Editing Floor movement classic specials

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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.
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). Parameterized specials don't have this problem, unless you opt to use [[Generic_Floor]], which emulates all 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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