3d floors or extra floors are an editing feature supported by some doom source ports which allows the designer to make free standing or room over room platforms.
Doom udmf 3d floors.
0 invisible 255 opaque.
This quick and easy doom mapping tutorial covers the steps.
Room over room designates methods allowing level design which transcends doom s ordinary engine limitation of one floor height and one ceiling height at any given location on the x y plane.
The flags to apply to the 3d floor.
This feature was initially pioneered by dosdoom and carried over into edge.
The type of 3d floor to create.
Creating a room above another room is normally impossible though the effect can be faked to a limited degree in the ordinary doom rendering engine through various tricks such as moving sectors as in.
Otherwise this parameter serves as a high byte for the sector tag in order to allow more than.
Tag of affected sectors.
The sector s own damage type set by the sector type through sector properties on the universal doom map format through sector setdamage or setsectordamage.
This udmf feature allows you to apply multiple tags to a single sector it will make working with 3d floors a lot easier.
Zdoom allows several different manners in which a sector can be made to automatically inflict damage.
Udmf or unabbreviated to universal doom map format is a specification for laying out maps in a textual way it is essentially a new map format for doom engine based games.
A damage effect attached to the sector s terrain.
Easy way to make sloped archways.
The idea for this format was first suggested by james haley quasar as a universal solution to add unlimited extra information to map elements so that.
The format is not backwards compatible with older doom engine games.
Damaging floors are sectors which deal damage the players inside them.
If type has the value 8 added to it this will give the control linedef a line id.