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| tutorials:mapping:first_room [2023/10/22 01:59] – A User Not Logged in | tutorials:mapping:first_room [2026/07/14 20:09] (current) – fe80:de32:249f:bff1:c679:f02c:c416:ed28 | ||
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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.\\ | ||
| Maps can be made in different formats depending on what features you want to use. Some formats won't work on older source ports, so we're sticking with **Doom Format** (vanilla) for this tut.\\ | Maps can be made in different formats depending on what features you want to use. Some formats won't work on older source ports, so we're sticking with **Doom Format** (vanilla) for this tut.\\ | ||
| - | Select your resources, that is: Doom wads. doom2.wad, in this case. If you're using a texture pack or something you would load it after doom2.wad. Could also be a pk3, or pk7, or a zip or something | + | Select your resources, that is: Doom wads. doom2.wad, in this case. If you're using a texture pack or something you would load it after doom2.wad. Could also be a pk3, or pk7, or a zip or something. |
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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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| Textures go on lines, Flats are textures on the floor/ | Textures go on lines, Flats are textures on the floor/ | ||
| - | There are 3 places you can place a texture on lines: Upper, Lower, and Middle. Upper is the wall that's created when you lower a ceiling down. Lower is the wall created when you raise a floor. Middle is the space between (for transparent textures), or a wall that has no sector behind it. You can change the textures either by going into the Lines mode (L, or click the button) and right-clicking them, or by going into the 3D mode (Q) and right clicking the highlighted line there. You may notice that if you place a middle texture that you can walk through it. Don't worry about that, or skip to the Linedef Properties section below. | + | There are 3 places you can place a texture on lines: Upper, Lower, and Middle. Upper is the wall that's created when you lower a ceiling down. Lower is the wall created when you raise a floor. Middle is the space between (for transparent textures), or a wall that has no sector behind it. You can change the textures either by going into the Lines mode (L, or click the button) and right-clicking them, or by going into the 3D mode (Q) and right clicking the highlighted line there. You may notice that if you place a middle texture |
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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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| On the left you'll see a " | On the left you'll see a " | ||
| - | Thing properties for your consideration: | + | Thing properties for your consideration: |
| - | Ambush - Sometimes called " | + | Ambush - Sometimes called " |
| - | Difficulty flags - Lets you control which items/ | + | Difficulty flags - Lets you control which items/ |
| Multiplayer only - Only shows up in MP. | 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. | ||