Will this corrupt my map? "Attaching one group of sectors to another"
#1 Posted 10 November 2017 - 05:50 PM
Will selecting the whole circular construct and attaching it onto the other construct corrupt my sectors and ruin my map file?
#2 Posted 10 November 2017 - 05:53 PM
I would prefer to make red lines to attach red to white.
Then 'J' (join the sector) to the newly made sector then delete the verticle (of the edge of your red rectangular sector with the sprites)
Then dragging them by 3 square of the current size of the grid
This post has been edited by Zaxtor: 10 November 2017 - 05:54 PM
#3 Posted 10 November 2017 - 05:56 PM
It wont corrupt if you just move without doing anything but nothing will happen.
I did a quick test, it doesn't corrupt.
#4 Posted 10 November 2017 - 06:03 PM
EDIT: Here is a screenshot of the larger area so you can see it in context. It's a hallway with sprite walls and ceiling to connect to another white sector. The ceiling outside is space(with pal 3 for the sectors you walk in inside that construct).
This post has been edited by BestViking: 10 November 2017 - 06:06 PM
#5 Posted 10 November 2017 - 06:11 PM
In my ways I would just make 4 red lines, join sectors to the red rectangular, then move the thing until it connects to the last vertices (edge of the sprite bridge or w/e)
#6 Posted 10 November 2017 - 06:13 PM
BestViking, on 10 November 2017 - 06:03 PM, said:
EDIT: Here is a screenshot of the larger area so you can see it in context. It's a hallway with sprite walls and ceiling to connect to another white sector. The ceiling outside is space(with pal 3 for the sectors you walk in inside that construct).
Zaxtor is right, you can't just drag that over and have it snap into place (like white walls do) because the redwalls are full double sided already, connect the dots first, join up sectors to clean it up then drag it into place.
This post has been edited by Drek: 10 November 2017 - 06:15 PM
#7 Posted 12 November 2017 - 06:50 AM
Since this question is about the same map, I'll ask here.
It seems you have to be inside the same sector as a switch to press it. I could use dipswitches and have the player shoot them, but I want a regular one that you activate normally. I could "build out" the switch with sprites around it. That would also accomplish a more 3D look. Is there another way to make this work? Screenshot attached.
#8 Posted 12 November 2017 - 07:14 AM
#9 Posted 12 November 2017 - 01:15 PM
Now my next dilemma. I want to create a rising floor like in first level of episode 3 in Doom. When the player starts, the floor rises up to the adjacent sector. It is not a regular lift, since I only want it activated once, and upon start. The player is to start in this sector and then it rises, like an elevator.
I can not seem to find the right SE for this. There is a rotate and rise one, but I do not want rotation. There is also one that rises in increments, but I just want it to rise once, and to the adjacent level.
If this is not possible, I will scrap that idea. Otherwise, it would be perfect for my level.
#10 Posted 12 November 2017 - 01:33 PM
Duh, I just re-read your post. You want it to activate only once. Never mind my suggestion. Unless your map would allow some kind of a barrier to come down to close off access to the platform. Have it triggered with a T sprite placed in that adjacent sector so as soon as you climb out you cant get back.
This post has been edited by Mark.: 12 November 2017 - 01:36 PM
#11 Posted 12 November 2017 - 01:41 PM
#12 Posted 12 November 2017 - 01:50 PM
I'll also attach a shot of the elevator sector in question. It's in the central hub, within that capsule, like room with windows on either side.
The two buildings are connected with a Zaxtor-inspired glass enclosed bridge.
I'm finally in a good flow, working on the map every day.
#13 Posted 14 November 2017 - 04:20 PM
So, to make those doors you have to stretch the walls of the inner sector way back into the wall, and the SE point to the opposite direction of where the door goes, IOW where they meet. I get that, I've got the sector tag in place, my GSPEED and MUSICANDSFX... everything working exactly as I want except the doors only opening a little bit and not all the way.
I'm determined to make something out of this map. I've finally landed on an aesthetic I like, got a good few ideas realized already and a whole bunch in the back of my head.
#14 Posted 14 November 2017 - 06:36 PM
#16 Posted 14 November 2017 - 07:40 PM
I had no idea the GSPEED controlled the sliding. My door is working exactly as I want now. Also thanks for the link to the infosuite page, that will come in handy.
#17 Posted 15 November 2017 - 07:09 AM
Not sure what's wrong. I put the sector tags, sector effectors and a darker shade on the top floor SE. Back to twisting my head with this, if anyone knows what might be wrong, be sure to chime in, otherwise I will keep updating here as I progress once this is solved.
Hope you guys don't mind my blogposting. If so, let me know.
#18 Posted 15 November 2017 - 07:14 AM
The one thing I do remember is if you are doing a silent teleport using elevators, height differences of the 2 end locations have to be a certain amount apart.
This post has been edited by Mark.: 15 November 2017 - 07:17 AM
#19 Posted 15 November 2017 - 08:09 AM
Mark., on 15 November 2017 - 07:14 AM, said:
This^
"the top floor must be at least 30-40 PGUP units higher than the bottom floor"
Transport Elevator - Infosuite
This post has been edited by Forge: 15 November 2017 - 08:13 AM
#20 Posted 15 November 2017 - 08:16 AM
Thank you so much for helping me get back on track so I can exploit this flow of ideas I currently have. Back to work
#22 Posted 16 November 2017 - 05:06 PM
When I copy this pillar construct and paste it in the sector that I want, Mapster asks me a question. I don't remember the wording, but I guess it's basically to make those outer lines red. Is it a risk of corruption or is it safe to do it?
I'm super paranoid about this stuff. I had too many great ideas ruined by corrupted sectors, which didn't show up until later, and I had no idea what it could be to cause it.
#23 Posted 16 November 2017 - 06:32 PM
And seeing other parts of the base through the window is a big deal with this map. I think it adds so much dimension and I love space maps with this, where you can see other parts of the space station. Maartens "Spacetronic" exploited this effect greatly, Zaxtor is an expert on it which we see in his maps, and even in original Duke there was very impressive use of this although today it is taken to much greater extents.
In case I didn't mention, my elevator transport works flawlessly now. No jumps or glitches at all and feels like actual TROR.
#24 Posted 18 November 2017 - 10:25 PM
#25 Posted 18 November 2017 - 10:48 PM
#26 Posted 20 November 2017 - 12:00 AM
Hendricks266, on 18 November 2017 - 10:48 PM, said:
Thanks. I need to get an English keyboard so that the keys visually match up with what is actually being pressed. Right now it's trial and error to find the right key.
#27 Posted 21 November 2017 - 01:38 AM
For the lower level of the moonbase I had a few ideas. Maybe a bio-research lab with experiments gone wrong, but that is soooo Resident Evil and generally an overused cliche. I also considered a mining operations base, but I am not sufficiently inspired to turn it into something that can develop properly. The third idea was that of cylindrical tunnels connecting various areas, which I attach a screenshot of. But I had no purpose in mind of it, since the idea was conceived only as a means to change the architecture up with slopes and such. So I have stagnated again, waiting for the floodgates of inspiration to open.
#28 Posted 21 November 2017 - 09:35 AM
This post has been edited by Mark.: 21 November 2017 - 09:35 AM
#29 Posted 21 November 2017 - 10:41 AM
This post has been edited by Mark.: 21 November 2017 - 10:47 AM
#30 Posted 25 November 2017 - 03:37 AM
I make backups before trying anything new in my map so I have my time machine ready. Worst case scenario I can reassemble my map from different versions into a frankenstein mosaic.
I would probably have an easier time if I went for the more industrial, rusty looking spacestation which is the most common look since the textures have more ornaments and are not as smooth, and you can get away more with just good shading and textures that work together, whereas for my smoother look there are fewer textures available and I have to rely a lot more on sector and sprite based ornaments to break the monotony and smoothness.
I'm still determined to make this aesthetic work though.