Design Notes |
Floors
1. Neighbor
always refers to adjacent neighbor, i.e. a sector
with a LineDef in common, not just a Vertex.
2. LineDefs 37
and 84 - Lower to
Min Neighbor and Change to Neighbor
- will trash the Sector Type if no lower neighbor exists.
3. The number of sectors associated with moving platform LineDefs is
limited in a level to somewhere around 24-36 total.
4. Floors can be blocked from lowering if a monster is squished between
floor and ceiling. Inventory is usually OK to squish, but you may catch glimpses
of the objects through non-transparent walls from some viewing angles sometimes.
5. The normal operation of the Donut LineDef
(9) depends on the walls of the donut having
inward-pointing First SideDefs.
6. A Sector whose floor lowers or rises could need
lower textures around its perimeter that the editor might not warn about.
7. A monster standing on a floor edge that becomes higher than 24 from
the sector below is stuck and will not move
or fire until the height difference becomes less than 24 again or it
dies. Monster blocker flags may be required to prevent this.
Back to LineDef Types: FLOORS |
Design Notes |
Crushers
1. Fast Crush means slow
damage, Slow Crush means fast damage.
2. You may wish to set Lower Unpegged on
walls in the crusher sector.
3. You'll need upper textures on the crusher
ceiling piston walls and lower textures on the
crusher floor piston walls - note the editor will not warn you if you start with
the crusher open.
4. If the means to start a crusher is beyond the crusher then you can be
irrevocably locked out by turning the crusher off when it's closed.
5. A barrel will explode when crushed.
6. Inventory is not damaged by crushing but looks peculiar.
Back to LineDef Types: CRUSHERS |
Design Notes |
Ceilings
1. If a player/monster is under a
non-crushing lowering ceiling it will pause at head height until the entity
moves away.
2. A sector whose ceiling lowers or rises could need upper textures
around its perimeter that the editor might not warn about.
3. Use of lower unpegged walls in a sector
with a moving ceiling can look better as this will prevent the walls from moving
with it. Same reason door jambs are set lower unpegged.
Back to LineDef Types: CEILINGS |
Design Notes |
Lifts
1. Placing a lift LineDef too close to a
door LineDef can prevent the door from operating. Too
close is somewhere around 32.
2. A lift lowers to the minimum adjacent neighbor floor, inclusive, at
the time it is triggered. If floors are in motion around the lift, unexpected
lower textures may be required around its perimeter. It pauses about 3 seconds
and then returns to its starting height.
3. Make sure you assign textures behind the lift
when it lowers as the editor won't usually warn you of these if missing.
4. The floor height of the lift can be modified by other LineDefs (ones
without the & trigger indicator) while
retaining lift operation.
5. A lift does not need any lift LineDefs
bounding it as long it has a Sector Tag associated with at least one lift
LineDef.
6. In the 1.2 engine a fireball or rocket fired over a lift could lower
it.
7. A monster standing on a lift edge when it gets higher than 24 is
stuck and will not move or fire until the
height difference becomes less than 24 or it dies. Monster blocker flags may be
required to prevent this.
Back to LineDef Types: LIFTS |
Design Notes |
Stairs
1. A rising stair starts with the
triggered step and then proceeds to an
adjacent sector with the same floor texture that is
connected by a LineDef with First SideDef facing towards the previous step. In
case more than one such LineDef exists, the lowest numbered one's Second SideDef
sector is the next step to rise. 99,999 sector tags have no influence on stair
rising: they only prevent sector collapse in the id node builder.
2. A rising stair cannot cross itself,
i.e. if the next step to rise has already risen, stair building stops.
3. A LineDef can usually be renumbered higher by splitting it and
remerging it so the newly created half (usually the highest numbered LineDef)
remains.
4. Although a rising stair cannot split,
this effect can still be achieved through using disconnected sectors for steps.
5. Except for the triggered step, the floor heights of the steps do not
affect the resultant staircase step heights.
6. A monster standing on a stair edge that becomes higher than 24 from
the sector below is stuck and will not move
or fire until the height difference is less than 24 or it dies. Monster
blocker flags may be required to prevent this.
Back to LineDef Types: STAIRS |
Design Notes |
Floors
1. Neighbor
always refers to adjacent neighbor, i.e. a sector
with a LineDef in common, not just a Vertex.
2. LineDefs 37
and 84 -
Lower to
Min Neighbor and Change to Neighbor
- will trash the Sector Type if no lower neighbor exists.
3. The number of sectors associated with moving platform LineDefs is
limited in a level to somewhere around 24-36 total.
4. Floors can be blocked from lowering if a monster is squished between
floor and ceiling. Inventory is usually OK to squish, but you may catch glimpses
of the objects through non-transparent walls from some viewing angles sometimes.
5. The normal operation of the Donut LineDef
(9) depends on the walls of the donut having
inward-pointing First SideDefs.
6. A Sector whose floor lowers or rises could need
lower textures around its perimeter that the editor might not warn about.
7. A monster standing on a floor edge that becomes higher than 24 from
the sector below is stuck and will not move
or fire until the height difference becomes less than 24 again or it
dies. Monster blocker flags may be required to prevent this.
Back to LineDef Types: FLOORS |
Design Notes |
Lighting
1. Neighbor
always refers to adjacent neighbor, i.e. a
Sector with a LineDef in common, not just a Vertex.
Back to LineDef Types: LIGHTING |
Design Notes |
Teleporters
1. Teleporters only work when approached
from the First SideDef.
2. The unique tagged sector must contain a unique teleport thing
3. A teleporter is a LineDef, not a square dingus.
4. Teleporting too soon in co-op after your partner can frag them.
5. Monsters will be blocked if the teleport exit is occupied or being
crushed. Players can teleport into a down crusher or frag a monster or another
player by teleporting through them.
Back to LineDef Types: TELEPORTERS |
Design Notes |
End Level
1. Which level is transited to depends on whether
DOOM 1 or 2
is being played and the mission/map number of the level and whether it is a
normal or secret exit. Watch out for secret exit LineDefs when porting DOOM 1 to
2 or vice-versa.
Back to LineDef Types: END LEVEL |
Design Notes |
Miscellaneous
1. The number of animated wall LineDefs is limited per level.
Back to LineDef Types: MISC |
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