This got me thinking on how the destructible wall was done in Hell On Earth Starter Pack/Extermination Day wad. It's on the 2nd/3rd level with the barrels o' boom on the conveyer belt.
Holy crap imagine what a pain in the ass it would be to build an entire map this way. I don't think explosions trigger linedefs though so it would probably only work with guns.
If I understand DOOM engine correctly, each section has a ceiling height and a floor height. In such case, can we detect the height of the shot, then create a "hole" by setting both ceiling and floor height around that spot? Any extra shot on the same section will just lower the floor height or raising the ceiling height. It should make destructible environment more smooth.
@@EmmanuelGoldstein322 i wish. the engine can only detect that a wall was hit. then it can trigger a single floor/ceiling raise/lower event. anything beyond that requires custom scripting.
I actually used this technique in a Vanilla doom pwad to hide a secret that I found was a bit too easy to find yet too stubbprnly obscure. It was hidden in a wall with a broken stone texture and you just had to shoot it. However during testing I found it was too easy to find because of how i set uo enemies in the room. Resulting in the player shooting the walls and usually revealing the secret. So I used this method. And it worked a lot better.
@@KineticRX It hasnt been finished yet so its yet to be shared. Its just a Vanilla Doom 1 Mega Wad. I have yet to even really start the 4th map of Episode 1, so I still got a lot to do.
Could be cool dor an arena fight alternsting bwtween wqves of monsters and archviles. Need to survive but also not have all the columns destroyed all you have no dover for the archvile fights.
I also think that is how the effect was achieved. What I wonder is how do they actually handle the destruction, as the walls seem to have some kind of HP. Perhaps there's a random chance for that sector to be lowered with each call?
It's real. Each pillar is made up of several elevators with switches that can be triggered by enemy fire. They just lower to floor level at a very high speed.
So basically a wall that lowers or raises instantly on hit. You could make that as "destructible walls" for secrets.
That's pretty much how destructible walls work in Duke Nukem 3D.
we are really pushing this engine too its god damned limmits
Hey, take a look at vietdoom later, that mod is pushing the engine so much its not even funny
Think of every destructible in this video as a door activated by shooting at it. It's not that far into 'pushing to the limits'
Nah, this is expanding its limits.
The current GZdoom engine barely resembles the id original code.
These are just doors, they aren't really pushing limits.
@@AmyStrikesBack Total chaos pushes it the most i've seen, like holy moly the quality is insane. it took him 7+ years to make that mod
Doom Faction
When you know how it's done it's so so obvious but it takes a genius to figure it out first. Well done
This is like that one movie where the guy in the sunglasses walks on pillars
Matrix correct
Crude being just doors, but I can see the why and it'd be a pretty cool implementation of basic destruction.
this is some Space Invaders footage
The doomatrix
honestly pretty accurate to how stone would really manage against multiple miniguns
This got me thinking on how the destructible wall was done in Hell On Earth Starter Pack/Extermination Day wad. It's on the 2nd/3rd level with the barrels o' boom on the conveyer belt.
I instantly thought this was gonna be bullet reactive sector height shift.
there was a project with great destructibility. But they used 3D models of walls with prepared destruction animations
Nice test, this could be fun with a weapon set from the first Matrix movie.
Don’t forget to tag all of those linedefs with “No Automap” so players can’t see them.
"no cover, all man." - serious sam.
This is awesome. I wonder if we could implement voxel based desteuction
These are some rock-solid walls.
This is really good stuff.
Have you seen the exploding wall secret of Hell on Earth Starterpack map32? That one is nice!
This reminds me of "You dig" wad
Would look real nice if some debris particles came off the destroyed environment.
Great. Now do it to the whole map 😂
Holy crap imagine what a pain in the ass it would be to build an entire map this way. I don't think explosions trigger linedefs though so it would probably only work with guns.
Not to mention the lag spikes there would be in the end result.
Hotel fight in the matrix be like
Interesting concept.
Cyriak already did it 2 years ago with his wad called "going down"
This is wonderful
Could you use vowels instead?
If I understand DOOM engine correctly, each section has a ceiling height and a floor height.
In such case, can we detect the height of the shot, then create a "hole" by setting both ceiling and floor height around that spot?
Any extra shot on the same section will just lower the floor height or raising the ceiling height.
It should make destructible environment more smooth.
@@EmmanuelGoldstein322 i wish. the engine can only detect that a wall was hit. then it can trigger a single floor/ceiling raise/lower event. anything beyond that requires custom scripting.
I've seen this in dpb37
I actually used this technique in a Vanilla doom pwad to hide a secret that I found was a bit too easy to find yet too stubbprnly obscure.
It was hidden in a wall with a broken stone texture and you just had to shoot it. However during testing I found it was too easy to find because of how i set uo enemies in the room. Resulting in the player shooting the walls and usually revealing the secret.
So I used this method. And it worked a lot better.
@@linhero797 what's it called and where can i get it? I'd like to see it in action
@@KineticRX It hasnt been finished yet so its yet to be shared. Its just a Vanilla Doom 1 Mega Wad. I have yet to even really start the 4th map of Episode 1, so I still got a lot to do.
Could be cool dor an arena fight alternsting bwtween wqves of monsters and archviles. Need to survive but also not have all the columns destroyed all you have no dover for the archvile fights.
Looks good
Looks jarring how it vanishes instantly. Maybe combine it with a particle or smoke/dust effect?
The exploding wall in the map32 of hell on earth starterpack looks amazing
wild
i mean it's crude but it works so well
YOOO how did you do this? 3D objects? I want this now, this is amazing!
I'm assuming it's multiple sectors and shootable switches tied to those sectors lowering really quickly
I also think that is how the effect was achieved. What I wonder is how do they actually handle the destruction, as the walls seem to have some kind of HP. Perhaps there's a random chance for that sector to be lowered with each call?
Is this just using a shootable trigger to lower a sector? 🤓
Use Polyobj’s next time. ;)
i did initially, but the effect didn't ever look as convincing
What weapon pack do you use? It is incredible!!
brutal doom
Needs some particles or at least hit sprites
Which mods are you running?
just brutal doom
Doomfield
nice
DoomCraft
Yea I’m good
Nice showcase, ufortunately you are a brutal doom player
what can i say? vanilla doom is too easy for a gamer of my caliber ;)
@@KineticRX play hideous destructor then. That's sure to make you appreciate the simplicity again lol
@@KineticRXbtw hideous destructor already got universal destructible environment.
Ok purist
Haha
@@endymcgufin4570hideous destructor is awful
Is this real or is this just sector trickery
It's real. Each pillar is made up of several elevators with switches that can be triggered by enemy fire. They just lower to floor level at a very high speed.
@@KineticRX that's hilarious
"Improvise. Adapt. Overcome."
@@KineticRX so it's sector trickery, neat
Just GZ, because that's not doom anymore
None of these words are in the Doom Bible.
Cringe
?
@@7LN7LN7 кринж
@@Kreker.Krekerovi4 I don't speak gibberish
@@7LN7LN7 говорю poshol naxyi
@@7LN7LN7 🤕🫵