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Doom 3 map editor elevators
Doom 3 map editor elevators






doom 3 map editor elevators doom 3 map editor elevators

Select and copy all the linedefs from the lift sector (Note: this is not the same as selecting the sector).There should be a sector inside the map and another outside the map, but the level editor should think they are the same sector. Close the polygons by joining vertexes.After this, there should be two open polygons. Remove the linedefs created between those two vertexes.For each linedef on the lift which is at the same time inside and outside the map, create two vertexes: one outside, and other inside.Extend the lift sector so a part of it is placed outside the level map.

doom 3 map editor elevators

In order to work, two sectors must be created with the same sector ID. This trick is extracted from Bug's Revolutionary Techniques for Doom and Doom II v2.3 guide, to be used along with Doom Construction Kit. These advanced lifts are very interesting because they allow plenty of advanced tricks, including spiral staircases and second floors. What follows is a trick that allows you to have a sector that may raise and lower its ceiling and floor heights without needing to have an adjacent sector on the room to sets the desired height.

doom 3 map editor elevators

MAP30: Icon of Sin includes an elevator that works without adjacent sectors, but is severely limited. The Hell knight then crushes the marine and proceeds to speak in an unknown demonic language before decapitating him with its claws and eating his head.Usually, Doom II elevators are restricted to raise (or lower) their floor height to the one from an adjacent sector at a higher or lower position. The marine turns around and sees the Hell knight from before is directly behind him. He then is attacked by many Imps and zombies.Īs he is about to leave Alpha Labs, he realizes that the exit is locked. He kills the Pinky and the now-zombified janitor. The Pinky then proceeds to feast on the janitor's corpse. Seeing the corpse of a janitor in a restroom, he walks inside only to see a Pinky emerge from the shadows. He kills a few of them and goes upstairs to Alpha Labs. After shooting it down, he spots some powerful zombie commandos. The marine goes to the upper levels of a communication center and is attacked by a pinky. The marine hides and the Hell knight does not notice him. Moments later, a Hell knight appears from a dark corridor. He goes around the area killing zombified personnel in a recycling station. An imp is shown watching a corridor, then an image of a disemboweled man tied to an inverted cross appears as a pentagram starts glowing behind him.Īfter that, an unnamed marine comes from an elevator before he puts on his helmet.

Doom 3 map editor elevators skin#

Two lost souls transform a Mars-Sec guard, one of which makes his skin turn green and the other makes his eyeballs explode. The Delta teleporter fails and opens a gateway to Hell. Moments later, the base shakes as power wildly fluctuates. The voice he's speaking with says that there is nothing to worry about. He rushes to a communication console and tells a mysterious voice that a teleporter's stabilization field has a problem. On the Mars Research Facility, a hurried scientist walks between a couple of guards. empty An empty box with a few lightsįlares. It depicts early versions of Mars City and Delta Labs. e3_intro The introductory movie, which is actually a map. It is thought that this would have been changed into a boss battle for the end of Alpha Labs, but this concept was later moved into the Delta complex. It ends with the Hell knight eating the Marine's head. e3_3 An early version of the Alpha Labs with influences of sectors 1 and 3. The player must get past the commandos and replace the extraction canister. e3_2 A mix of areas and designs from the EnPro facility and the CPU complex. The Marine discovers the consequences of the Delta Labs experiment gone wrong. Levels e3_1 Based on an early concept of the recycling plant. The three levels included are early designs of maps that are included in the final game. Some of the weapons use models from Quake III Arena, and it is likely that the models themselves were meant as placeholders. Sound effects for the atmosphere, enemies, and weapons.Graphics for the heads-up display ( HUD).Differences from release include, but are not limited to, the following:








Doom 3 map editor elevators