Search found 298 matches

by Daedalus
Wed Nov 20, 2024 7:57 am
Forum: Blood
Topic: The Great Plasma Pak v1.10 Mystery
Replies: 0
Views: 8

The Great Plasma Pak v1.10 Mystery

Greetings. In my recent projects I have had to delve deep into the mists of time surrounding Blood's development. In so doing I have uncovered an anomaly. The mystery of which I speak is tied to Plasma Pak and its versioning. Forget One Unit: Whole Blood and 3DFX. Our focus is earlier and surrounds ...
by Daedalus
Wed Jul 31, 2024 9:52 am
Forum: Blood
Topic: Tunnels under Crystal Lake
Replies: 4
Views: 278

Re: Tunnels under Crystal Lake

I thought it would be nice to add some images of the curious case of the tunnels towards the end of Crystal Lake. I've taken these with the underwater filter absent for clarity, though obviously that detracts from the mood a bit. . Crystal01.png This is where we enter from the toilet. A fairly stock...
by Daedalus
Tue Jul 23, 2024 7:22 pm
Forum: Blood
Topic: Tunnels under Crystal Lake
Replies: 4
Views: 278

Re: Tunnels under Crystal Lake

Something I remembered and checked a moment ago is that it's possible to read from the maps in which sequence objects were added, which can be a fascinating door into speculation. From a glance it appears as if the toilet was the starting point for developing that part of the map, and this was estab...
by Daedalus
Tue Jul 23, 2024 4:15 pm
Forum: Blood
Topic: Tunnels under Crystal Lake
Replies: 4
Views: 278

Re: Tunnels under Crystal Lake

An interesting question. So everything seems to indicate that this piece was part of the very end of Blood's development cycle. I can't find anything to support it being repurposed from earlier maps either - it bears no resemblance to Raw Sewage, for example. The passages themselves are fairly well ...
by Daedalus
Tue Jul 23, 2024 12:17 pm
Forum: Art Modification
Topic: Custom Midis
Replies: 2
Views: 1367

Re: Custom Midis

I don't immediately recognise the above. Sounds cool, though.
Some of the older custom single Blood maps had accompanying midi files, but I suspect most of those were "borrowed" from other games.
by Daedalus
Mon Mar 25, 2024 7:11 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

Re: The Grand Mapedit Assistance Compendium

For flags, check out my third bulletpoint on page 8 of this thread.
by Daedalus
Sun Mar 24, 2024 12:22 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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...
by Daedalus
Sat Mar 23, 2024 6:11 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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...
by Daedalus
Fri Mar 22, 2024 10:35 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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...
by Daedalus
Fri Mar 22, 2024 9:43 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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...
by Daedalus
Fri Mar 22, 2024 7:18 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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.
by Daedalus
Wed Mar 20, 2024 1:22 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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...
by Daedalus
Mon Mar 18, 2024 7:53 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

Re: The Grand Mapedit Assistance Compendium

Excellent. Sounds like things are coming along nicely.
by Daedalus
Sun Mar 17, 2024 10:19 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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...
by Daedalus
Sat Mar 16, 2024 2:26 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 137
Views: 24061

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.