This is now a development thread for my first Wrack map, Biopit. The video that started it all is embedded below, and some screenshots are available in this post.
This is now a development thread for my first Wrack map, Biopit. The video that started it all is embedded below, and some screenshots are available in this post.
Last edited by Dragonsbrethren; 06-04-2012 at 06:45 AM.
Trolldoor, I want to see these actually used in a map now.
Hey there, I'm Lunick.
Bit fucked up! Haha.
Atleast you've managed to "sort of" make a door though. I've not even come near that yet.
Bender gonna get you hiiigh!
Doors aren't that hard. For each door, just give all of the faces you want to move the same tag. Then assign the Door_Rising or Door_Sliding action to the front and back of the door, fill in the distance to move, speed, and delay (how long it takes to close; -1 means it'll never close) and set it to trigger on player touch or activation. If you want to do it the same way as the stock levels, add a trigger face a short distance in front of and behind the door that also opens it on cross. For sliding door pairs you need to copy the sliding door scripts from one of the maps (pasted below) and give each face ExecuteMapScript instead, with the NS or EW script name in the script field.
You can easily make your own variants of these scripts if you want wider doors or doors at different angles.Code://----------------------------------------------------------------------------- void SlidingDoorPairNS( int iTag1, int iTag2, int iDelay ) { Door_Sliding( iTag1, 64, 0, iDelay, 0 ); Door_Sliding( iTag2, 64, 180, iDelay, 0 ); } //----------------------------------------------------------------------------- void SlidingDoorPairEW( int iTag1, int iTag2, int iDelay ) { Door_Sliding( iTag1, 64, 90, iDelay, 0 ); Door_Sliding( iTag2, 64, 270, iDelay, 0 ); }
Last edited by Dragonsbrethren; 05-31-2012 at 05:31 PM.
Nice one Dragon, thanks for thatExplained very nicely. So it's pretty much just like Doom which makes it much easier.
Bender gonna get you hiiigh!
Jeez, y'all are still making Doom maps? I should post in progress pics of a map I'm doing as a side project. Psh, who says level design isn't the same as making a 3d model?
I havnt made a map for Doom in over a year. Last one I think I done was my map for HnS.
I plan on getting back into mapping using Wrack. I love the past-time of sitting at the computer, smokey room, stoned, some nice chill psydub on, mapping away into the early morning.
Good times![]()
Bender gonna get you hiiigh!
I think what I'll do is finish up the last few areas, release what's done, then work on detailing it. That way I can get some feedback on the gameplay before detailing everything, in case I need to change anything.
I'm very interested in seeing what you've come up with. Your work on Goldeneye/PD was pretty awesome.![]()
http://www.steamcommunity.com/id/daylecman - Feel free to add me.
Check out my Doom stuff if you haven't, should give you an idea what to expect. Especially that unfinished MAP05 scrap in my techbase wad...
http://www.doomworld.com/vb/wads-mod...lla-techbases/
http://www.doomworld.com/idgames/?id=16747
I decided to grab some screenshots after all, since I really didn't get a chance to work on the map this weekend. Keep in mind none of this lighting is final, nor is most of the texturing.
db_biopit01.jpg
The first thing you see.
db_biopit02.jpg
The shotgun room I mentioned in another thread. Originally it was just a shotgun by itself; now it's got some goodies to entice you over there even after you've died.
db_biopit03.jpg
Probably my favorite area in the map. You can make the jump.
db_biopit04.jpg
Or you can go through a completely optional area and raise this bridge instead. (You can actually jump to the switch to raise the bridge from that last screenshot, but it's harder than just jumping the gap itself, so...)
db_biopit05.jpg
The start from a different angle.