They form part of the dangerous doom environment described in the game booklets.
Doom 3d floors.
But due to the way the doom engine is doing this it does not work for the vavoom type.
An alternative way to doing 3d architecture in doom is by using portals.
Terrain based damage and friction are transferred as well.
3d floors can move up and down by moving the model sector s floor and ceiling.
Sectors c d and e should have a ceiling height of 256 a floor height of 0 a light level of 255 and make the floor texture something painful like lava or nukage.
Damaging floors are floors sectors or groups of sectors that damage the player while the player stands on them.
Sector damage on the control sector is transferred to the target sectors.
This feature was initially pioneered by dosdoom and carried over into edge.
Doom is a 1993 first person shooter fps game developed by id software for ms dos players assume the role of a space marine popularly known as doomguy fighting his way through hordes of invading demons from hell the first episode comprising nine levels was distributed freely as shareware and played by an estimated 15 20 million people within two years.
Because the damaging effects are determined independently from the flats used on their area they may be used to stand for different types of hazards and substances according to the graphics chosen.
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.
This long awaited tutorial shows how to create 3d floors in zdoom.
Ports with 3d floors cdoom sonic robo blast 2 doom legacy.
Present in gzdoom and skulltag for a while now this feature is finally available in zdo.
Sectors a and b should have a floor height of 128 a ceiling height of 256 and a light level of 176.