Let's Make a Level for Duke Nukem 3D, Part 22
Last time, we made it so the player can take an elevator up from the inside of the landed spaceship to the outside. Now, we're going to make it so that when the level begins, the spaceship comes in for a landing.
As you can see, to make my job easier I've deleted the half of the replica landing zone area that the player cannot see out the cockpit windows. Since there's an elevator inside the ship, it isn't practical to make the entire ship lower down into place. Instead, I have to make the entire room raise up into place from below the ship.
That's tricky with sloped sectors. You have to place the Sector Effector sprite with LoTag of 31 (floor move) at the height of the first wall of the sloped sector (the "hinge" it slopes from) and that's the height the entire sector will move to.
This is what the floors look like, lowered into their starting positions. The ceilings will have to be moved as well, with their own Sector Effectors for moving them into place. But first let's add some Activator sprites and make sure the moving floors work.
...That's not quite right. The entire room moves into place properly except for one sector. Upon checking it out in the grid view, it's because I forgot to give that SE sprite a LoTag of 32. With that fixed, it works perfectly:
Sorry I don't know how to make gifs of webms, but you'll see the effect in action when you play the map. However right now, the descent is smooth and silent. That's not right for a spaceship landing. We need the earthquake effect to make the screen shake around, and a rumbling noise.
However, that will have to wait for the next installment. :)
Stay Cozy!








i was not aware that developing a game needs
such hard efforts
i should concentrate on playing
developing is out of my imagination
How do you manage to design and imagine this soft of stuff, i mean u can present in very simply but you pinpointed every detail and design of your spaceship, its fascinating
Man this really needs alot of brains and hardwork ...i never thought while playing games how much developers work on making the game....making the game with realistic effects like eathquake and a perfect landing ....it is really great of you people working hard to make us enjoy playing the one....thanks alot @alexbeyman....
I wud also ask some question ...what exactly are you good at...i have seen many of you posts ...you write stories ..make plays ....you know about biology , now the developer .....man you are one hell of a encyclopedia in yourself...your are just great .... #hatsOff
What you doin for audio or did I miss that in another post?
I haven't added ambient sound sprites yet, I'll save that for last. But yeah that's important for atmosphere.
How about some fucked out mashup voice lines from previous games? I volunteer for the task.
You are hell of a gamer, environment cautious, Novel writter, what is more to come? Well I didn't loved the graphics from the very beginning of this game, but what matters is how is the difficulty, how much do you love to play it more than the graphics
Hey, Duke is back, I wonder what's the next destination for the spaceship.
I still would stick to my brilliant idea about rows shitting aliens though (But lets put it aside for now).
How can you even think like that. This is absurd. You just make a hell lot of stuff look so simple with just a beautiful explanation. Where do you get the ideas from. Anyways it seem to be perfectly organised uptil now.
nice post..
Developer take so high risk and waste of time and do hard work..
but when a game is fully read, these reasons are not yet remembered..face is smiling and get so many clapps..
go ahead,sir..
@upvoted and @reseemit
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Wow!!!.thats indeed a great design
Great job, just found out your account and it made me remember of this game that i used to play a lot. It was one of the first FPS that i played in my life back in 1997 :)