these are for animated door objects.
the effect is decent enough that I want to stand in front of them opening them repeatedly fortunately despite them appearing on flat lines and having no depth, unlike regular doom or hexen doors that have visible moving edges.
the fourth one is relatively serious because I have a lot of vestigial level content to work with from when I had more straightforward yet still unreachable “doom mod”-type goals which I do not want to totally jettison, and it requires at least one functioning vague technical junk themed door.
for now all four close by simply playing the opening frames in reverse but I have the power to have them close differently, as might be called for with a zipper since generally those are pulled both open and closed. Though there is no hand pulling the zipper and I do NOT at present have the power to make there be one without having the existence of that hand becoming my singular focus.
As I mentioned, unlike regular up-rising doom doors, these do not, cannot have depth within the game geometry, so the effect here can break down if the moving elements are too block like. Also unlike normal doom doors, since these aren’t part of the original game programming, they have no means of checking for if objects might obstruct them from closing, so they simply close regardless of circumstances, and so I need to make the door-close script ALSO force objects away from them, which includes the player, so it is not POSSIBLE to stand close to one and analyze how flat it looks unless you are specifically setting out to do that, and I would not aim to deprive you of your right to do that, but casually you will not be forced to notice. i CAN have the invisible force-emitting object cause damage or have those who are shoved out of the way damage each other but I choose not to at this time. They PROBABLY deserve it but I won’t assume that they always will.
On that note, the game rise of the triad has a more developed type of animated door which will shred dead bodies which happen to collapse partway between them. But for every neat feature rise of the triad has there are three practical features that it lacks so I am not concerned about that.
i have a list of traits that mark something as “a doom mod” and not a separate production which uses the doom engine.
*doors that open by rising upward
*firearms
*monsters that stand in place and throw single fireballs
*low numbers of animation frames
of course blocky architecture, vertical doors, dumb monsters that take a lot of damage but are easy to outmaneuver and fun stuff to blast them with are qualities that I LIKE and find comforting about doom, so I remain at odds with myself about how much I want to avoid. Even the low animation frames I have found are fun to repurpose for different actions via decades on manipulation, like having the baronknights “laugh” by rapidly cycling between their pain frame and fourth walk frame after throwing off complex strings of fireballs
It looks incredibly stupid. It makes ME laugh that they laugh at me so stupidly.
as can be observed in pof.wad that I put together at some points to use with other people’s levels. Mostly for 1994 era levels from old shovelware CDs that I never finished but thought I might because I like the unrestrained, reality-disconnected attitudes people sometimes made levels with back then.
like what the heck is this? (93talio.wad by Tom Talionis) This is awful. I love it. But the limited bestiary/behaviors can become monotonous. Maybe if I just reveled in that aspect of the game and moved on with my life otherwise I would be further along in it.
but golly beets the exit is RIGHT there! There can’t be much further to go.
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