Last month I described the terminology and theory behind creating Doom levels. Hopefully you have now found a Doom editor and have managed to create a working level. This month I'll describe how to put in a teleporter, and how to turn your PWAD into a multimedia extravaganza. Teleporter The most obvious special sector in Doom is a simple door. However, as all editors have a function that automatically turns a sector into a door, it is not worth detailing that here. On the other hand, it might make the following easier to grasp if you have a look at what the editor does in order to turn a sector into a door. I'll describe how to create a teleporter, but all the effects work in a similar way. The first step in creating a teleporter is to make a sector which, when you cross into it, you are teleported to another sector. The usual teleport region is a 64 x 64 sector inside another sector. If you make the sector 64 x 64 and align it with a 64 x 64 grid (if the editor has a grid option), you will find that the standard teleport flat graphics will fit in perfectly. Most of the special effects in Doom operate by triggering a linedef by walking over it, switching it, or shooting it; which sets off some sort of action in a sector. The trigger linedef and action sector are related by a common number, or "tag." You must first choose an unused tag. Your editor may do this automatically. DEU will not, but will tell you the next unused tag you can use. Only side one of a linedef can have a trigger defined. So for the teleporter, make side one of the linedef point out of the sector. When you walk into the sector (not out of it) you trigger the teleport. For each of the linedefs making up the teleporter, you declare the "type" to be "Teleport to another sector," or your editor's equivalent. You must also give each linedef the tag you have chosen. In DEU this tag is called the "Sector tag." This is not the number of the sector you want to teleport to. As described above the tag is an arbitrary number. Figure 1 shows the process of defining a teleporter in DEU.
In the sector you are teleporting to, you have to do two things. Firstly you need to change the sector's tag to the same as you used for the teleport linedefs. In DEU the field you need to change is the "Linedef tag." DEU will show you have the tags correct by changing the colour of the lines around the teleporter, and the sector you are teleporting to. The second thing you need to do is add a "Teleport exit" thing into the teleport destination sector. This thing does not appear in the game, but defines your exact location and your direction when you materialise. |