                                    
                             
                                       
                                       ߲  
                                              
                                  
                              Special FX &
                               WAD Tricks
                             by: Mark Glenn

           ۲
           Beginner  Intermediate  Expert  Master  Id-Software



    Welcome to Doom Wad Tricks!  If you have created mediocre levels for Doom
or you don't know where to start, this is for you!  You may have seen some
level, and said, "I wish I could do that", or, "I wish I had a new idea for
a doom level!"  Well wish no longer, you have it right here.  I picked up
these ideas from other Doom levels off the internet.  Now, with this
collection of tricks, you can make the greatest level ever!

Trick #'s
   *1 - Invisible stairs
    2 - Sticking Doors
    3 - Realistic Elevator #1
    4 - Realistic Elevator #2            '*' - Extra special functions!
    5 - Recessed Door
    6 - Rising Stairs
    7 - Engulf Sector (Donut)
   *8 - Jail and Execution
    9 - The sky is falling!
   10 - Stepping Stones
   11 - Exit Sign
   12 - Best usage of exit Door
  *13 - Swimming Pool
   14 - Under Water
   15 - Maze of Mirrors
   16 - Floating Box
  *17 - Multiple switch
  *18 - Sector on Sector
   19 - Adding a second level
   20 - Invisible Walls


                     Trick #1: Invisible floors/stairs

    Well, they way Doom was made, this should have been impossible, but the
Doom EXE has a bug (one of a couple).  I don't believe that John Carmack would
have known if the creator of UAC_DEAD had not come over it (maybe by accident).
I used it for my Under Water level to make the appearance of swimming in the
sea.  Ok, now down to the dirty stuff.  First, make your stairs/floor sectors,
but not like the ones that you usually make.  Make all the sector heights the
same height as the ground.  Also make the floor textures the same as the ground.
If you test it out, you will actually be walking on the ground like it should
be.  Now, if you have an automatic sector creator, turn it off.  Now create a
sector, just large enough to just fill the sector, but don't let it touch. Now
this sector must be the height of the floor or stair that you want.  Make the
lines invisible to the map and 2 sided.  The floor texture should be the ground
texture again. Make sure all the linedefs point int.  Now, go into the small
sector, and modify all the sidefs.  The sidedefs should both have the same
sector pointer.  This sector pointer should be the same as the small sector.
After doing this, do the same thing for the large sector, except make the
sector pointer the same as the larger sector.  Also make sure, the large sector
is not touching any other sectors.  (This is great!!!!) Now if you try it, you
will actually be floating without any effort.  If you use a checker on the map,
you will see a lot of errors, if it is part of your stairs, ignore it.  The
reason for this is that the drawing routines are based on the larger sector
while the object routines are based on the small sector. If you place an object
anywhere on the larger sector, it will float.  Also works for flying monsters
and magicly floating objects. ______
            ____             |1____ |                      Fig1. Creating 1st
    Fig 1. |1   | __\  Fig 2.||2   || 1 - Big Sector                Sector
           |____|   /        ||____|| 2 - Small Sector     Fig2. Creating 2nd
                              ------                                Sector

                        Trick #2: Sticking Door

    This is a good trick to make a door seem old.  It is a regular door, but
it makes a scraping sound without adding any sound effects.  This is a neat
trick by Michael Kelsey's Return to Phobos.  To make this door, you need two
sectors.  The first sector is the Door.  First create that.  Then make each
side have a sector tag to a crusher. (Fig1)  To the left(or right) make a
sector with the same tag as the original linedefs.  Make this sector hidden
from the eyes of the player.  No, when you open the door, you will hear the
sound of a crusher(the sound of it scraping).

    Fig 1. Use line code 65 for this (crushing floor).


                      Trick #3: Realistic Elevators 1

    This trick will make it look like you are moving in an elevator that you
ride in everyday.  This one is easier to display in graphics, but here it is.
Ok, make a door, (pretty easy) but make sure it is recessed (#5).  Now, right
next to it, make another door, but make it at the height of the other level
that you want.  Now, it is time to make the lift.  Right where the doors are,
make a sector connecting both.  On the right side of this new sector, make a
switch.  This switch will activate the sector.  Now make the sector a lift
like normal and add the sector tag with the linedef tag of the switch.  You
now have a working elevator.
                                
    Fig 1. |__|  |__|
    Door ->|__|__|__|<-Door
           |       +|<-Switch
           |________|
           |________|<-shelf to stop elevator at height of 2nd door
                         or 8 down for a neat effect

                      Trick #4: Realistic Elevators 2

    This is the other elevator.  This is a simple, yet overlooked function. To
make this, all you need is a Door, which goes into a elevator.  This elevator
does not move at all!  Now, they will press a button that will activate a
crusher to the back of them.  Now, when it stops, they will exit through the
same door and WARP to the other place.  That looks like the same elevator.
It is a neat yet simple trick that will fool them to make it look like sector
on sector.

    Fig 1.    |__|                            |__| 
           ___|__|___   _____              ___|__|___   _____
          |    /\    | |Crush|            |    /\    | |Crush|
 Switch ->|+  warp   | | -er |   Switch ->|+  warp   | | -er |
          |__________| |_____|            |__________| |_____|


                          Trick #5: Recessed Door

    This is a well known trick to make a door go all the way to the ceiling
and they don't repeat vertically.  On a sector taller than the door itself,
you need to make a small sector the size and height of the door.  This is also
useful to make it tell the user if it is a red, blue, or yellow keyed door.

Fig 1.
    ______________________        _____________
   |                      |      |             |
   |                      |_ __ _|             |
   |              Shelf ->|_|__|_|<- Shelf     |
   |                      |  /\  |             |
   |______________________| Door |_____________|


                          Trick #6: Rising Stairs

    This is a trick that ID Software themselves created.  Very few places
show how to do this and it should be told.  First create all the sectors for
the stairs starting with the lowest step.  Then select them all from the
lowest step and make sure to have all 2sided linedefs facing out and make sure
that your stairs all have the same floor texture.  Then make a trigger for
your stairs.  This can be a walk over or switch (I personally like the switch).
Tag this line to the first step.  If it doesn't work, check your floor textures
and all sidefs facing out.

    Fig 1.  8-Unit, slow stairs     16-Unit, turbo stairs (v1.666+)
Walk once:          8                     100
Switch once:        7                     127

                        Trick 7: Engulf sector

    This trick takes a sector, moves it up to the higher sector and changes
all its attributes to the higher texture.  Doom E1M2 uses this trick in the
secret by the chainsaw.  It is a great trick.  First make a sector, with the
linedefs facing out.  Next, make a sector around this one with the linedefs
facing in.  The outside sector is a nukage or whatever, the inside is a pillar
with something on it that will lower.  There is a trick though, the outside
sector must be made from the first line made next to the sector with what
you want copied.  Now make a switch to activate the inner sector with code
#9 which is the Donut code #.

               __8___   Sector to be filled with
    Fig 1.   9/  __  \7_______
           10|  |__|  |14            +|   <-Switch (Linedef Code #9)
            11\______/13                      (Tag to inner sector)
                 12


                    Trick #8: Jail and execution!

    I was sort of reluctant to put this in.  I created this function a while
ago and now, it is a great effect.  First, make a middle sized square sector.
Next, put small sectors around the square like bars, but make all these
sectors the same height as the floor, except don't make any bars on one side.
This side will be a wall, which you should put a switch.  Now, When you hit
that switch, make a ceiling crusher for the bars.  This will just move all the
bars to the ceiling, trapping you.  Next, make all the bars so they can be
activated by pressing on it.  This will do a crusher which will kill them.
Important, this works only once!  Most likely they will never fall for it
again!  Not good for Deathmatch.

    Fig 1.   Floor Crush    Ceiling Crush

Switch Once:     55              41


                    Trick #9: The Sky Is Falling!

    This is a simple (kind of stupid) trick that will get the guy everytime.
Who would expect for the sky to crush you!  All you do is make the sector
with the sky a crusher!  Dear Me!


                     Trick #10: Stepping Stones

    This makes certain sectors in nukage rise and become walkable.  First
Make the stepping stones sectors, the same height as the nukage and give all
linedefs the #37 which is like the trick #7.  Now, make the nukage, but make
sure that all the stones are surrounded, if they are not, the ones that are
not, make sure that the first linedef drawn is facing a nukage.  Also make
sure that all the linedefs of the stones are facing out.
          _________________
         |   _    _    _   |
         |  |_|  |_|  |_|  |<- Nukage
         |_________________|


                         Trick #11: Exit Sign

    This is a simple yet very unknown trick.  Make a sector on the ceiling
at 32x8x16.  On the sides, make the x offset at 32.  Make all the upper
textures EXITSIGN.  Make all the linedefs 2s.



                   Trick #12: Best Usage of Exit Door

    ID software was nice enough to add different side textures to the door.
(Now you know why they have all that extra gfx on the door.)  Now, make
the door recessed (Trick #5) and the sides will be the same as the door.
There is one exception though, the textures should have -32 offset for a
light, -64, -96... are other textures


                      Trick #13: Swimming Pool

    The Swimming pool is a lot like the invisible stairs.  Now, all you do
is make your stairs going down and use only one outside sector for all the
stairs.  This should be the water.  IMPORTANT!  enemies do not look good
in the pool.  Only use it for a pathway.


                   Trick #14: Underwater floating

    I think there is a trend going on here.  To do this, make a sector
with the ceiling texture of water and the walls and floor of rock.  Now make
your invisible stairs there and it will look like you are floating.  Also
looks good for being in space!


                     Trick #15: Maze of Mirrors

    Well, this trick doesn't look good, but it will mess up the players
thought.  All you have to do is make a maze.  Then get rid of all textures
(except floor and ceiling).


                      Trick #16: Floating Box

    This works only on outside areas.  All you have to do is make a sector
attached to the ceiling, but make the ceiling lower than the other areas.  Now
look and see a box just floating there.


                     Trick #17: Multiple Switch

    This idea was great.  The person that figured out this idea must have been
a genious.  To accomplish this idea, count how many switches you need.  Next,
make your first switch.  This will activate the first sector.  The trick is to
put another switch behind that one and if you press it again, it will activate
the second sector.  Keep doing this until all your switches are made.
                   ///---switches
    Fig 1:        [[[+  


                      Trick #18: Sector on Sector

    This makes it look like you have a sector on a sector.  To accomplish this,
make a sector, the floor height and ceiling height of the height of the top
floor.  Next, make one side and it's opposite side a lift.  Next, from the
direction of the top floor, make those sides a door.  Now, you can walk under
and over the same sector!  Amazing!  Make sure, the Door part is higher than
the lift part.  Make it high enough so the player can pass through.

               |   |
    Fig 1:   __|_+_|__  Key: '+' - Lift
             _o|_ _|o_       'o' - Door
               | + |
               |   |


                     Trick #19: Adding a Second Level

    To make this trick, all you have to do, is close to the top of the stairs,
make a warp to a different area.  This can be accomplished if you make the
second area have a screen identical for the first level.  For a better effect,
add a null data entry for the graphics and sound.  This will look like they
just walked normaly, nothing to show that they warped!


                         Trick #20: Invisible Walls

    This is the same as #1(Invisible stairs), but make one sector, the floor
and ceiling height the same as the ceiling surrounding it.  Now you have your
invisible wall.


                                E-Mail list


    Name          Trick #'s Made                      E-Mail Address

Mark Glenn       3,4,5,6,7,8,9,10,11,12,14,15,19   fglenns@ix.netcom.com
                                                   icshock@tdh.com

Jens Hykkelbjerg 13,16,17,18                       jensh@cybernet.dk

Leo Martin Lim   1,20                              gendut@aol.com

Michael Kelsey   2                                 i8724179@wsuaix.csc.wsu.edu
                                                   mkelsey@eecs.wsu.edu

                           Know any other tricks?

    I know a couple more tricks, but those will be added next, but I know
there are new tricks out there.  If anyone of you knows any, please E-mail
them to me.  Your name will be added to our list (along with your E-Mail
address) and I will add it to this list.   (fglenns@ix.netcom.com)

                            Like these tricks?

    This is a great collection of tricks.  If you use anyone of these, for
giving thanks in your DOC, please insert my name, email address, and this DOC
name (DTRICKS*.ZIP).  Just add a line that looks like this:

  Additional Credits to   : Mark Glenn (fglenns@ix.netcom.com) for his great
                                   and unique Doom tricks Doc (DTRICKS*.ZIP)

