Doors

../../_images/doors-01.png

Manual, remote and locked doors.

Note

Door textures come in two sizes: 64 and 128. When making your doorway, opt for a passage width to match.

Building a door

Use this method to make a basic door. It can be used as a base for a manual or a remote door.

  • Join two sectors together with a passage
../../_images/doors-02.png
  • Increase the grid detail as needed by pressing 3-5
  • Enter vertices edit mode (v)
  • Add vertices for the door inside the passage
../../_images/doors-03.png
  • Enter linedef edit mode (l) and select the front/rear sides of the door
../../_images/doors-05.png
  • The door raises into the ceiling, set the front upper sidedef texture to the ICKDOOR1 texture.
../../_images/doors-06.png
  • Enter sector edit mode (s) and select the door sector
../../_images/doors-04.png
  • Lower the ceiling all the way to the floor so that the door is closed. Use the Ceiling +- buttons or the [] keys.
../../_images/doors-07.png

Manual Doors

Manual doors open when the player performs the USE action on the door.

  • Enter linedef edit mode (l)
  • Select both linedefs of the door
../../_images/doors-08.png
  • Choose the Type of the linedefs as 1 DR Open Door

To make the door open on a fixed track (the sides stay still while opening and closing):

  • Select the track linedefs
  • Check the upper unpeg and lower unpeg options
../../_images/doors-09.png

Note

The door line specials indicates that the sector facing the back of the linedef is a door, this special does not need a tag either.

The DR special can be opened repeatedly, while D1 can only be opened once.

Locked Doors

Doors that require a blue, yellow or red key to open are created similarly to manual doors. When choosing the door linedef type, pick one of the specials that target the keys:

../../_images/locked-01.png

Remote Doors

Remote doors are opened through a switch.

  • Enter vertice edit mode (v)
  • Use the LMB to insert vertices along the wall, make the linedef 64 units long
../../_images/remote-01.png
  • Enter linedef edit mode (l), select the new linedef
  • Choose the SW1GRAY switch texture
../../_images/remote-02.png
  • Choose the linedef Type as 63 SR Door Open
  • Move the mouse cursor over the grid to ensure focus is not stolen by the Line Specials panel
  • Press ; then f to apply a fresh tag to the linedef
../../_images/remote-05.png
  • Enter sector edit mode (s), select the door sector
../../_images/remote-03.png
  • Press ; then l to apply the last tag to the door sector
../../_images/remote-06.png
  • Eureka highlights both the sector and the linedef that share the same tag. This shows us the two are linked:
../../_images/remote-04.png

Note

The SR line special indicates a switch that can be toggled repeatedly, while S1 is a switch that can only be toggled once.

Downloads

doors.wad