User contributions for Printz

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15 August 2009

  • 16:3816:38, 15 August 2009 diff hist +6 Linedef typesreplaced boom with eternity; emphasized on the D rather than P notation
  • 16:2616:26, 15 August 2009 diff hist +4,254 N Linedef typesNew page: In BOOM actions are caused to happen in the game thru linedef types. BOOM has three kinds of linedef types: * Regular - the linedef types that were already in DOOM II v1.9 * Extended - li...
  • 16:2616:26, 15 August 2009 diff hist +2,273 N Pillar linedef typesNew page: A pillar is a linedef type that moves both floor and ceiling in opposite directions. All pillar linedefs are parameterized; there are no regular, extended, or generalized pillar types. Ins...
  • 16:2616:26, 15 August 2009 diff hist +14,626 N PolyobjectNew page: PolyObjects are special sets of one-sided linedefs which, unlike any other lines, can be moved on the map during gameplay. Unlike the Hexen and zdoom implementation of PolyObjects, Eternit...
  • 16:2616:26, 15 August 2009 diff hist +756 N Script control linedef typesNew page: These linedefs are used to start Small Levelscripts. See the Small Usage Documentation for full information on how to use these linedefs along with a Small script to add dynamic actions to...
  • 16:2616:26, 15 August 2009 diff hist +7,765 N Portal linedef typesNew page: Portals turn a set of floors, ceilings, or linedefs into "windows" onto another part of the map, allowing for some otherwise impossible visual effects. Portals are not interactive, however...
  • 16:2616:26, 15 August 2009 diff hist +9,519 N Scroller linedef typesNew page: =Static Scrollers= The most basic kind of scrolling linedef causes some part of the tagged sector or tagged wall to scroll, in proportion to the length of the linedef the trigger is on, a...
  • 16:2516:25, 15 August 2009 diff hist +17,136 N Property transfer linedef typesNew page: These linedefs are special purpose and are used to transfer properties from the linedef itself or the sector on its first sidedef to the tagged sector(s). None are triggered, they simply e...
  • 16:2516:25, 15 August 2009 diff hist +4,022 N Teleport linedef typesNew page: A teleporter is a linedef that when crossed or switched makes the player or monster appear elsewhere in the level. There are only regular and extended teleporters, no generalized teleporte...
  • 16:2516:25, 15 August 2009 diff hist +1,360 N Exit linedef typesNew page: An exit linedef type ends the current level bringing up the intermission screen with its report of kills/items/secrets or frags in the case of deathmatch. Obviously, none are retriggerable...
  • 16:2516:25, 15 August 2009 diff hist +2,012 N Lighting linedef typesNew page: The lighting linedef types change the lighting in the tagged sector. All are regular or extended types, there are no generalized lighting types. All are switched or walkovers. =Lighting ...
  • 16:2516:25, 15 August 2009 diff hist +1,620 N Elevator linedef typesNew page: An elevator is a linedef type that moves both floor and ceiling together. All elevator linedefs are extended, there are no regular or generalized elevator types. Instant elevator motion is...
  • 16:2516:25, 15 August 2009 diff hist +4,476 N Stair builder linedef typesNew page: A stair builder is a linedef type that sets a sequence of sectors defined by a complex rule to an ascending or descending sequence of heights. The rule for stair building is as follows: ...
  • 16:2516:25, 15 August 2009 diff hist +2,740 N Crushing ceiling linedef typesNew page: A crusher ceiling is a linedef type that causes the ceiling to cycle between its starting height and 8 above the floor, damaging monsters and players that happen to be in between. Barrels ...
  • 16:2416:24, 15 August 2009 diff hist +6,346 N Platform linedef typesNew page: A platform is basically a floor action involving two heights. The simple raise platform actions, for example, differ from the corresponding floor actions in that if they encounter an obsta...
  • 16:2416:24, 15 August 2009 diff hist +9,575 N Ceiling linedef typesNew page: =Ceiling Targets= * Highest Neighbor Ceiling (HnC) This means that the ceiling moves to the height of the highest neighboring ceiling NOT including the ceiling itself. If the ceiling dir...
  • 16:2416:24, 15 August 2009 diff hist +13,111 N Floor movement classic specialsNew page: =Floor targets= * Lowest Neighbor Floor (LnF) This means that the floor moves to the height of the lowest neighboring floor including the floor itself. If the floor direction is up (only...
  • 16:2416:24, 15 August 2009 diff hist +9,342 N Door linedef typesNew page: A door is a sector, usually placed between two rooms, whose ceiling raises to open, and lowers to close. A door is fully closed when its ceiling height is equal to its floor height. A ...

8 July 2009

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