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tutorials:mapping:first_room [2023/09/27 00:49] – clovr_nr@protonmail.com | tutorials:mapping:first_room [2025/04/18 15:04] (current) – external edit A User Not Logged in | ||
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=====Your First Room===== | =====Your First Room===== | ||
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Download Doom Builder 2. Or Ultimate Doombuilder. Or Doombuilder X. I'm on GZDoombuilder because I never had cause to upgrade, but things should be mostly the same between them.\\ | Download Doom Builder 2. Or Ultimate Doombuilder. Or Doombuilder X. I'm on GZDoombuilder because I never had cause to upgrade, but things should be mostly the same between them.\\ | ||
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- | Sectors have height. Floor height and ceiling height. 128 is the standard height of a texture and is good place to start for a room height. But, for interest again, we'll cut the room in half and give each a different ceiling | + | Sectors have height. Floor height and ceiling height. 128 is the standard height of a texture and is good place to start for a room height. But, for interest again, we'll cut the room in half and give each a different ceiling |
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- | Play around with this a bit. If you make a sector then select it while in " | + | Play around with this a bit. If you make a sector then select it while in " |
Mine looks like a dog bone: | Mine looks like a dog bone: | ||
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Add some details. Again, go nuts. There are tools like like the stair tool and curve tool and blah blah blah, but to start you should do these things manually for a better understanding.\\ | Add some details. Again, go nuts. There are tools like like the stair tool and curve tool and blah blah blah, but to start you should do these things manually for a better understanding.\\ | ||
- | Light levels can be changed either numerically, | + | Light levels can be changed either numerically, |
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- | Let's run down the linedefs | + | Let's run down the linedef |
* Impassible - used for middle texture bars, or force fields or whatever to prevent the player from being able to pass through. Projectiles will still pass through. | * Impassible - used for middle texture bars, or force fields or whatever to prevent the player from being able to pass through. Projectiles will still pass through. | ||
- | * Block monsters - Same, but for monsters. | + | * Block monsters - Same, but for monsters |
* Double sided - When two sector touch the line connecting them is usually two sided. One side for each sector. Is flagged automatically. | * Double sided - When two sector touch the line connecting them is usually two sided. One side for each sector. Is flagged automatically. | ||
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- | The gist is this: Linedefs can tell Sectors to perform special actions. Lower, Raise, Act as doors, switches for doors/ | + | The gist is this: Linedefs can tell Sectors to perform special actions. Lower, Raise, Act as doors, switches for doors/ |
Simple as that. EZPZ. Of course there are tricks you can do with these things, but that's for another time. | Simple as that. EZPZ. Of course there are tricks you can do with these things, but that's for another time. | ||
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SAME. Go to sector mode (S) and right click a sector. The effects listed are all fairly self explanatory. This window is also where you set sector tags. | SAME. Go to sector mode (S) and right click a sector. The effects listed are all fairly self explanatory. This window is also where you set sector tags. | ||
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+ | On the left you'll see a " | ||
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+ | Thing properties for your consideration: | ||
+ | Ambush - Sometimes called " | ||
+ | Difficulty flags - Lets you control which items/ | ||
+ | Multiplayer only - Only shows up in MP. | ||
Anyway, that's your first room. Go make a map. | Anyway, that's your first room. Go make a map. |