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?)
 

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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
 

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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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