(Doom Builder) Ambush vs. Block Sound

Поділитися
Вставка
  • Опубліковано 4 жов 2024

КОМЕНТАРІ • 51

  • @Conargle
    @Conargle 3 роки тому +17

    aww hey this is something i can expand upon.
    The reason you need 2 lines is because gunshots can be heard in any adjacent room/sector to the one you fired in. by adding using two lines, you're essentially making a smaller second room that the gunshot sound travels through, but because that smaller room/sector is blocking the bigger room where the enemy is, he won't hear anything.
    On the menu on the left is a tool called "sound propagation mode", its the Ear symbol, the one without the Z on it. when using that tool, it highlights all sectors into bright colours. whenever you hover your mouse over a sector, that sector will turn green and the nearby adjacent sections will turn yellow. the colours show you that sound originating in the green sector be heard in the yellow sectors. This makes it really easy to identify which monsters you've placed will hear shots
    p.s. thanks for your help on steam chubz :b

  • @dakotah.6265
    @dakotah.6265 3 роки тому +9

    I have recently gotten into doom map making and you're a god send that fact you've been doing this for 13 years now it's absurd and I have to give much respect to you

  • @GobDemoMaster
    @GobDemoMaster 3 роки тому +9

    Another great tutorial, Chub! Thanks for the clearing up the differences.

  • @c0rbndallas745
    @c0rbndallas745 3 роки тому +5

    thanks Chubz! always love seeing new content from you... :)

  • @edrperez
    @edrperez 3 роки тому +1

    00:26 "former human" That's really accurate and funny.

    • @QuotePilgrim
      @QuotePilgrim 3 роки тому

      And it's also actually what they are officially called.

    • @edrperez
      @edrperez 3 роки тому

      You're right, for me he's always been zombieman. I never got used to the official name.

  • @gregallen3608
    @gregallen3608 2 роки тому +1

    Some of the flag confusion regarding monster alertness stems from older level editors that labeled the Ambush Player flag as "DEAF". This obviously insinuates that the monster is unable to respond or become alert to any sound whatsoever. Ambush Player is a much more accurate label.

  • @sevderg
    @sevderg 3 роки тому +1

    Thanks for clearing this up, beforehand i didn't really know what to do with these.

  • @QuotePilgrim
    @QuotePilgrim 3 роки тому +3

    The way I understand the behavior of block sound lines is that they let sound enter an area, but not leave it. So by making two of those lines you're essentially making a sector that is surrounded by sound blocking lines (the walls adjacent to areas outside of the map included), where sound can enter, but not leave.

  • @jabroni9446
    @jabroni9446 3 роки тому +1

    timing couldn't be more perfect. Making a map rn that relied on "block sound" lines to keep monsters from crowding hallways, had no idea about needing the double line part. cheers, chubz!

  • @Casketkrusher_
    @Casketkrusher_ 2 роки тому +1

    Thanks dude this confused the fuck outta me, I was like why the heck doesn't block sound work. Needs 2 lines, makes sense I think. It acts like a doorway.

  • @ikonhero
    @ikonhero Місяць тому

    Perfect! thanks!

  • @eonstar5797
    @eonstar5797 3 роки тому

    I never used the "block sound" flag or the "ambush players" flag, but the video is very useful. Thanks Chubz.

  • @noncomplier5385
    @noncomplier5385 3 роки тому

    I always forgot about this feature, didn't know you could just simply select it in the builder. I also thought creating the 2 lines to block sound was a Doom Builder glitch and I was the only one with the problem. Glad it was infact by design. lol

  • @frogskull93
    @frogskull93 2 роки тому +1

    I appreciate your doom map making tutorials as a novice

  • @marcomoscoso7402
    @marcomoscoso7402 2 роки тому

    chubz you´re my hero

  • @pema22
    @pema22 3 роки тому

    now i understood line sound blocking and how it's different from ambush.
    thank you chubs, great bday present for me :)

  • @sverr0r
    @sverr0r 3 роки тому

    Sweet vid Chubz, this is kinda the key to much about Doom playability, ain't it (also the knowledge that's origin of my "Soundblock" nick on Doomworld, hehe)
    So much for the old "they just come straight at you" trope criticism levered at Doom AI back in the day. RE: "You gotta design it, ya dummy!!!"
    Anyhow, thanks for the vid & glad you're still at it over in your corner of the world, digging up nuggets that nowaday n00bs might well have have missed.

  • @bioman1hazard607
    @bioman1hazard607 3 роки тому

    Thanks for clearing that up, I had a set back 1 time because of that issue

  • @ExoticGaming19
    @ExoticGaming19 3 роки тому

    Thank you

  • @K-kof2000
    @K-kof2000 3 роки тому +1

    Chubz, your voice is very good, could be an announcer.

  • @tranceemerson8325
    @tranceemerson8325 3 роки тому

    I totally thought to block sound the linedef had to be facing the direction that the sound would be coming from. Nope I was totally wrong. lol

  • @freazywarr
    @freazywarr 3 роки тому +1

    Thanks for the tutorial! Is Block Sound best for interior corridors? I mostly work on exterior maps and I imagine applying Block Sound to every appropriate linedef would be quite a task, especially on really detailed brushes.

  • @Matzu-Music
    @Matzu-Music 3 роки тому

    Frankly, I think the ambush flag is best for maps that are really open, where placing block sound everywhere might not exactly be practical.

  • @doomaniac2237
    @doomaniac2237 3 роки тому

    Someday could you make a tutorial for walls that are destroyed with a blast in the style of Blood or Duke Nukem 3D?

    • @Chubzdoomer
      @Chubzdoomer  3 роки тому

      I've actually never done anything quite like that, so that's something I'd have to teach myself first!

    • @doomaniac2237
      @doomaniac2237 3 роки тому

      @@Chubzdoomer Saw some mods that have used it, like ZBlood

  • @quakenerd6068
    @quakenerd6068 3 роки тому

    Can you make a tutorial on how to open custom wads through pk3 and pk7 files?

  • @radeationguy1624
    @radeationguy1624 2 роки тому

    hello can i ask a fix bcuz i have a doom wad who uses another wad texture
    (it uses other wad for a texture and it had doom 2 as main textures but problem is when i load the wad without loading the other wad for textures, it had some missing textures)
    how can i set the other texture and the main texture to be in one so i dont have to load the other wad for the other texture...pls respond this is really really important to me

    • @Chubzdoomer
      @Chubzdoomer  2 роки тому

      The only way would be to take the textures from the other WAD and put them into your own using Slade. I rarely do this myself, but here's a nice little video showing how:
      ua-cam.com/video/g10_MfwtHio/v-deo.html

  • @boydie2298
    @boydie2298 Рік тому

    Any chance of showing how to do this using Doom Builder 64? Monsters don't have the Ambush Players flag.

    • @Chubzdoomer
      @Chubzdoomer  Рік тому +1

      I've never used Doom Builder 64 (and from the looks of it, it's an ancient editor that hasn't been updated in nearly a decade) so sadly I'm just as much at a loss as you are.

    • @boydie2298
      @boydie2298 Рік тому

      @@Chubzdoomer It's an ancient relic ahahha
      I'm only using it cause Doom64's my favourite and thought I'd start there with mapping, encountering a lot of issues lol
      Figured it out though, there's a flag for "Deaf" and from what I've noticed monsters only target you and move around when you enter their eye of sight or shoot right near them.
      Doom Builder 2 is the way to go after this map?

    • @Chubzdoomer
      @Chubzdoomer  Рік тому +1

      @Boydie Ultimate Doom Builder is the most modern one to my knowledge. It's constantly being updated and has loads of great features! It's basically a spinoff of Doom Builder 2 (i.e. DB2 on steroids).

  • @AliceErishech
    @AliceErishech 3 роки тому

    Does the ambush player flag not exist on certain map types or am I just blind? Because I've somehow never even seen it before now.

    • @Chubzdoomer
      @Chubzdoomer  3 роки тому +1

      I think it's referred to as "Deaf" in some editors (maybe even older versions of Doom Builder?), so that might be why.

    • @AliceErishech
      @AliceErishech 3 роки тому

      @@Chubzdoomer Ah, so that's why. "Ambush players" is definitely a better name for the tag. I never used the "deaf" tag specifically because of how it didn't seem to work right but as "ambush players" it works exactly as I would have guessed it would.

  • @AMelonpizza
    @AMelonpizza 3 роки тому

    I thought (while watching the viedo) that you should cover the build editor.
    But because you only cover complex problems, you'd have to cover nearly every aspect of the build editor.
    Sooooooooooo

  • @favonepowa541
    @favonepowa541 3 роки тому

    hey Chubz, how can I make letters that can be read by the player, like in Blade of agony? Thank you

    • @Chubzdoomer
      @Chubzdoomer  3 роки тому +1

      This may not be exactly what you were looking for, but I spent a couple hours whipping up this small example:
      www.mediafire.com/file/yxvidmrbvz260fr/ReadableLetterExample.wad/file
      I basically just used some ACS scripting as well as some custom assets I imported with Slade.
      I commented the main "Read Letter" script pretty well, so the scripting itself shouldn't be too difficult to follow. All it really does is dim the screen and make the letter appear, wait for the player to press the Use key, and then undim the screen and hide the letter.
      There are also a bunch of "helper functions" at the bottom that mostly perform basic tasks. I haven't made a tutorial on functions yet, but they're nearly identical to scripts. The good thing about them is that you can call them inside scripts just by typing their name, which results in clean, easy-to-read code. There ARE some important differences between functions and scripts, but I'm not going to go into any more detail here because there's so much to say and so little space to do it in.
      Also, just a heads up:
      The letter might not look quite right at any resolution besides 1920x1080. That's the resolution I use, and the one I assigned to HudMessage, so any other resolution may result in a warped appearance. Here's how it looks for me:
      i.imgur.com/a0y9uDH.png
      If you have any questions about it feel free to let me know. I hope this at least helps get you started, and is close to the effect you were after.

    • @favonepowa541
      @favonepowa541 3 роки тому

      @@Chubzdoomer Thanks

  • @elgitano8527
    @elgitano8527 3 роки тому

    How can i make monsters to come after you even if they didn't herd you? I want to be in a far away room with a switch to free monsters in other room. How can i make those monsters to know where you are and come chasing after you?

    • @ahandsomefridge
      @ahandsomefridge 3 роки тому +1

      One way you could make this happen is by joining sectors. Select the sector your player is in first, then the sectors you want to be joined (not the other way around), then press J. I believe this can be done all over the map. If you shoot in one sector, monsters in joined sectors will also wake up. The only problem with this method is that all sectors will have the same sector tag (that of the first sector you select), so it might mess up your map. There's probably another way but that I do not yet know.

    • @elgitano8527
      @elgitano8527 3 роки тому +1

      @@ahandsomefridge hey! Thanks! I'll try that. I only need to doit with two specific sectors, so your way comes in very handy. I have a camera on a secret room that can be unlocked from the other room. So my idea is that once you have unlocked the other sector you can look trough the camera and watch the monsters geting out of the room. And this should do the trick

    • @Aleteos
      @Aleteos 3 роки тому +2

      zdoom.org/wiki/NoiseAlert

    • @Chubzdoomer
      @Chubzdoomer  3 роки тому

      @@Aleteos Yep, NoiseAlert is one of the best ways to do it. If you need the monsters to navigate to the player along a complex route, you'd probably have to lay out a bunch of "Patrol Points" and then tell the monsters to follow those points via the Thing_SetGoal special (can either be used as a line special or called via a script; scripting would probably make the most sense).

    • @ahandsomefridge
      @ahandsomefridge 3 роки тому

      @@Chubzdoomer Cool, yet another thing among dozens to figure out :D

  • @motestein4909
    @motestein4909 3 роки тому

    Battlefield 2042