Editing Floor movement classic specials

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{{backto|Linedef types}}
{{backto|Linedef types}}
==Tricks==
* You can have finer control where a floor will move by creating a control sector outside the map, joining it with the tagged sector, and neighbouring it with sectors of desired height, different from whatever is in the main area. However, this has the side effect of shifting the sound origin, unless you make sure to counterbalance it with another control sector on the opposite side, joined as well.
* You can produce instant floor movement by using a "raise to lowest" or "lower to highest" movement type, and setting the neighbour sector in the opposite direction. The floor will have no choice but to instantly adjust to the lowest or highest neighbour's level.
==Notes==
* Under vanilla Doom compatibility mode, any blocked floor may have the side effect of blocking any other nearby sectors. Boom and later have solved this problem.


==Regular types==
==Regular types==
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! Notes
! Notes
|-
|-
|| 60 || SR || [[Floor_LowerToLowest]](tag, 8)||Lowers to lowest neighbour floor.
|| 60 || SR || [[Floor_LowerToLowest]](tag, 8)
|-
|-
|| 23 || S1 || [[Floor_LowerToLowest]](tag, 8)||Lowers to lowest neighbour floor.
|| 23 || S1 || [[Floor_LowerToLowest]](tag, 8)
|-
|-
|| 82 || WR || [[Floor_LowerToLowest]](tag, 8)||Lowers to lowest neighbour floor.
|| 82 || WR || [[Floor_LowerToLowest]](tag, 8)
|-
|-
|| 38 || W1 || [[Floor_LowerToLowest]](tag, 8)||Lowers to lowest neighbour floor.
|| 38 || W1 || [[Floor_LowerToLowest]](tag, 8)
|-
|-
|| 177 || SR || [[Floor_LowerToLowest]](tag, 8, 6)||Change texture & type, numeric model
|| 177 || SR || [[Floor_LowerToLowest]](tag, 8, 6)||Change texture & type, numeric model
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|| 37 || W1 || [[Floor_LowerToLowest]](tag, 8, 6)||Change texture & type, numeric model
|| 37 || W1 || [[Floor_LowerToLowest]](tag, 8, 6)||Change texture & type, numeric model
|-
|-
|| 69 || SR || [[Floor_RaiseToNearest]](tag, 8)||Raises to next neighbour floor.
|| 69 || SR || [[Floor_RaiseToNearest]](tag, 8)
|-
|-
|| 18 || S1 || [[Floor_RaiseToNearest]](tag, 8)||Raises to next neighbour floor.
|| 18 || S1 || [[Floor_RaiseToNearest]](tag, 8)
|-
|-
|| 128 || WR || [[Floor_RaiseToNearest]](tag, 8)||Raises to next neighbour floor.
|| 128 || WR || [[Floor_RaiseToNearest]](tag, 8)
|-
|-
|| 119 || W1 || [[Floor_RaiseToNearest]](tag, 8)||Raises to next neighbour floor.
|| 119 || W1 || [[Floor_RaiseToNearest]](tag, 8)
|-
|-
|| 132 || SR || [[Floor_RaiseToNearest]](tag, 32)||Raises to next neighbour floor, faster.
|| 132 || SR || [[Floor_RaiseToNearest]](tag, 32)||Faster
|-
|-
|| 131 || S1 || [[Floor_RaiseToNearest]](tag, 32)||Raises to next neighbour floor, faster.
|| 131 || S1 || [[Floor_RaiseToNearest]](tag, 32)||Faster
|-
|-
|| 129 || WR || [[Floor_RaiseToNearest]](tag, 32)||Raises to next neighbour floor, faster.
|| 129 || WR || [[Floor_RaiseToNearest]](tag, 32)||Faster
|-
|-
|| 130 || W1 || [[Floor_RaiseToNearest]](tag, 32)||Raises to next neighbour floor, faster.
|| 130 || W1 || [[Floor_RaiseToNearest]](tag, 32)||Faster
|-
|-
|| 222 || SR || [[Floor_LowerToNearest]](tag, 8)||Lowers to next neighbour floor.
|| 222 || SR || [[Floor_LowerToNearest]](tag, 8)
|-
|-
|| 221 || S1 || [[Floor_LowerToNearest]](tag, 8)||Lowers to next neighbour floor.
|| 221 || S1 || [[Floor_LowerToNearest]](tag, 8)
|-
|-
|| 220 || WR || [[Floor_LowerToNearest]](tag, 8)||Lowers to next neighbour floor.
|| 220 || WR || [[Floor_LowerToNearest]](tag, 8)
|-
|-
|| 219 || W1 || [[Floor_LowerToNearest]](tag, 8)||Lowers to next neighbour floor.
|| 219 || W1 || [[Floor_LowerToNearest]](tag, 8)
|-
|-
|| 64 || SR || [[Floor_RaiseToLowestCeiling]](tag, 8)||Raises floor to lowest neighbour ceiling.
|| 64 || SR || [[Floor_RaiseToLowestCeiling]](tag, 8)
|-
|-
|| 101 || S1 || [[Floor_RaiseToLowestCeiling]](tag, 8)||Raises floor to lowest neighbour ceiling.
|| 101 || S1 || [[Floor_RaiseToLowestCeiling]](tag, 8)
|-
|-
|| 91 || WR || [[Floor_RaiseToLowestCeiling]](tag, 8)||Raises floor to lowest neighbour ceiling.
|| 91 || WR || [[Floor_RaiseToLowestCeiling]](tag, 8)
|-
|-
|| 5 || W1 || [[Floor_RaiseToLowestCeiling]](tag, 8)||Raises floor to lowest neighbour ceiling.
|| 5 || W1 || [[Floor_RaiseToLowestCeiling]](tag, 8)
|-
|-
|| 24 || G1 || [[Floor_RaiseToLowestCeiling]](tag, 8)||Raises floor to lowest neighbour ceiling.
|| 24 || G1 || [[Floor_RaiseToLowestCeiling]](tag, 8)
|-
|-
|| 65 || SR || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Raises floor to 8 units under the lowest neighbour ceiling, crushing things in the way.
|| 65 || SR || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Crushes, gap of 8
|-
|-
|| 55 || S1 || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Raises floor to 8 units under the lowest neighbour ceiling, crushing things in the way.
|| 55 || S1 || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Crushes, gap of 8
|-
|-
|| 94 || WR || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Raises floor to 8 units under the lowest neighbour ceiling, crushing things in the way.
|| 94 || WR || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Crushes, gap of 8
|-
|-
|| 56 || W1 || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Raises floor to 8 units under the lowest neighbour ceiling, crushing things in the way.
|| 56 || W1 || [[Floor_RaiseToLowestCeiling]](tag, 8, 0, 10, 8)||Crushes, gap of 8
|-
|-
|| 45 || SR || [[Floor_LowerToHighestEE]](tag, 8)
|| 45 || SR || [[Floor_LowerToHighestEE]](tag, 8)
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|| 239 || W1 || [[Floor_TransferNumeric]](tag)||Only changes texture & type, no movement
|| 239 || W1 || [[Floor_TransferNumeric]](tag)||Only changes texture & type, no movement
|}
|}
===Donut movement===
Donut movement means that the tagged floor will lower, while its surrounding sector (the 'donut') will rise, all set to match the surrounding area. This effect is used in Doom 1 E1M2 and E2M2.
 
The specials are:
{|class="wikitable sortable"
! #
! Trigger
! Parameterized equivalent
|-
|| 191 || SR || [[Floor_Donut]]
|-
|| 9 || S1 || [[Floor_Donut]]
|-
|| 155 || WR || [[Floor_Donut]]
|-
|| 146 || S1 || [[Floor_Donut]]
|}


==Generalized types==
==Generalized types==
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NOTE: you can allow monsters to trigger generalized specials if you set change model to numeric and change type to nothing.
NOTE: you can allow monsters to trigger generalized specials if you set change model to numeric and change type to nothing.
There's a visual bug however, in that rising platforms of this type, if set to change texture, will change theirs only at the end of the movement, even if logically it makes sense for them to change it at the start (considering they work as platforms getting out of a liquid). This is unlike the regular specials above which change texture on rising. Parameterized specials don't have this problem, unless you opt to use [[Generic_Floor]], which emulates all of Boom generalized specials' quirks.


==Parameterized Floor Types==
==Parameterized Floor Types==
See [[Detailed_parameterized_linedef_specification#Floor_movement.2C_earthquake|Parameterized specials]].
See [[Detailed_parameterized_linedef_specification#Floor_movement.2C_earthquake|Parameterized specials]].
[[category:Editing reference]]
[[category:Editing reference]]
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