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tutorials:mapping:first_room

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tutorials:mapping:first_room [2023/11/16 04:45] A User Not Logged intutorials:mapping:first_room [2025/04/18 15:04] (current) – external edit A User Not Logged in
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-<fc #9dd4b0>**Map Formats and WADs**</fc>+<color #9dd4b0>**Map Formats and WADs**</color>
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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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-<fc #9dd4b0>**Lines, Verts, Sectors**</fc>+<color #9dd4b0>**Lines, Verts, Sectors**</color>
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-<fc #9dd4b0>**Height**</fc>+<color #9dd4b0>**Height**</color>
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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 shape. Select the line or vert tool and insert a line from the corner of the L to the wall like so:\\ +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 height. Select the line or vert tool and insert a line from the corner of the L to the wall like so (I usually right click on empty space, then hit back space to get a floating vertice to drop where I want it, there's probably a better way):\\ 
  
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-<fc #9dd4b0>**Block-out**</fc>+<color #9dd4b0>**Block-out**</color>
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-Play around with this a bit. If you make a sector then select it while in "sector" mode you can delete it and create a pillar or whatever other shape.+Play around with this a bit. If you make a sector then select it while in "sector" mode you can delete it and the empty space will create a pillar or whatever other shape.
  
 Mine looks like a dog bone: Mine looks like a dog bone:
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-<fc #9dd4b0>**Textures/Flats**</fc>+<color #9dd4b0>**Textures/Flats**</color>
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-<fc #9dd4b0>**Detailing**</fc>+<color #9dd4b0>**Detailing**</color>
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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, by right clicking the sector in sector mode (S) and playing with the numbers there, or by going into the 3D view and holding CRTL while scrolling the mouse wheel. Every step is 8 unit of change. Light levels can be 0 - 256. All shadows have to be drawn manually in vanilla, and it's best to keep them fairly simple, though some fun details can be had.+Light levels can be changed either numerically, by right clicking the sector in sector mode (S) and playing with the numbers there, or by going into the 3D view and holding CRTL while scrolling the mouse wheel. Every step is 8 unit of change. Light levels can be 0 - 255. All shadows have to be drawn manually in vanilla, and it's best to keep them fairly simple, though some fun details can be had.
  
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-<fc #9dd4b0>**Linedef Properties**</fc>+<color #9dd4b0>**Linedef Properties**</color>
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-Let's run down the linedefs property flags. Right click on a line, either in the 2d view or 3d view.+Let's run down the linedef property flags. Right click on a line, either in the 2d view or 3d view.
  
   * 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 only.
  
   * 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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-<fc #9dd4b0>**Actions and Tags**</fc>+<color #9dd4b0>**Actions and Tags**</color>
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-The gist is this: Linedefs can tell Sectors to perform special actions. Lower, Raise, Act as doors, switches for doors/lifts. Lines and Sectors need the same tag. So if a line with tag "1" says "w1 open door stay" that will open a sector with tag "1" that has been lowered to the ground (as doors are in doom). It will open and stay open when you walk once (w1) over the line. If it raid "wr" that means "walk repeatable". S1 is "switch once" sr is "switch repeatable". G1 means gun once - a hitscan weapon will cause the action. Gr is "gun repeatable".\\ +The gist is this: Linedefs can tell Sectors to perform special actions. Lower, Raise, Act as doors, switches for doors/lifts. Lines and Sectors need the same tag. So if a line with tag "1" says "w1 open door stay" that will open a sector with tag "1" that has been lowered to the ground (as doors are in doom). It will open and stay open when you walk once (w1) over the line. If it reads "wr" that means "walk repeatable". S1 is "switch once" sr is "switch repeatable". G1 means gun once - a hitscan weapon will cause the action. Gr is "gun repeatable".\\ 
 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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-<fc #9dd4b0>**Sector Effects**</fc>+<color #9dd4b0>**Sector Effects**</color>
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-<fc #9dd4b0>**Items/Monsters**</fc>+<color #9dd4b0>**Items/Monsters**</color>
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tutorials/mapping/first_room.1700109956.txt.gz · Last modified: 2023/11/16 04:45 by A User Not Logged in