CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#391 Posted 19 March 2014 - 09:44 PM
Delayed End-of-level-platform
Now give me rep points people! Just kiding haha
You control the delay time by changing the door autoclose's Hitag. Nothing new, I just mixed some other tricks discovered before.
BTW. Is not a real elevator but an SE31 sprite platform. The same if you think about it, just make sure to put another sprite if you want to simulate the ceiling.
This post has been edited by Mike Norvak: 19 March 2014 - 09:47 PM
#392 Posted 19 March 2014 - 10:43 PM
Mike Norvak, on 19 March 2014 - 09:44 PM, said:
Delayed End-of-level-platform
Now give me rep points people! Just kiding haha
You control the delay time by changing the door autoclose's Hitag. Nothing new, I just mixed some other tricks discovered before.
BTW. Is not a real elevator but an SE31 sprite platform. The same if you think about it, just make sure to put another sprite if you want to simulate the ceiling.
You didn't specify upvote or downvote
That's pretty much what I had in mind. I hope Methy will adapt my elevator to use that method, which is totally possible. It's a bit of a shame though because with the current elevator I love how Duke mashes his fist into the controls (invisible nuke button).
#393 Posted 19 March 2014 - 10:51 PM
Micky C, on 19 March 2014 - 10:43 PM, said:
The choice is up to you!
So what are you both exactly wanting to do with the elevator?
#394 Posted 19 March 2014 - 11:06 PM
#395 Posted 20 March 2014 - 01:43 AM
#396 Posted 20 March 2014 - 02:02 AM
I'm guessing you're going to replace the nuke button with a different switch, in which case you should move the control panel further away from the door.
#397 Posted 20 March 2014 - 02:58 AM
Mike Norvak, on 19 March 2014 - 09:44 PM, said:
Delayed End-of-level-platform
Now give me rep points people! Just kiding haha
You control the delay time by changing the door autoclose's Hitag. Nothing new, I just mixed some other tricks discovered before.
BTW. Is not a real elevator but an SE31 sprite platform. The same if you think about it, just make sure to put another sprite if you want to simulate the ceiling.
Actually I was more thinking of a 'real' sector based (teleporting) elevator, which teleports the player into an ending sector.
Here is what I came up with, there are however two 'issues' with this :
- the first issue isn't a problem at all. It's actually pretty cool : once the elevator has been started (and the 'elevator teleporting' has been done), Duke is inside the ending level sector, but it only ends the level if the player moves. So, it's delayed up until any small player movement.
- the 2nd issue is that, for some reasons (probably because how I put 2 sectors in one in an inconventional way that shouldn't be done ) the visuals of the elevator glitch a little for a split second when it reaches the top. It's quite quick and it's VERY likely that the player will have moved (and thus ended the level) before he sees it. But it still annoys me.
So all in all this isn't perfect yet but I think it will work. I have made the elevator quite long in order to try and avoid the glitch (the longer the elevator is, the higher chance there is the player will move and not see the small visual glitch). I think I'll probably make it EVEN longer, like REALLY REALLY long in the map and keep it like that.
Does anyone know if it's possible to control when the teleporting occurs during such elevator? As it is, it happens almost as soon as the player activates the elevator but ideally i'd like it to happen 1 or 2 seconds later, so that you see a bit more of the elevator going up before being able to end the level.
Attached File(s)
-
elevatortest.rar (461bytes)
Number of downloads: 135
This post has been edited by MetHy: 20 March 2014 - 03:01 AM
#398 Posted 20 March 2014 - 03:16 AM
Now, I will just have to apply all of this to a more complex looking elevator in the real map but I don't think that's going to be too much trouble.
I was also thinking how I'd love it if the player was able to see a couple of floors while going up (like you get to see the lobby for a split second) before the level ends but i don't think that's possible.
This post has been edited by MetHy: 20 March 2014 - 03:22 AM
#399 Posted 20 March 2014 - 04:46 AM
we discovered that the SE7 actually travels with the elevators & raising sectors - so trying to make an elevator raise or lower into one doesn't work (if you put an se7 10 clicks above the moving sector, it will stay 10 clicks above while the sector is in motion)
a bit late since you've already got something in the works:
i technically got the concept to work by making a shaft with a sprite floor and ceiling for the elevator. the moving sectors were tiny and located around the center of the sprites, then i placed the se7 at X height out in the middle of the shaft
it was functional, but it was also incredibly ugly
This post has been edited by Forge: 20 March 2014 - 04:54 AM
#400 Posted 20 March 2014 - 05:10 AM
This post has been edited by MetHy: 20 March 2014 - 05:10 AM
#401 Posted 20 March 2014 - 05:43 AM
#402 Posted 20 March 2014 - 08:41 AM
you can make an elevator completely out of sprites, with at least three walls, but it would be boxy and take some extra sector work (basically an elevator surrounded by thin elevators) to block the player from clipping through the sprite walls
#403 Posted 20 March 2014 - 09:08 AM
#405 Posted 21 March 2014 - 06:55 PM
#406 Posted 22 March 2014 - 12:44 AM
#407 Posted 22 March 2014 - 01:59 AM
stumppy84, on 21 March 2014 - 06:37 PM, said:
My car is in my map next to my sig.
Cool thanks, I hadn't noticed.
Micky C, on 21 March 2014 - 06:55 PM, said:
He said that he'd rather make maps for other games, other engines.
#408 Posted 22 March 2014 - 12:12 PM
MetHy, on 20 March 2014 - 02:58 AM, said:
If I'm reading the sources right, it's like this for the "going up" direction. For an elevator sector s, let z(s) denote that ceiling z of a sector adjacent to s which is strictly above sector[s].floorz and closest to it. The warping takes place the moment sector[s].floorz reaches z(s). The "going down" direction should be analogous, swapping "ceiling" <-> "floor" and "above" with "below".
Edit: I forgot to mention an important detail: z(s) is determined at premap. Thus, it's NOT a good idea to have sector effects in sectors adjacent to s, such as in E2L1, because it may make z(s) depend on the order in which these effects are set up or not be defined at all (recall, it's "strictly above"). In E2L1, the ceiling lowering (by pure luck) proceeds after the setup of the warping elevator, but the fact remains that it's constructed improperly.
#409 Posted 23 March 2014 - 04:09 AM
I've recieved Taivo's car (built at the right floor/ceiling height, thank you) and I'm making progress on the underground parking secret map.
What's the status on people who aren't done yet? (Daedolon, Blizzart, MRCK, Steambull, Cage, Merlijn, Norvak, Neocaix)
#410 Posted 23 March 2014 - 07:30 AM
What's the car room's ceiling height and z-coord? Just like the template?
#411 Posted 23 March 2014 - 07:47 AM
#412 Posted 23 March 2014 - 08:19 AM
#413 Posted 23 March 2014 - 08:24 AM
Mike Norvak, on 23 March 2014 - 07:30 AM, said:
What's the car room's ceiling height and z-coord? Just like the template?
Nice
I've add all the info required for the car in the OP as well. I update the OP quite often.
High Treason, on 23 March 2014 - 07:47 AM, said:
Just answered to it
#414 Posted 23 March 2014 - 11:34 AM
i'm interested in seeing what everyone made with the pre-fab template.
This post has been edited by Forge: 23 March 2014 - 11:34 AM
#416 Posted 23 March 2014 - 11:54 AM
It's been near two months since you started this project and this is where we're at:
Done:
- James
- Micky C
- Mister Sinister
- Paul B
- Taivo
- Forge
- Stumppy
-
Pretty Much Done:
- Daedolon 90%
- Steambull 90%
- Mikko Sandt 99%
- High Treason 99%
Probably can finish in the next couple of Weeks:
- MetHy : 70% + (not counting having to wait on everyone else to supply a vehicle)
At the current rate should finish in two months (May or June):
- MRCK: 50%
- Norvak : 50%
At the current rate should finish in four or five months (August or September):
- Neocaix : 20%
Who knows? Next week. Next Month. Next Year.
- Blizzart
- Cage
- Merlijn
- Davox
- Hendricks266
- bird
This post has been edited by Forge: 23 March 2014 - 12:18 PM
#417 Posted 23 March 2014 - 12:21 PM
This is going very well in comparaison so far (and this project has more maps than MM, and some maps in MM aimed at something easier to build), and I'm sure people we aren't finished yet are not "sitting on it" but are probably generally more busy. Also 'current rate' doesn't mean anything, for example as far as I know it could take only one day for MRCK to finish his map if he was in the right spree and had the time.
This post has been edited by MetHy: 23 March 2014 - 12:23 PM
#418 Posted 23 March 2014 - 12:44 PM
#419 Posted 23 March 2014 - 12:52 PM
MetHy, on 23 March 2014 - 04:09 AM, said:
What's the status on people who aren't done yet? (Daedolon, Blizzart, MRCK, Steambull, Cage, Merlijn, Norvak, Neocaix)
Hey, I´m sorry but I won´t have the time to do anything right now. I´ve started something weeks ago, but it led to nowhere.
This post has been edited by blizzart: 23 March 2014 - 12:53 PM
#420 Posted 23 March 2014 - 01:58 PM
blizzart, on 23 March 2014 - 12:52 PM, said:
MetHy, on 23 March 2014 - 12:53 PM, said:
yeah. don't be so negative.
sleep is over-rated
This post has been edited by Forge: 23 March 2014 - 07:03 PM