Macil @macil.tech · Dec 1

unrelatedly, I spotted a fun classic Doom mapping technique for scripting doors to open on a timed delay after a trigger: hidden rooms each with an extra dummy player object being pushed by a scrolling floor toward a trigger line which is blocked until a slow moving-platform animation finishes.

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Macil · Dec 1

(Doom maps that are made to run on the Gzdoom source port can do arbitrary level scripting in code, but Doom maps that are made to run on the official release don't get to do arbitrary scripting like that and have to resort to more Rube Goldberg style setups.)