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Dweller Dark

Is there a way to have a switch increase brightness for an entire map?

Question

I'm designing a short map that's intended to be dark most of the way through until you activate a switch, but I'm not sure if it'll work. At most, I'd like it to work on the whole map, but I don't mind if it only works for a single room.

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5 minutes ago, Dweller said:

 

Vanilla Doom format

In this case a switch could only increase brightness on a set of sectors that have one specific tag and it will make it full bright - there's action for this. You can get by by not relying on any tags (So no lifts, etc), or you can add inlets in the walls that start dark, but light up when the time comes, that would increase the visibility and look cool, but might not be what you want.

 

In any case it's action 138 - Light Change to 255.

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Best you can do with vanilla is something like The Focus. There's no way to, like, light up the entire map uniformly by +32 light units or whatever. But you could have enough areas that light up that visibility is good enough anyway.

 

Also for a switch there's no real choice, it's either light 255 or light 35. However, you have walkover actions that raise light to that of the max neighbor, so you can avoid making things fullbright. Also, Boom has switch versions of those effects at line types 169 and 192.

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If you want light to nearest neighbor, you could do something like have an alcove with a switch at the back required to progress so the player has to cross over a bunch of walkthrough lines to increase the light. Possibly even locking the player into that alcove with a door which closes via walkover trigger and the switch opens the door to let the player out again, or something.

 

Most of your sectors will presumably not have any tags by default. Give all the ones you want to light up the same tag. If you have other sectors you want lit up which DO have a tag, you can add additional walkthrough lines for each tag to light them up. I did something like that for my map "Dead in Five Minutes," where  a room was at normal brightness, I turned off the lights, changed the floors and ceilings of certain parts, then brought the lights back up for certain portions, all with walk-over triggers. The resulting effect was the lights blinking off and the room completely changed once they came back on.

 

 

 

Edited by Stabbey

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21 minutes ago, Gez said:

Best you can do with vanilla is something like The Focus. There's no way to, like, light up the entire map uniformly by +32 light units or whatever. But you could have enough areas that light up that visibility is good enough anyway.

 

Also for a switch there's no real choice, it's either light 255 or light 35. However, you have walkover actions that raise light to that of the max neighbor, so you can avoid making things fullbright. Also, Boom has switch versions of those effects at line types 169 and 192.

you could have alcoves with the higher light setting, and once the player starts walking around, he trips the highest neighbor light change, tedious, but so is being a grip...

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To illuminate the entier map you could fall back to Voodoo Doll Scripting in Boom format.

Scroll a voodoo doll along several linedefs to sequencially set the brightness to 255 for each floor., which will work for PrBOOM+, Eternity, GZDoom, etc. Vary the speed (length of linedef) with which the brightness occirs.

 

An example MAP01.7z

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