Search found 73 matches
- Tue Mar 26, 2024 1:30 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
The settings are as you've described. It looks like the flags are actually there and can be captured, but they're invisible. Is there a texture I need to apply to them so they can be seen? I want players to know where the flags are so it'll be more intuitive and fun. edit: nvm I found the texture an...
- Mon Mar 25, 2024 12:46 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
It seems that XMAPEDIT allows for team-specific spawn points luckily. I've done everything except add weapons in the bases for team games. For the life leech turret, the manual briefly explains how to set it up but it seems to be missing information because they don't shoot at me or enemies in game....
- Sun Mar 24, 2024 12:14 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
The entire level is complete for singleplayer and co-op. I'm working on the finishing touches for bloodbath and teams and would like to clarify a couple things. Are the bloodbath and teams spawns the same? I was hoping to have both teams spawn in their respective bases whereas the bloodbath spawns w...
- Sat Mar 23, 2024 8:58 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I created the ending sequence and just have a few more questions. The furnace in The Phantom Express has a "1 way wall" with a flame texture, obscuring the player's vision until they actually enter the furnace. That way, the player can't see what's inside unless they take that leap of fait...
- Fri Mar 22, 2024 10:24 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I assume to create something similar to e1m3's lever system I'd have a master lever that sends an "unlock" signal to two locked levers which would activate the end sequence when flipped. How can I require that two separate levers must be pulled to end the level? The overall time delay syst...
- Fri Mar 22, 2024 8:34 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I want the player to have to blow up the train's furnace similarly to e1m3 and have an explosion sequence that ends with the level being complete. And of course it would include sfx like the train screeching to a halt and whatnot.
- Thu Mar 21, 2024 11:53 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I'm just about finished with my map. I just need to know how to make a level ending sequence like the one in e1m3, then it should be playable. I still haven't made the boos room door slam shut behind the player, but I'm cooking up some ideas. It can wait, I just need to make the map beatable. How do...
- Wed Mar 20, 2024 12:57 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
How can I make enemies spawn in after a certain point? I feel it would be best to have them spawn in after the player is done traversing the roof and is ready to make their way through the train. That way, the enemies won't detect the player from below as they're moving atop the train.
- Sun Mar 17, 2024 12:23 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I set both door sectors to require the skull key to open. I made a button that sends a TXID to open the door, and it worked. So it looks like it is in fact possible to open a key door with a button that doesn't require a key. I think making this a motion detector would add to the ominous feeling eve...
- Sun Mar 17, 2024 7:32 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
For my door, the motion sector may be a problem. What I originally intended was for the player to fight a giant horde of zombies (significantly larger depending on the difficulty) and then when they're done, they would open the double doors which would very slowly swing open to reveal the priest sta...
- Sun Mar 17, 2024 12:49 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I'm very proud to say I finally figured out what the issue was. The boxes actually were flickering, but because of the shading level they didn't visibly change. When I changed the shading level, I noticed it actually started to visibly flicker. Blood is very odd with its shading levels and sometimes...
- Sun Mar 17, 2024 12:32 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I took one of the boxes and made it a white sector, then changed it back to red. It made the top of the box flicker, but the rest did not. I tried the same thing on the box that had one flickering side, and that side continued to flicker while the rest didn't. I checked the lighting fx for that sect...
- Sat Mar 16, 2024 11:06 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
I unparallaxed a portion of the cieling above a crate, lowered it, and bottom swapped it as you asked. It seems to have no effect on the lighting fx regardless of whether it's bottom swapped or not. I even tested it on the side that was flickering, and it still flickered either way.
- Sat Mar 16, 2024 5:43 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
The left side of the lowermost square is flickering as intended, and so are the walls of the room. The rest of the crates do not work. The sector that touches these walls and crates is set to "shadealways" and to affect walls, so theoretically it should apply to all of them. As you can see...
- Fri Mar 15, 2024 11:33 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 137
- Views: 24061
Re: The Grand Mapedit Assistance Compendium
In 3d mode and in game the behavior looks to be the same. Here's an image of the sector: image_2024-03-15_042503383.png For the dynamite, I may just need to use that idea of making an invisible sprite layer to ensure no dynamite slips through. I want it to realistically interact with the roof so pla...