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Making a teleporter

3,437 bytes added, 02:45, 16 June 2010
Rewritten, and added image and example wad.
{{cleanup}}1[[File: Create teleport Teleporter-diagram1.png|frame|Editor view of the teleporter. '''A''' marks the pad itself, and '''B''' marks the destination thing and make it face correct way.]]
2: Create Teleporters are a memorable feature of the Doom engine, with much potential for a creative designer. This tutorial will guide you through building a basic teleporter , and assumes that you know how to use the basic functions of a map editor, namely creating and editing [[sectors]], [[linedefs]], and [[things]].
3To create a basic teleporter for vanilla Doom, you need two main elements: Select the linedefs on the sides and flip them with the flip linedefs button.(F) (DooM Builder)
4: Select the four linedefs and give them line action 97: ==Teleport WR and pad==First, you need the next unused tagteleporter itself. (We'll use 2''Marked A''' on the diagram.)Technically, what you need to worry about are the linedefs of the pad, but in most cases, you will style the pad itself to help signify its purpose.
5: Enter sectors mode and add tag 2 So, set up a bare room in your map editor, at least 192 by 320 units. For the teleport pad, put a square 64 by 64 sector in one half of the room (or your tag you used red in the previous stepimage) . Teleport linedef actions only work when passing from the front side, so make sure that all four sides of the pad are facing outward. Next, edit these linedefs, and give them a teleport action, in this case number '''97 - (Teleport WR)''', which is a normal repeatable teleport. Also set their tags to an unused number which will correspond to the destination sector and add sector type 8: Light glows (1+ sec).
6: Edit ==Teleport destination==After setting up the teleport lines of the teleporter, you need the spot for the player to be pretty warp into ('''Marked B''' on the diagram). This consists of a properly tagged sector, and soa teleport destination ('''Thing 14''') within that sector.{{editing index}}
A good way to start is by placing the teleport destination. The destination thing's position is the exact spot in that sector that the player will arrive, and the thing's angle determines where the player will face, so set both accordingly ('''green''' in the image).
 
Almost any sector can contain a teleport destination, but each sector should only have one, because the sector's tag is what the teleporter action looks for. You can simply use the main sector surrounding the teleport, but for the diagram I created a new circular sector (in yellow,) for the purpose. In either case, set the chosen sector's tag to match the teleport linedefs' tag which you set above.
 
==Aesthetics and other uses==
You should now have a functional teleporter. To make it actually stand out as such though, it could use some detailing. Try giving the pad a suitable floor. The '''GATE1''' - '''GATE4''' flats work well, as do others like '''FLAT22''' and '''TLITE6_x'''. If you didn't while building it, ensure that the pad sector is aligned to the 64 by 64 grid, or else most flats will look misaligned. Raise (or lower) the floor, and add the missing lower textures, to give it some depth. A popular effect is to increase the brightness on the pad, and if you're frisky, you can add a flashing or glowing sector effect too.
 
===Further ideas===
You can also easily modify this method to create other teleporter effects.
 
* For example, you can change the teleporter linedef actions to number '''52''', which finishes the level when crossed. Similarly, action number '''124''' warps to a secret level.
 
* Instead, you can set each line's sector tags to teleport you to different sectors depending on which side you cross. ([[E3M5: Unholy Cathedral (Doom)|E3M5]] of Doom did this in the courtyard.)
 
* There are also monster-only teleport actions (numbers '''125''' & '''126'''), so it's possible to move only your enemies around the map, instead of players.
 
* Rather than using a pad at all, you could set the teleport action on any linedef, which can serve to disorient the player if they don't anticipate the teleport. Combining this technique with monster-only teleporters is one way to create effects like the teleporter ambush in [[E1M9: Military Base (Doom)|E1M1: Military Base]].
 
==Example==
To see these ideas in practice, an example WAD demonstrating the described teleporter is available [[:File:Teleport.wad|here.]]
[[Category:Basic level editing]]
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