Ladder Tutorial

Ladder Tutorial

Shows how to make a vanilla ladder that looks good. This can be expanded upon to create even more 3D looking ladders, but I used a simple design. More explan...

Filenames
ladder.wad
Size
36.90 KB
MD5
5df05be92f8fccd8041875ef08322c00
SHA-1
a5b29412c92d7a337b96ff551d6747b5f89a0ac5
SHA-256
1a852b852589d2ff9992049330abfe9c995ac6c74d6f0ad68b5857a3c26aedf4
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
16
Maps
MAP01

Incorrect? Suggest a correction.

Read Me

===========================================================================
                  TITLE : Ladder Tutorial
              FILE NAME : ladder.zip
           RELEASE DATE : 02/26/2006
                 AUTHOR : Kyle Guthrie [Skunk]
          EMAIL ADDRESS : [email protected]
                WEBSITE : http://www.livejournal.com/users/ohnoitskyle
  OTHER FILES BY AUTHOR : Temple Of Reflection - reflect.zip
            DESCRIPTION : Shows how to make a vanilla ladder that looks good. This can be expanded upon to create even more 3D looking ladders, but I used a simple design. More explanation below.
                CREDITS : Myself
===========================================================================

-------------------------
    PACKAGE INFORMATION :
-------------------------

               REQUIRES : Doom2.wad
               WILL RUN WITH: All source ports.

-------------------------
       GAME INFORMATION :
-------------------------

                   MAPS : 1 (MAP01)
          SINGLE PLAYER : Yes
 COOPERATIVE 2-8 PLAYER : No
  DEATHMATCH 2-8 PLAYER : No
    DIFFICULTY SETTINGS : No
             NEW SOUNDS : No
              NEW MUSIC : No
           NEW GRAPHICS : No
           NEW TEXTURES : Yes
              NEW DEMOS : No

-------------------------
            SETUP NOTES :
-------------------------

Now, this tutorial shows how using a 2-1-1-etc. step pattern with properly aligned middle textures can make a very nice vanilla ladder. The first sector must be two units long, twenty-four units tall, and however you like wide although I suggest 64 being the base floor size. The next sector is one unit long, twenty-four tall, and the same wide. When middle textures are applied and properly aligned with the floors and ceilings, it creates the illusion of a climbable ladder as opposed to a really funky staircase. It is also possible, doing this, to make ledges you normally couldn't climb climbable (25 unit tall ones, for example.) Expanded further, specially created transparent textures can be used to make a ladder by being placed close to and around the 2-1-1 area, and instead of using a backing ladder texture on the front using the same texture everywhere else. When done properly, this can definately make a map happen. You can also do a Goldeneye trick by placing a invisible custom item set to a simular size, allowing access into tall vents one would normally have to cheat to get into. Only the original 2-1-1 with a ladder middle texture is used here. Once you learn this one and can properly recreate it, experiment.

-------------------------
           CONSTRUCTION :
-------------------------

                   BASE : From scratch
             BUILD TIME : About a month.
           EDITORS USED : Photoshop
                          Doom Builder
                          XWE
                          MS Paint
             KNOWN BUGS : None
              RESOURCES : None
===========================================================================

---------------------------
COPYRIGHT AND PERMISSIONS :
---------------------------

Authors MAY use this package as a base to build additional levels.

You MAY use portions of this package in their project(s).

You MAY distribute this package via the Internet, but NOT via 
Diskette or CD, etc., and only if you include LADDER.ZIP intact. 

This package MAY NOT be sold.

----------------------
WHERE TO GET THIS WAD:
----------------------

Here.

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
1

Lumps

Name
SHA1
MD5
Size
PP_START
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
GREYLADD
a0f2fa14742bed242fbc6f5fa4e9c7327eb48a3b
56a6d9b2135f669a87e103182778dcdf
9.57 KB
PP_END
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
TEXTURE1
436511b20b35e28d1b9c5e8ffb66e6bad8497252
5c826f1e029f7892025f65379bc21b8e
20.79 KB
PNAMES
fdc50285216e8a2be4555472e9e20e75f0e8b7d8
ad3fea376621d769de0491d8368c5ec1
3.68 KB
MAP01
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
61b0e6368bbfc93ed5ffa2352b277f81127f1c8f
850231c14f74024c1badfdc5a362f571
10 bytes
LINEDEFS
9891572422f481cbc42614b1cc1aa237980a1f33
e17c026721f17539523e2ed9a0b104d5
266 bytes
SIDEDEFS
d7dffe1dd076b302f0a508a8c708a92745955740
4bd27cdde3abf9bc8b64aa1df9037a21
1.00 KB
VERTEXES
d23b48f2ff83a2919c75f5ffbbd1be66718fbb93
47b2a463fdf5044b5a79c3bd2cb71f90
100 bytes
SEGS
0f60a25383f4fe8bb4bef11fa44f70c00e00e458
c2425fb3b4e3e3e5aa04a00c181d3e04
516 bytes
SSECTORS
b25cc8ce9c76a3c008137f2e54af72767e834822
c488f7643a9a7b5c2f6e8ec51951eae4
60 bytes
NODES
d12e848a28f9242234ee93d3767b305fb4c47be9
21d2fd2169843d991447fffc12723c1e
392 bytes
SECTORS
28a1af7527b52a9137005480b78b482c514f1c6c
c64aaf869b0b28781d1c8e62a137d88f
130 bytes
REJECT
9069ca78e7450a285173431b3e52c5c25299e473
f1d3ff8443297732862df21dc4e57262
4 bytes
BLOCKMAP
efd5eb098345f48d2636752b7af88684e7260edd
6b509b429c069857666625e3a127d5a6
170 bytes