Search found 293 matches
- Mon Mar 25, 2024 7:11 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
For flags, check out my third bulletpoint on page 8 of this thread.
- Sun Mar 24, 2024 12:22 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
BloodBath and team player spawn points use the same sprites. What you could attempt is to flag a series of eight of them for BloodBath and then flag another bunch for teams only. It's not something I've actually tried before, but it might do the trick. There is unfortunately no way in which to speci...
- Sat Mar 23, 2024 6:11 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
The "1 way wall" is done through pointing towards the wall you want to create this effect on in 3D mode and pressing "1". This will flag it as one-sided. You may want to change the elevation of your sectors to enable this, since depending on what you're doing, you do actually nee...
- Fri Mar 22, 2024 10:35 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
Oh, I see, so you want to literally copy Phantom Express' ending. Yes, music is dealt with at the .ini file level. The map itself has absolutely nothing to do with that. So what you're looking for with regards to the two switches is a combination switch of type 22. This is handled the exact same way...
- Fri Mar 22, 2024 9:43 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
With that question, it's time to introduce the concept of time-delayed triggers. There are a few ways in which to achieve this, but here's my go-to solution. An image will illustrate this nicely: . 19.PNG You would need something to this effect. Here's what's going on: This is a switch which receive...
- Fri Mar 22, 2024 7:18 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
Which part of E1M3's ending are you looking to reproduce?
Your assumption regarding the little opening vents is correct. It may take a little tweaking, but fundamentally it's a vent with a push trigger that activates a rotate marked sector.
Your assumption regarding the little opening vents is correct. It may take a little tweaking, but fundamentally it's a vent with a push trigger that activates a rotate marked sector.
- Wed Mar 20, 2024 1:22 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
Easy as pie. You will need to provide a TX from a sender of your choosing. You will then make a sprite or series of sprites in the appropriate locations of Type 18: Dude Spawn which receive that TX. The final step is to then add a Data1 value that matches with the monster type. For instance, Data Ty...
- Mon Mar 18, 2024 7:53 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
Excellent. Sounds like things are coming along nicely.
- Sun Mar 17, 2024 10:19 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
Glad to hear you solved the box conundrum. Your situation sounds a bit tricky in the way you're trying to structure it. The first step is to see if you can even command a door that requires a key to open using triggers. Again, this is pretty unorthodox and is something I've never tested that I can r...
- Sat Mar 16, 2024 2:26 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
Two more suggestions. Delete the boxes which aren't working correctly by mousing over them and hitting CTRL + DELETE to make them white and then "make them red" again. If after that they still aren't working correctly, assign the same lighting effect to the boxes themselves.
- Sat Mar 16, 2024 10:20 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
My suspicion remains that the walls of the crates have bottom-swap on. Go to the ceiling/sky and unparallax the offending boxes, bring their 'ceilings' down, then mouse-over the corresponding walls and press '2'. See then if the 'bottoms' of the crate walls, i.e. those in the room are behaving after...
- Fri Mar 15, 2024 2:06 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
Depending on the scale of things, you may need to have a second door which closes which is the one that requires the key. There is no way in which to switch a door from requiring a key to not requiring a key in Blood. It is slightly unorthodox for Blood, but it should be fine for you to proceed with...
- Fri Mar 15, 2024 10:35 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
There are many ways to slice it up, but for your boss you could try have a "touchplate" for the floor. Basically just a sector that when the player enters, it sends a command to the door to lock. This would be CMD 6: Lock. Give it a try. Your crate situation is perplexing. Please confirm t...
- Fri Mar 15, 2024 9:47 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
So for literally locking the door, your solution will work. A command would need to be sent to have the door close and lock when reaching a certain point in the room. The boss dying would then perhaps need to send the unlock command. The key indeed will not work for co-op play and you may need anoth...
- Thu Mar 14, 2024 5:41 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 10486
Re: The Grand Mapedit Assistance Compendium
You've said quite a few things. I'll address it all in order. It doesn't really make sense in Blood's logic to have a door require a key after it didn't previously. Unless you're deliberately looking to make something strange, I'd avoid this. What will probably better suit your needs will be having ...