Making a lift

First, create three sectors in a row, the middle one being the lift sector. The left one has a lower floor height and the right one has higher. The floor of the lift sector has the height of the higher floor.

Make sure that the front or the first side of the linedef between the lift and the lower sector is the one you press to call the lift. The small line that sticks out from the linedef in the editor view is the indicator as it stems from the front side. Thus, if the line sticks out towards the lift, flip the linedef to get it oriented appropriately. In Doom Builder 2, it happens by pressing F at the linedef. You need to do it because the switch command (linedef type) can only be activated from the linedef's first side.

Linedef types and sector tags
Now, you need to insert the linedef types and sector tags.
 * 1) Open the editing window of the linedef that is shared by the lift sector and the sector with the lower floor. Use type 62 and select a free sector tag, 1 for example. Type 62 means "Switch repeatable: lower floor and raise it three seconds after reaching the bottom".
 * 2) Next, open the window of the linedef which enters the lift from the higher sector side. Use type 88 and select the same sector tag. Type 88 means "Walk repeatable: lower floor and raise it three seconds after reaching the bottom".
 * 3) Last, open the window of the lift sector itself and give it the same sector tag.

Wall textures and flats
At the moment, you have a fully functioning lift but it still lacks the textures. Congratulations, you now have a complete lift.
 * 1) First, open the editing window of the linedef that has type 62. It needs a lower texture on its first side. If the measures of the lift have the exact accuracy of 128 map units, both horizontally and vertically, PLAT1 is a fitting choice. For freer measures, SHAWN2 works well. It is the wall you press to call the lift. Depending on the way you have set the ceiling heights, the linedef may still lack the upper texture on its back or second side. For the case, you may want to select a texture that is consistent with the wall section's adjacent walls on the top.
 * 2) Second, open the window of the linedef with type 88. Although there is not a notification, the linedef needs a lower texture to cover the wall between the lift and the higher floor. Choose a fitting texture and set it on the correct side.
 * 3) Third, open the window of the lift sector to give it a unique floor flat. If your sectors are based on the grid of 64 units (which is the size of each flat), STEP1 or STEP2 are good choices. If not, FLAT1 fits well for a standard metal lift.
 * Back to the editing index