Design Notes |
Lighting Effects
1. Blink is
regular switching between two light levels. Flicker
is random switching between two light levels. Oscillate
is a continual smooth transition between two light levels.
2. Blink, flicker,
and oscillate effects all work between the level of
light programmed for the sector, and the minimum adjacent neighbor light level
excluding the programmed sector. If there is no neighbor or all have higher
light level, 0 is used for the second light level, except in the case of
oscillate which then doesn't work.
3. All sectors that have synchronized blinking types turn on and off at
the same time, all over the level. (Is simultaneity meaningful in a virtual
world?)
Back to LineDef Types: LIGHTING EFFECTS |
Design Notes |
Damage Effects
1. When
-X/Y% damage is shown, X%
occurs on Too Young to Die and
Y% on other difficulty levels, each second in a
damaging sector.
2. Damaging sectors do not hurt monsters.
3. Like battle damage, nukage damage
is split between armor and health
Back to LineDef Types: DAMAGE EFFECTS |
Design Notes |
Secret Effects
1. A common error is to mark a
room secret and then to split another small room or door from it which inherits
the secret attribute. If the small room is inaccessible (torch alcove e.g.) an
unreachable secret is created.
2. Another common beginner's error is to confuse this bit with the
LineDef secret bit. This is the one you want for
the secrets score at the end. The
LineDef bit prevents a yellow line on the map from
giving away a puzzle too easily.
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Back to LineDef Types: SECRET EFFECTS |