is to increase the brightness on the pad, and if you are frisky, you can add a flashing or glowing sector effect too. Raise (or lower) the floor, and add the missing lower textures, to give it some depth. If you did not while building it, ensure that the pad sector is aligned to the 64 by 64 grid, or else most flats will look misaligned. The GATE1 - GATE4 flats work well, as do others like FLAT22 and TLITE6_x. To make it actually stand out as such though, it could use some detailing. You should now have a functional teleporter. In either case, set the chosen sector's tag to match the teleport linedefs' tag which you set above. You can simply use the main sector surrounding the teleport, but for the diagram I created a new circular sector (in yellow,) for the purpose. The destination thing's position is the exact spot in that sector that the player will arrive, and the thing's angle determines where the player will face, so set both accordingly ( green in the image).Īlmost any sector can contain a teleport destination, but each sector should only have one, because the sector's tag is what the teleporter action looks for. This consists of a properly tagged sector, and a teleport destination ( Thing 14) within that sector.Ī good way to start is by placing the teleport destination. Also set their tags to an unused number which will correspond to the destination sector.Īfter setting up the lines of the teleporter, you need the spot for the player to warp into ( Marked B on the diagram).
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Next, edit these linedefs, and give them a teleport action, in this case number 97 - (Teleport WR), which is a normal repeatable teleport. Teleport linedef actions only work when passing from the front side, so make sure that all four sides of the pad are facing outward.
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For the teleport pad, put a square 64 by 64 sector in one half of the room (red in the image). So, set up a bare room in your map editor, at least 192 by 320 units. ( Marked A on the diagram.) Technically, what you need to worry about are the linedefs of the pad, but in most cases, you will style the pad itself to help signify its purpose.
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