Fulltext results:
- use_deds_in_doom_builder
- ng starting on a new line: Map Info { ID = "MAP01" Name = "This is the name of the level" ... ttach it to our sector. Note the line that says **ID = 8000**, this is the number we'll use to attach ... w line: Sector Type { # My Red Light. ID = 8000 Red fn = "z" Green fn = "a" ... to bring up the Edit Sector dialog. Remember the ID of our new [[sector_type]]? It's **8000** in case
- combination_lock
- y [[games:doom]]'s key-locked doors when creating maps. Being continually faced with the same gameplay ... add a combination lock to secure an area in your map? Perhaps there is a secret laboratory in that dee... (here, we will use a simple door but in your own maps you could [[xg:class:build_stairs|build stairs]]... locks should be able to co-exist within the same map. * We should not have to create a new set of d
- use_hires_textures_in_your_map
- o create a texture resource [[pwad]] for use when mapping that takes advantage of the [[doomsday]] engi... image to the DOOM palette (a predefined 256 color map or palette—some PWAD utilities will do this for... ]]. * [[doom_builder]] - Used to edit/create a map which uses high resolution textures. * [[paint... t marker from zero bytes to 4096 bytes. I have no idea if this is something I am doing wrong, or a bug