Doors ===== .. image:: 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 .. image:: doors-02.png * Increase the grid detail as needed by pressing :kbd:`3-5` * Enter vertices edit mode (:kbd:`v`) * Add vertices for the door inside the passage .. image:: doors-03.png * Enter Linedef edit mode (:kbd:`l`) and select the front/rear sides of the door .. image:: doors-05.png * The door raises into the ceiling, set the front upper Sidedef texture to the `ICKDOOR1` texture. .. image:: doors-06.png * Enter sector edit mode (:kbd:`s`) and select the door sector .. image:: doors-04.png * Lower the ceiling all the way to the floor so that the door is closed. Use the **Ceiling** `+-` buttons or the :kbd:`[]` keys. .. image:: doors-07.png Manual Doors ------------ Manual doors open when the player performs the USE action on the door. * Enter Linedef edit mode (:kbd:`l`) * Select both Linedefs of the door .. image:: 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 .. image:: 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: .. image:: locked-01.png Remote Doors ------------ Remote doors are opened through a switch. * Enter Vertice edit mode (:kbd:`v`) * Use the :kbd:`LMB` to insert vertices along the wall, make the Linedef 64 units long .. image:: remote-01.png * Enter Linedef edit mode (:kbd:`l`), select the new Linedef * Choose the `SW1GRAY` switch texture .. image:: 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 :kbd:`;` then :kbd:`f` to apply a fresh tag to the Linedef .. image:: remote-05.png * Enter sector edit mode (:kbd:`s`), select the door sector .. image:: remote-03.png * Press :kbd:`;` then :kbd:`l` to apply the last tag to the door sector .. image:: remote-06.png * Eureka highlights both the sector and the Linedef that share the same tag. This shows us the two are linked: .. image:: 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 --------- :download:`doors.wad`