DOOM map conversions?

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Man_With_No_Body
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Re: DOOM map conversions?

Post by Man_With_No_Body »

Attach test map with multiple customised actors.
Note: This test map requires “SBBeepTriggerV4”.
MH-doom_switch_end_key.7z
(90.29 KiB) Downloaded 8 times

1/ If you need invisible MonsterEnd for Barbie´s servers.
(note: If bHidden=True, then MapPatcher will fix it on fly and will set bHidden=False!)

a) Not visible “MonsterEnd0”
DrawType=DT_None

b) and rotating mover as a guidance for player where is located invisible MHEND.
RotatingMover1
Tag="mvr_end"
Texture=Doom2tex/GATE3


2/ Doom switcher:
Mover19 (from MH-Geryon-test4) has front face textured by ”dMonitor901”
Bounce the Mover19 and you will see how the front texture will change from “switch OFF” to “switch ON”

For more intel check actor “TriggeredTexture1”
DestinationTexture=ScriptedTexture'MyLevel.Button.dMonitor901'
Textures(0)=Texture'MyLevel.Button.switchoff'
Textures(1)=Texture'MyLevel.Button.switchon'

3/ If you want to use more “TriggeredTextures”.

There is collection of actors with tags, Group="D_monitor":
Tag="TRGTXTR_dMonitor902" and bTriggerOnceOnly=True
Tag="TRGTXTR_dMonitor903" and bTriggerOnceOnly=True

These actors could be bounced repeatedly:
Tag="TRGTXTR_dMonitor904" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor905" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor906" and bTriggerOnceOnly=False


4/ All custom textures = = => Textures/MyLevel


5/ Rotating “IdBase Silver Key”
This is Quake key but you can switch texture for other.
Bounce the key (Mover24) to see how it works.
screenshot.jpg
screenshot.jpg (9.47 KiB) Viewed 13155 times
Aphex
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Re: DOOM map conversions?

Post by Aphex »

Thanks NBD!
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pm1/ Any decoration could be source of the light.
These lights become detached from lightmap, so there are things like missing shadows and going beyond surrounding brush. Especially it's noticeable for flicker/strobe lights. So, those ones I'd rather keep as they are.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmAny idea why we need teleporters with such tall collision cylinders partially sunken in the brush? (recent values CollisionHeight=192.000000)
It's required for teleporters to work even if a pawn is above the ground (like in DOOM, where it was a "linedef action"; linedef is basically a sheet of infinite height), and suitable for teleporters which look like set of 2 platforms, on both floor and ceiling, where player expects them to work this way.
But when teleporter looks like a single small platform on the floor, it can work. I did same on Catwalk, first area with door puzzle.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmA custom screenshot would be nice.
I think, the current graphic kind of gives the idea of the level. But yes, perhaps in future editions I might add.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmIf collision cylinder partially in the ground then you know what to do…. (push it UP)
But it's strange, there is about "0.5 cm" gap underneath it. I checked by flying the camera and there was some space. Not enough? Fixed that anyway
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmUnless it is absolutely necessary, try to avoid this setting “MoverEncroachType = ME_ReturnWhenEncroach or ME_StopWhenEncroach” for Movers with ”bTriggerOnceOnly”.
These were mostly generic "Open-wait-close" doors where "Trigger once only" was added afterwards. Added "Crush..." for some though.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmFor more intel check actor “TriggeredTexture1”
I'll take a look at these, thanks! If implemented properly, should be just like in DOOM (currently QUAKEII style).
Attachments
MH-Geryon-test6(SB).zip
(856.56 KiB) Downloaded 6 times
Aphex
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Re: DOOM map conversions?

Post by Aphex »

Added Paths, LevelInfo, removed out-of-place deco.

TriggeredTexture still not used because:
  • Possibly due to texture format mistakenly used in Doom2tex originally (DXT1 instead of P8), implementing it into level results in poor-looking or badly-palettized graphic, if used with level and mover surfaces. ScriptedTexture created using "New..." in MyLevel package in Texture Browser.
    Shot01208 copy.jpg
    Shot01208 copy.jpg (80.34 KiB) Viewed 4419 times
    I haven't tried using separate brushes for switches yet -- and possibly this approach you mentioned can cause HOM's.
  • No sound is played unless there's still a mover (behind the wall) which plays it... Triggers don't seem to play sound on activation
  • This map has a door, which is supposed to have a button on one side (like these 2 sewer lifts on Crater), and on the other side it should work as regular door.
    If I trigger texture change-wait-change (dispatcher) by door event it works, but this event launched only after door is opened. If I add a regular trigger to push dispatcher separately, it can be touched when player pass through door from the other side, or just through the opened door, resulting in "switch being pressed" while the door is up.
Also I had no warnings about "lights in void"?
Attachments
MH-Geryon-test7.zip
(1000.52 KiB) Downloaded 5 times
Barbie
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Re: DOOM map conversions?

Post by Barbie »

Aphex wrote: Mon Jun 29, 2026 11:41 pmAlso I had no warnings about "lights in void"?
MapChecker wrote:

Code: Select all

MapChecker: Actor placed out of map:
MapChecker: Light129
MapChecker: Light146
MapChecker: Light149
:lol: (see MapChecker on UT99.org.)
No sound is played unless there's still a mover (behind the wall) which plays it... Triggers don't seem to play sound on activation
Usually this can be done by adding a SpecialEvent that plays a sound. To get rid of this combo and of TanslatorEvents, I developed the SBBeepTrigger.
This map has a door, which is supposed to have a button on one side (like these 2 sewer lifts on Crater), and on the other side it should work as regular door.
If I trigger texture change-wait-change (dispatcher) by door event it works, but this event launched only after door is opened. If I add a regular trigger to push dispatcher separately, it can be touched when player pass through door from the other side, or just through the opened door, resulting in "switch being pressed" while the door is up.
I didn't fully understand, but maybe my SBMoverTrigger helps? It gets active only if the assigned MyMover is in KeyNum "0". You'll find it in map MH-Soledad(SB).
Barbie
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Re: DOOM map conversions?

Post by Barbie »

Your MyLight0 and MyLight1 still do not work on netplay, because
Barbie wrote: Sat Jun 27, 2026 5:47 am
Lights attached to the door are subclassed as advised (with bStatic=false), but still not shown on net play
Use default ROLE_DumbProxy instead of ROLE_AutonomousProxy for RemoteRole.
And you have to change it for the existing MyLights, too. ;)
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