Duke4.net Forums: N00b help with Mapster32 - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

N00b help with Mapster32

User is offline   Camtheman 

#1

Well, I read the tutorial but there are a few things I dont understand.

I made a box, gave the walls, floor, celing a texture. When I make another sector inside of it, it seems to go floor to cieling in hight, I dont want it to go that high, and i've tried to pgup pgdown it, but that ends up raising the sector I dont want to raise...

Another thing, Doors. They seem SO complicated, ive read the tutorial on them (the ones that open with a keycard) and looked at their format in the tutorial map but I dont understand them... Maybe some hot keys Idk or something...
0

User is offline   Danukem 

  • Duke Plus Developer

#2

You haven't made a new sector until you press Alt-S in the new "box". If the lines of the new box turn red, then it worked and you have made a child sector. Otherwise, if you make new walls within the old sector, you are carving space out of it without making a new one.
0

User is offline   Micky C 

  • Honored Donor

#3

when you said read the manual what did you mean?

The two good sources of information of mapping would be the eduke wiki:
http://wiki.eduke32....i/Level_editing

and the infosuite on the duke4.net homepage:
http://infosuite.duke4.net/

I always reference the second one if I need to brush up on something, but it's handy to have both when you're starting out so you can cross reference to help you understand or if one guide describes an aspect in an easier way to understand than the other. So yeah if you haven't had a look at one of them, check it out.
0

User is offline   Camtheman 

#4

oh wow thanks, the second one you posted is muy more helpful than the wiki, thx a lot now ill get it. It's got step by step pictures! Exactly what I was looking for.
0

User is offline   Camtheman 

#5

Heh, I made a load of features in this map, download it, it doesnt have an end, just explore a little. Dont forget to look in the security screen :wacko:

http://www.filefront...oortestiesa.map
0

User is offline   Micky C 

  • Honored Donor

#6

Nice work! It's obviously quite a simple map, but if you keep at it you'll eventually be making maps that are even better than the original Duke 3D levels :wacko:
0

User is offline   Camtheman 

#7

Heh, thanks. Now for some reason when I try to make a crack in the wall that explodes like the one in my map using my example and reading the help, they dont work anymore =O

Sigh.
0

User is offline   Micky C 

  • Honored Donor

#8

hmm I don't see why it wouldn't work, destructible walls are really easy to make. Can you be more specific about the problem? are you saying the existing ones which did work stopped working, or are the new ones you're trying to make not working?
0

User is offline   Camtheman 

#9

that crack works fine, any further ones i try to make in any map fail, either only the crack explodes (and the wall just stays, no hole) or nothing happens to the crack at all.
0

User is offline   TerminX 

  • el fundador

  #10

If the crack explodes but the wall doesn't, either the crack is linked to the effectors in the wall wrong or the effectors are set up wrong. If nothing happens to the crack at all, you need to add the hitscan and blocking bits to it.
0

User is offline   Forge 

  • Speaker of the Outhouse

#11

Make sure each crack has it own unique hi-tag number(unless you want them all to go off at the same time). No other cracks, switches, touch plates, etc. have the same activator number.
0

User is offline   Camtheman 

#12

Ah, that was it, my sector effector was in the wrong place lol. Thanks, ill add more to that map i showed u, maybe give it an end lol.

EDIT: Hey, how do you make it so when you hit a switch and "unlock" a door, the door opens, instead of having to use E?

This post has been edited by Camtheman: 15 August 2010 - 10:26 PM

0

User is offline   Micky C 

  • Honored Donor

#13

http://infosuite.duk...age=ae_doors_d7 trust the infosuite my friend

you'll want to use the first option using "activators" which means that the door only opens when you hit the switch.
0

User is offline   Camtheman 

#14

Alright, here's my first complete map. Sublime. Its got 2 Card key doors, Its not very long but I still find it fun. You'll note I like explosions lol.

http://www.filefront...218/Sublime.map

Known Glitches:
Stupid swinging door I cant figure out how to fix.

Heh, I hope yall like it.
0

User is offline   Micky C 

  • Honored Donor

#15

Well there's nothing better than procrastinating from homework so I had a look at your map, and as far as maps go, yours felt very original to me, I'm no expert reviewer though.

While I found it a fun map as you said, obviously if it was going to be a proper modern Duke map, it'd need to be a lot bigger and have details added to them (yours is pretty much completely lacking in things like decorative sprites, shading etc...)

but that's ok! it's a first map, what you aimed to do, you set out and did well. Small things like getting the red key card by pushing the buttons on the column making it come down was definitely Duke. You made good use of the jetpack and a onesided wall or two. Having the crack near the ceiling was fresh, I half expected it to blow up a tunnel leading down to the floor for the player to get up there but it works just as fine.

Now on the technical side of things, I had a look at your mis-functioning door, and the first thing I noticed was that the SE 11 was facing the wrong way, so I turned it around and blimey! the thing still didn't work! After about 20 minutes of fiddling (once again I don't like homework) I deleted the damn thing, and started an identical door from scratch, it's exactly the same as far as I can tell without the 200 speed sprite and the SE pointing the right way.
You also had a glass window near the nuke button which couldn't be broken (at least from one side) so I made it breakable as I'm assuming if you didn't want a breakable window there you wouldn't have put a window there at all.
And lastly, a handy button to know is the full stop . which when pressed on a wall in 3D mode makes all the adjoining walls with the same texture on the left side line up with it so it looks proper. Try it out in the first room for example and you'll see what I mean.

Here's the fixed door and window, I hope you didn't mind me tapping into your level, and keep up with your mapping, I think I speak for everyone when I say we're looking forward to playing nice beefier levels by you in the future.

http://www.sendspace.com/file/7r4jk0'&...com/file/7r4jk0
0

User is offline   Camtheman 

#16

Heh, thanks. You'll find as you play more of my maps I edge away from details and toward big showy effects, You'll see more of this in my next one :wacko:
Explosions, Teleporters, Water, Gotcha! - NPC's, anything, I appreciate your reviews, I feel like I sometime have trouble with originallity, since there are only so many effects in such an old game, but ill continue to try to find new imaginative ways to use them, hehe. That damn swinging door causes more problems than it solves lol... Thx for fixing it, but that window I wanted to be unbreakable, because if you jump on top of that little platform with the Atomic Health on it (in the room behind the crack near the ceiling) You can climb into the "window" and get into the room at the top of the elevator shaft with the level end nuke button in it, completely bypassing the Red and Blue cards.
0

User is offline   Micky C 

  • Honored Donor

#17

I thought the space would have been too small to crawl through, if not you could always make the one of the walls in there blocking anyway, keeping the breakable window. You can never have enough breakable glass :wacko:
0

User is offline   Camtheman 

#18

Hmm... Sorry to super bump this but how do you get sprites to raise with a moving floor sector? ( I have switches I want to appear out of the floor)
0

User is offline   DavoX 

  • Honored Donor

#19

I don't really remember but it had something to do with the sprite being at the same height than the floor or higher.
0

User is offline   Tea Monster 

  • Polymancer

#20

I remember having to print out all of Mr. Bishops excellent mapping novel. Them were the days!
0

User is offline   Forge 

  • Speaker of the Outhouse

#21

View PostCamtheman, on Dec 18 2010, 01:13 AM, said:

Hmm... Sorry to super bump this but how do you get sprites to raise with a moving floor sector? ( I have switches I want to appear out of the floor)


There's several ways to accomplish what you're asking. Experiment. Put sprites in rising sectors and see how they act.
0

User is offline   Camtheman 

#22

Yeah I figured it out, gotta be on top of the floor that's going up. Still cant figure out how to make a wall aligned sprite raise with it tho.

Anyways, swinging doors hate me (read a few posts before and you'll see what I mean)

This is what it looks like in Mapster... I followed the directions perfectly.

http://i159.photobucket.com/albums/t148/Ho...gindoorhate.png

and this is what it looks like in game when I run up and push E.
It keeps messing up as I continue to push E, but eventually it comes back to its resting (closed) position with both doors meeting eachother.

http://i159.photobucket.com/albums/t148/Ho...ngdoorhate1.png
0

User is offline   Micky C 

  • Honored Donor

#23

I had this problem once, until DanM pointed out to me that when you're using a speed sprite with a swinging door, it's only compatible with certain values. I can't remember exactly what they were but I think they are powers of 2, ie 256, 512 etc...
So the reason why your doors aren't working is because they don't function properly if you put in any old value like you have done. (actually I haven't seen the pictures but I assume that's what you've done)

Edit: and note that this isn't so much a bug as an abnormality of the engine that has been around since the beginning, hence it's not going to be fixed.

This post has been edited by Micky C: 24 December 2010 - 01:06 AM

0

User is offline   Forge 

  • Speaker of the Outhouse

#24

View PostCamtheman, on Dec 23 2010, 11:55 PM, said:

Yeah I figured it out, gotta be on top of the floor that's going up. Still cant figure out how to make a wall aligned sprite raise with it tho.


Wall aligned sprites raise the same way as floor aligned sprites. The center of the sprite has to be within the raising sector and "stand alone" (not stuck to one of its walls).

Not sure if it matters, but it can't hurt to ctrl-pgdn the sprite onto the "floor" of the raising sector
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options