[MAPPING] Sliding doors tutorial

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enderkevin13
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[MAPPING] Sliding doors tutorial

#1

Post by enderkevin13 » Wed Apr 20, 2016 12:21 am

Okay, you're making a map and you wanna add some specialty to it.
I understand, we all do, don't we?

But then the big (Or not so big) question rises up in your head:

"How do I create a sliding door?"

It's every beginner's struggle of creating a sliding door, but that's where i'll come in and help. I've been in your shoes with the easiest stuff, and I still am a bit. :P

But anyways, just follow my lead and you'll be getting there. Who knows? maybe you'll pick up some other things as well.

Firstly, open DB2 or GZDB (Or other PolyObj supported editors).
Now, create a new WAD file and name it "Sliding doors" or whatever, I don't care.

Now, if you're on GZDB, I'd recommend GZDoom (Doom in UDMF format) as your configuration, or Zandronum (Doom in UDMF format).

I'll use Doom II, but you can use whatever. Just use a game that supports PolyObjects and stuff, okay?

Okay, here's the building part.
Set the grid from "32" to "16" or "8".
Not too many map pixels, not too little. 8 would be just right.

IF YOU'RE ON GZDB, THE MAPPIXELS SHRINK OR GROW WHEN YOU ZOOM IN/OUT

Anyways, make two sectors of the same width and length, something like that.
Connect the sectors together with a hallway.

Image

Now, create a new sector seperate from those sectors, and add a subsector.
It should look something like this:

Image

Now, switch to "Sectors" mode and deleted the subsector, which now it'll be this:

Image

Okay, so here comes the part where you might bail, but stay with me.
Now you gotta select these linedefs and give them a new action:

Image

The action these two linedefs will have (Don't forget to texture them!) will be called "PolyObj Door Slide".

Just select this action and choose the following settings:

Image


Don't forget to check "Repeatable action" and "When player presses use".

These are recommended settings as they work best for this type of door length.
But now deselect the linedefs and select this linedef:

Image

Okay, this linedef will be assigned an action called "PolyObj Start Line".
All you have to do is give it a PolyObj number of 1, same as the door linedefs.

Now, insert a new thing called "PolyObj anchor" right here:

Image

Give it an angle of 1, or the same as the PolyObj number.

Insert another thing called "PolyObj Start Spot" right here:

Image

Now, give it the same angle as the anchor, and a line should appear like this:

Image

Okay, now go into the game and- success! You created your first sliding door.
Now you can reward yourself with a cookie or something. :D

If you need an example, here's one to use.
Last edited by enderkevin13 on Wed Apr 20, 2016 4:40 pm, edited 1 time in total.

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Sean
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[MAPPING] Re: Sliding doors tutorial

#2

Post by Sean » Wed Apr 20, 2016 6:02 am

enderkevin13 wrote: Now, if you're on GZDB, I'd recommend GZDoom (Doom in UDMF format) as your configuration., and select a game you wanna make it on.
Or maybe Zandronum (Doom in UDMF), seeing as that's the port this tutorial was posted to.
enderkevin13 wrote: I'll use Doom II, but you can use whatever. Just use a game that supports PolyObjects and stuff, okay?
All ZDoom-engine games.
enderkevin13 wrote: IF YOU'RE ON GZDB, THE MAPPIXELS SHRINK OR GROW WHEN YOU ZOOM IN/OUT
Press Ctrl-Alt-G to kill this horrible mistake of a feature.
<capodecima> i dont say any more word without my loyer jenova

enderkevin13
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[MAPPING] Re: Sliding doors tutorial

#3

Post by enderkevin13 » Wed Apr 20, 2016 4:38 pm

Sean wrote:
enderkevin13 wrote: Now, if you're on GZDB, I'd recommend GZDoom (Doom in UDMF format) as your configuration., and select a game you wanna make it on.
Or maybe Zandronum (Doom in UDMF), seeing as that's the port this tutorial was posted to.
It's recommended just, but I'll put that it works on modern map formats.

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