Talk:SRB2 Doom Builder tutorial
This is a great tutorial. Your information is helpful, and everything flows together very nicely. But as I use Doombuilder frequently, there are just a few tiny misconceptions in the tutorial that just stuck out to me:
- Connecting Sectors-Be sure to mention that vertices mode can be a far more efficient way of connecting sectors on a map, as most landscape sectors will not be perfectly square like in your example.
- Curve Linedefs Tool- There is a much simpler method of avoiding line crossing;Because DB automatically curves the lines towards the front side of the linedef, just tell them to select the sector in sector mode, switch to linedef mode, and click "flip linedefs". It's a lot easier than having them to make the curve distance negative. =X
- Other Sector Attributes-It seems a bit thrown in there. Try explaining a bit more what a sector effect is, and why we are making one.
- As for using the wizard to create FOFs. Tell them what it does, and where the control sectors appear by default-along the purple X-axis of the grid.
- On a side note, screenshots would make a world of difference here. There's a lot of Doombuilder jargon involved, and it would help newbies understand the process a lot faster.
In all respects, it's not too bad so far.
It will have screenshots. I do not upload screenshots to unfinished Wiki work. In fact, the screenshots may make it so that I may have to separate this into 2-3 pages or something like that. –SonicMaster 17:04, 12 February 2008 (PST)
Gradients-simply clicking the button isn't enough. In order to use the gradient floors tool, you have to select all the sectors in order that you want to use. The gradient tools do just what the name implies-they divide the effects of the sectors in the order that you picked them in. For example, lets say you drew 4 sectors on a 0-height ground. Your lowest drawn sector is 0, and your highest drawn is at 100. Selecting the ground floor, and the other 4 sectors in sequence, will automatically distribute sector heights between the 4 sectors evenly. The first would be 25, the next 50, the one after that is 75, and the last one will remain at 100. The other options work in similar ways. I hope that helps. --Kuja 12:07, 16 February 2008 (PST)
Erm, for the FOFs they aren't exactly the easy way and hard way. It really depends on what you're used to. I use "the hard way" because SRB2 DBs FOF creation thing is really quite buggy, anyway, I never know where it's placing my control sector. Also I could get you some screenshots if you want. ---Cheese the Food 08:58, 18 February 2008 (PST)
Well, actually, they kind of are. Especially if you use many of the advanced techniques on them. I'll name them different things. I will mention the whole bug thing. Also, I'll make my own screenshots. But not right now. I have stuff to do right now. –SonicMaster 11:06, 18 February 2008 (PST)
For that part on fake walls, rather than doing it the way you did it, I'd suggest using Linedef Type 62, since you're able to make it however tall you want. ---Cheese the Food 18:17, 21 March 2008 (PDT)
The newbie needs to learn exactly what the middle texture is used for. I don't need to mention Linedef Type 62 because that's a separate thing. –SonicMaster 18:19, 21 March 2008 (PDT)
Doesn't the grass part explain it enough? That's what you mostly see when playing SRB2, and it's a little weird to walk straight through a wall. ---Cheese the Food 18:24, 21 March 2008 (PDT)
I'm easing the newbie into learning the meaning of middle texture and THEN teaching him pegging. –SonicMaster 18:27, 21 March 2008 (PDT)
This tutorial is being reworked by me, at least until SonicMaster either gives him permissions to completely take over the section, or he gets back to work on it. - Scizor300: 20:12 August 28, 2009
I unprotected all the pages but forgot to unprotect THIS one. Sorry, guys. –SonicMaster 20:33, 30 August 2009 (UTC)
Now, Scizor300 said he would update it "soon" but nothing has happened for the last few months. Is there anybody working on this or are free to update it?`--SpiritCrusher 15:04, 30 November 2009 (UTC)
Guys, I'll work on it if I feel like it, but I'm not going to take total control, so you guys can edit it if you want. –SonicMaster 03:45, 10 December 2009 (UTC)
I removed those notes saying Scizor300 is updating it. If he wants to, he's welcome to do so, but everyone else can update it as well, and I don't see why he should be mentioned on the front page. --SpiritCrusher 18:04, 5 March 2010 (UTC)
I'm gonna try and rewrite it; it's not very good, and it needs major editing. Seeing as no one else will, I felt like I would be qualified for the job. I'm only gonna try, however, it may just fail horribly. Spherallic 18:14, 5 March 2010 (UTC)
That's why we have a wiki. Whatever you do, we can build on top of what you do easily. --SpiritCrusher 18:15, 5 March 2010 (UTC)
I don't know if this tutorial really explains how to do the sector types that well. It has a part about how to make water that kills you, but I don't know if it has anything else regarding sector types. That should be added somewhere.
I did my best when I tried to explain the tutorial. If you have something better, go ahead and change it. –SonicMaster 00:31, 22 January 2010 (UTC)
Preventing map errors
We should have a section that will help users not make mistakes like crossed linedefs and so on. I don't really know what causes them, and I don't have the time to write such a section. -Torgo 00:01, 3 March 2010 (UTC)
May it be useful in some way: