If you are using an up-to-date version of Ultimate Doom Builder, open the preferences(F5) and navigate to the controls tab. Type the word 'index' into the filter box, then set a shortcut key for 'Change Map Element Index'. This way, you don't need to delete and replace things(or lines) whose function are dependant on index, such as the player start. Simply choose the player start from which you wish to spawn and press the shortcut key you've bound, then input the largest available number(the input window will tell you).
This is really interesting! Not sure I will implement it on my mapping habits due to already being used to delete things and replacing them, but I guess it's good for when you make a lot of voodoo dolls at once. Thank you for the tip!
A very solid tutorial, I use UDMF, so this kinda becomes irrelevant to me. I still like to see these kind of tricks in action. But, with the updated version of the official Doom + Doom 2 rerelease that features native boom support plus few extra brand new stuff, I can see this being useful now more then ever. Just curious, couldn't those lines be activated by a dummy monster too or a duped player is mandatory? Also, i can imagine seeing more than one scripted event if at the end of the script you add a teleporter and make that dummy go to another scripted area. (though idk if it would work that way or if it would teleport the regular player)
Hello, AlphaEnt2! Thanks for the compliments. "Just curious, couldn't those lines be activated by a dummy monster too or a duped player is mandatory?" I think there are some other types of things that can activate that, but most people use a voodoo doll. It's a surefire way of making it work. I'm not sure, this is not absolutely well documented. "Also, i can imagine seeing more than one scripted event if at the end of the script you add a teleporter and make that dummy go to another scripted area." You can have as many voodoo doll sectors as you want, no need to have only one closet. I used only one in this tutorial for the sake of simplicity, but many maps have many more than that. For an example, open an Ancient Aliens map. most of them have more than one voodoo doll setup. "A very solid tutorial, I use UDMF, so this kinda becomes irrelevant to me. I still like to see these kind of tricks in action." I hope to meet you on the boom/mbf21 side of the community. If you want to try, search for a project called Tower of Babel on DoomWorld. We have open slots, and it's a small and simple thing!
@@DoomGappy1994 yeah, i've been modding for almost 20 years and got plenty of decorate experience, but this week i've got the itch for dehacked, so who knows if i may make an experiment or two on boom mapping? I will wait until udb gets some updates though, the remaster added few extra features, like floor/ceiling offsets and rotation that i think it would be cool to have. I'm a zandronum main regarding my mod's, but outside of that, i do like to play the classic games on vanilla like ports, or the simplicity of the install and activate of the former unity wrapper (now kex engine) port.
@@AlphaEnt2 If you ever feel like mapping for Boom or MBF21, reach out to me in DoomWorld. I have a server that hosts projects and there is always something fun going on there. I'm called DoomGappy there too. I like the limitations of not being able to offset floor and ceiling flats, I think they are an incentive to think about the grid more creatively, but I understand your stance. See you around!
I love your tutorial posts and vids. Keep them up!
Thanks a lot, I'll keep doing them. Hope it was easy to undersand!
If you are using an up-to-date version of Ultimate Doom Builder, open the preferences(F5) and navigate to the controls tab. Type the word 'index' into the filter box, then set a shortcut key for 'Change Map Element Index'. This way, you don't need to delete and replace things(or lines) whose function are dependant on index, such as the player start. Simply choose the player start from which you wish to spawn and press the shortcut key you've bound, then input the largest available number(the input window will tell you).
This is really interesting! Not sure I will implement it on my mapping habits due to already being used to delete things and replacing them, but I guess it's good for when you make a lot of voodoo dolls at once. Thank you for the tip!
First!
A very solid tutorial, I use UDMF, so this kinda becomes irrelevant to me. I still like to see these kind of tricks in action.
But, with the updated version of the official Doom + Doom 2 rerelease that features native boom support plus few extra brand new stuff, I can see this being useful now more then ever.
Just curious, couldn't those lines be activated by a dummy monster too or a duped player is mandatory?
Also, i can imagine seeing more than one scripted event if at the end of the script you add a teleporter and make that dummy go to another scripted area. (though idk if it would work that way or if it would teleport the regular player)
Hello, AlphaEnt2! Thanks for the compliments.
"Just curious, couldn't those lines be activated by a dummy monster too or a duped player is mandatory?"
I think there are some other types of things that can activate that, but most people use a voodoo doll. It's a surefire way of making it work. I'm not sure, this is not absolutely well documented.
"Also, i can imagine seeing more than one scripted event if at the end of the script you add a teleporter and make that dummy go to another scripted area."
You can have as many voodoo doll sectors as you want, no need to have only one closet. I used only one in this tutorial for the sake of simplicity, but many maps have many more than that. For an example, open an Ancient Aliens map. most of them have more than one voodoo doll setup.
"A very solid tutorial, I use UDMF, so this kinda becomes irrelevant to me. I still like to see these kind of tricks in action."
I hope to meet you on the boom/mbf21 side of the community. If you want to try, search for a project called Tower of Babel on DoomWorld. We have open slots, and it's a small and simple thing!
@@DoomGappy1994 yeah, i've been modding for almost 20 years and got plenty of decorate experience, but this week i've got the itch for dehacked, so who knows if i may make an experiment or two on boom mapping?
I will wait until udb gets some updates though, the remaster added few extra features, like floor/ceiling offsets and rotation that i think it would be cool to have.
I'm a zandronum main regarding my mod's, but outside of that, i do like to play the classic games on vanilla like ports, or the simplicity of the install and activate of the former unity wrapper (now kex engine) port.
@@AlphaEnt2 If you ever feel like mapping for Boom or MBF21, reach out to me in DoomWorld. I have a server that hosts projects and there is always something fun going on there. I'm called DoomGappy there too. I like the limitations of not being able to offset floor and ceiling flats, I think they are an incentive to think about the grid more creatively, but I understand your stance. See you around!