Just incase new people come in, I would like to give a protip of what to avoid when making sector portals: DO NOT physically connect the sets-of-sectors with a hallway in between them. This will only make the portals show the opposite sides but will prevent you from GOING THROUGH the portals, so keep the sets of sectors with the corresponding sector portals separate. If you do want to have a hallway in between the two rooms, do as I do and use LINE PORTALS instead.
Sounds like a good way to stack complex rooms on top of eachother. If my mall map wasn't so fuckin' big, I could probably use this to my advantage. Man, Doom's 3D effects continue to be held together with a lot of smoke & mirrors. And Duct Tape. I love it.
I like to use for some non-euclidean geometry. Such as a small box means a big room or being able to go into the same room through 2 ways or walking out of a room, into the same room.
Hey there Darkstar, I'm very sorry for the wrong comments posted here. Actually both the videos were on my Liked list so somehow mistakenly it happened. I found this video very helpful since I'm going to implement these things on my map.
Now I'm imagining a level themed after this, with a huge hole making up the central part of the level, and the goal being to fight your way back up to the top.
Wait so I can use portals instead of 3d floors when dealing with room above room situations? Really cool to see that both vertical and horizontal portals work in gzdoom.
Is it possible to make this work when you have a skybox? I haven't been having success so far. For instance, my level has it where something crashed through the roof, goes through the level you're at and lands "underground" but the hole in the ceiling leads into a skybox. I haven't been able to get it to work so far.
Do line portals not work across sloped floors or did you just make the portal zone flat because it's easier to align? Also, did those line portals in the walkway also need to have matching heights or can they be mismatched? I'm working on a non-euclidian map and I would love to have things like what you have here, where you look down to see a room below you, but then to get there you have to walk _up_ the stairway. I don't get back to my PC that often or I would just try and see myself (I tend to try and pre-research stuff so I can slam things together quickly during my precious moments of free time). There looked to be a bunch of other teleport types in that drop down menu, do any of _those_ have the functionality I'm looking for?
When I made the line portal, I used a flat floor in between the two sloped floors. I am not sure how it works in sloped floors. As long as the gap between the floor and the ceiling are the same distance between each other, line portals can have mismatched heights. So far the only portal type I use and know of is "interactive" but ChubzDoomer can help you out with another portal type in his Doom portal tutorial.
Is there a way to use portals that aren't at the same elevation, so you drop down to a room that's actually higher than the room you started in? or to create the infinite fall effect possible in the game "Portal"? or to have a wall portal link to a wall portal that's higher or lower than the initial portal?
Yes the two portals connecting the ceiling and floor have to be at the same height, the sector portals also have to be separated and have no sectors connected, that only works with line portals.
I don't understand why two linedefs per sector are needed for vertical portals. Really bothers me lol. like just linking two sectors ins't enough? why are two more lines needed?
@@icjich6724 Don't physically connect the SETS of sectors that have corresponding sector-portals with a hallway/stairs connecting them. It will make the sector portals only see-through but not to fall through. If you want to connect them then use a line-portal for the hallway/stairs. By "Sets of sectors" I mean the rooms that have the sectors used as sector portals.
@@DarkstarArchangel the stairs dont seem to be the problem. i tried it both with and without stairs connecting the rooms but i cant see through more than one sector in both cases
so i have a question regarding this. I've done everything right? I got it to work in Hexen style map but had an issue: the portal works, it shows up and displays properly. But it cannot be passed through whatsoever. I recreated it in UDMF to try it and it still does not work. There is no 'portal type' interactive option in my GZdoom builder. It just says 3 options, link to portal with same tag, link to portal with second tag, or eternity style skybox portal. Any help on what i'm doing wrong?
I have only 3 guesses that may solve the solution, either: a. The first part of the format should say GZDooM (while having the last part of the format read UDMF) or b. You may want to download the latest version of GZDoom Builder. c. You are physically connecting the 2 rooms that have the connecting Sector portal lines which means that they are already connected in the real map. The 2 rooms with the 2 sector portals have to be completely separate. Also an additional note, make sure you run the map with GZDooM.
@@DarkstarArchangel Wow, thank you for the incredibly quick response! It seems all i had to do was update GZbuilder, because it works now. Thanks for the help.
Don't know if it's a stupid question or not, but I'll ask anyway. I was following this technique to the letter, and it works visually but whenever I try to jump down it's blocks me, almost as if it doesn't recognize it as a physical portal. Is it because the lines defining the portal have to be along the same x-axis(y-value), do the rooms around the sector have to be exact, or is it a problem with GZDoom 4.5.0? It's set to Interactive, mind you, and all of the variables for the lines are correct. Edit: I tried the older deprecated technique. It works fine, but the teleport is a bit noticeable. Not very smooth, but at least the teleporting works right. I don't think it's your fault, but I would like to see an updated version of this so that the process could be a little easier.
"It works visually but whenever I try to jump down it blocks me." You probably physically connected the two sectors (corresponding SECTOR portals) with a hallway or another room, do not do that.
@@Emperor_SPOON Did you make sure that there are also no sectors from the opposing rooms that are merged? If there are use the "Make Sectors Mode" tool to separate them. And what do you mean "that doesn't make sense" if you watch my video I only connect rooms that USE SECTOR PORTALS with LINE portals, I don't connect the two rooms with another set of stairs WITHOUT a line portal.
So, I don't particularly expect an answer, given the age of this video, but I feel I need to ask regardless. Would this work on a larger scale, say to simulate a balcony? Or does it pretty much have to be a small hole like this?
When I use this technique, I get the stupid HOM effect in gameplay, even though I've copied everything you did, I still get the hom effect. Any idea what's going on there? I've asked on Doomworld forums and no one has got back to me yet.
@@DarkstarArchangel you know when a texture is missing and you get feedback blurry mess on screen? I get that when I do sector portals. I'm using the GZDoom Builder and I use the GZDoom source port when I play DOOM.
@@maddal1705 I hope you're not connecting the two rooms (with sector portals) together with a connecting hallway or something, only use line-portals for that.
I think it's cuz the portal system I made sort of loops around into itself. It's kinda hard to convey in text, but try and imagine my setup: You start on the bottom floor, room 1. Then you take a hallway that turns left, and take stairs up that leads to the top floor, room 2. In room 2, you take another left and go through a line portal that takes you into room 3. Then you take a final left turn into ANOTHER line portal, which leads you to room 1 top floor, where you can now drop down the sector portal to back where you started. Does the automap work if the space clips into itself "impossibly"?
Thank you for this tutorial.. unfortunately i can not make it work... I have tried many many times with no success ... I wonder if you could provide me the link to the sample wad ... It would be very helpful for me to understand why i can not make the tutorial work.
I've been following the tutorial but I can't seem to get the floor and ceiling portal working. So far the result I got is that I don't even get a portal. All I see is a square room. I've done it about 3 times already. Is it possible to link an example wad in the description? I would like to troubleshoot from there.
Make sure the lines are horizontal AND the lines are facing the same direction in the same spot/corner of the two sectors. Or it could be because you are trying to run it with Zandronum, you have to use GZDooM, if you are using any other source port then it is not going to work.
@@DarkstarArchangel Thanks for the reply. I'll have to get back to you on that. I was pretty sure I was using udmf with gzdoom sourceport. Now Im kinda paranoid since even the line portals dont work.
If I can't even set up the program what are the chances I can even make something even resembling a doom map. I must be mentally disabled or something if I can't even set up a simple application
@@DarkstarArchangel yes, sorry. The mistake wasn't an obvious one. Indeed I skipped the step of aligning the ceiling and floor levels for the two rooms. I thought it didn't matter
While I did not mention everything, I did specifically mention the format you are supposed to use, the specific shape of the wholes and how Wall portals need space in order to walk through them to work.
If anyone has problems with not having Line Set Portal in the actions list, download these files and unzip them: www.zdoom.org/files/utils/utils050999.zip Then, move your wad file to the place where you unzipped them, launch the console (Windows + R, and type cmd) and go the folder with the utils050999.zip Now type in the console zwadconv -name of the wad that you moved-.wad -name of the converted wad-.wad Now you have a wad converted to hexen format, which allows you to e.g. edit ACS or place portals.
I think it depends on which version of DooM Builder you are using. If you are using DooM Builder 2 and not GZDooM Builder then that is probably the reason why because GZDooM Builder is constantly updating.
@@DarkstarArchangel ah, thanks for the reply (i realize this was posted a while ago). i figured zandronum would be fine my gzdoom is having an issue where textures rapidly disappear and reappear. precise and quick tutorial btw
What's wrong with 3D floors though? They aren't even possible to make or something? I'd like if you make tutorial on how to make 3D map with movable interactive train. Only very few mods have train or movable objects like monorail train in hl1 with it's func_train and like these carts in duke nukem 3D on babe's land map.
Fair enough. Could you please make tutorial with interactive movable train that actually can move you around? The blades of agony is the only doom mod I know that has cart which is actually moving on a map and can even transport the player inside.
Just incase new people come in, I would like to give a protip of what to avoid when making sector portals:
DO NOT physically connect the sets-of-sectors with a hallway in between them. This will only make the portals show the opposite sides but will prevent you from GOING THROUGH the portals, so keep the sets of sectors with the corresponding sector portals separate. If you do want to have a hallway in between the two rooms, do as I do and use LINE PORTALS instead.
Sounds like a good way to stack complex rooms on top of eachother. If my mall map wasn't so fuckin' big, I could probably use this to my advantage. Man, Doom's 3D effects continue to be held together with a lot of smoke & mirrors. And Duct Tape. I love it.
Второй раз смотрю этот видос и благодарю автора, за разъяснения "трудных моментов".
Теперь, буду придумывать, как это использовать, с polyobject.
I like to use for some non-euclidean geometry. Such as a small box means a big room or being able to go into the same room through 2 ways or walking out of a room, into the same room.
Hey there Darkstar, I'm very sorry for the wrong comments posted here. Actually both the videos were on my Liked list so somehow mistakenly it happened.
I found this video very helpful since I'm going to implement these things on my map.
Now I'm imagining a level themed after this, with a huge hole making up the central part of the level, and the goal being to fight your way back up to the top.
You just described the platform lol
*Good news everyone!*
How about a whole WAD based on it? You might want to look into Let's Plays of a .WAD named "Going Down".
@@fovarberma752 Thank you, Prof. Farnsworth!
Thank you very much. The default written tutorials on setting portals in GZDoom/Eternity are rather obtuse so this saves me a lot of time.
Wait so I can use portals instead of 3d floors when dealing with room above room situations?
Really cool to see that both vertical and horizontal portals work in gzdoom.
This is the best thing since sliced bread. So many map ideas!
This is nice because it's the only 3d technique that works on a 100% vanilla compatible engine (Eternity, of course).
Check out Linguortals, which only work in vanilla.
Buddy you have become my favorite doom builder tuber gigachad for me
Hi, thank you for creating this tutorial! I finally got the sector portals working in my map!
Clear, straight to the point, and helpful tutorial, thanks.
How do I set up GZDB Bugfix? Does it work out of the box or do I need DB2?
Bloody amazing. I'm going to have so much fun with this
this is very cool technique! thanks!
Is it possible to make this work when you have a skybox? I haven't been having success so far. For instance, my level has it where something crashed through the roof, goes through the level you're at and lands "underground" but the hole in the ceiling leads into a skybox. I haven't been able to get it to work so far.
very nice. this looks alternative of 3d floors
Thanks for this, I've been struggling with trying to figure this out. It's not exactly intuitive.
super explanation !
huhhhh this is extremely useful, didn't know about it.
Do line portals not work across sloped floors or did you just make the portal zone flat because it's easier to align? Also, did those line portals in the walkway also need to have matching heights or can they be mismatched? I'm working on a non-euclidian map and I would love to have things like what you have here, where you look down to see a room below you, but then to get there you have to walk _up_ the stairway. I don't get back to my PC that often or I would just try and see myself (I tend to try and pre-research stuff so I can slam things together quickly during my precious moments of free time). There looked to be a bunch of other teleport types in that drop down menu, do any of _those_ have the functionality I'm looking for?
When I made the line portal, I used a flat floor in between the two sloped floors. I am not sure how it works in sloped floors.
As long as the gap between the floor and the ceiling are the same distance between each other, line portals can have mismatched heights.
So far the only portal type I use and know of is "interactive" but ChubzDoomer can help you out with another portal type in his Doom portal tutorial.
Is there a way to use portals that aren't at the same elevation, so you drop down to a room that's actually higher than the room you started in? or to create the infinite fall effect possible in the game "Portal"? or to have a wall portal link to a wall portal that's higher or lower than the initial portal?
Unfortunately, no it will not work. You can only do the 'infinite hallway' thing with LINE portals.
@@DarkstarArchangel Is there a way to achieve a similar effect?
Eyyy thanks man
How do you set textures very quick with hotkeys ?
When you select a surface with a texture on it, ctrl+c then paste with middle-mouse button.
Maybe I'm missing something but can't you already stack rooms on top of each other so what's the point in using portals to do it?
3D floors take longer to make than just doing separate rooms.
What do i do if i want to make a one sided sector portal? You can see and go through 1 side but you can't see and go through the other
You may have to experiment with that yourself on that one. Probably keep the entrance for one, but not the exit on the other side? Just my guess.
i'm assuming elevators would disappear when they go through the portals right?
Somehow that 'Vaporware' map got it to work, a map that only uses the Eternity Engine.
@@DarkstarArchangel thanks for the info I'm gonna check it out in the builder
Amazing tutorial!
Thanks. For some reason my GZDoom Builder doesn't display some functions, like Line_SetPortal
Do I have to have the portals at the same height? I want to have two sector portals in the same room (on floor and ceiling) for a fun trippy effect.
Yes the two portals connecting the ceiling and floor have to be at the same height, the sector portals also have to be separated and have no sectors connected, that only works with line portals.
Hey, Darkstar Archangel.
What about, Door open/close with sector portal? Can you try another one?
You mean like that "Horizontal door GZDooM" video made by "jewalky"? I don't think I can do that plus they didn't use any portals.
@@DarkstarArchangel do you think you can build a horizontal door and it will be work when you build a horizontal door?
I don't understand why two linedefs per sector are needed for vertical portals. Really bothers me lol. like just linking two sectors ins't enough? why are two more lines needed?
Dudem could you explain how to use "Telepot to Map"?
what do i do when i can only see thriugh the portal to the next tagged sectors but not further? its like having a fake floor instead
Do not physically connect the two sets of sectors that have interactive sector portals.
@@DarkstarArchangel im not sure i get wich sector you mean. the sectors that will be the portals arrent connectet its basicly like in your example
@@icjich6724 Don't physically connect the SETS of sectors that have corresponding sector-portals with a hallway/stairs connecting them. It will make the sector portals only see-through but not to fall through. If you want to connect them then use a line-portal for the hallway/stairs.
By "Sets of sectors" I mean the rooms that have the sectors used as sector portals.
@@DarkstarArchangel the stairs dont seem to be the problem. i tried it both with and without stairs connecting the rooms but i cant see through more than one sector in both cases
@@icjich6724 I may need to look at your map to see what the problem is.
and what if three stacking portals doesn't work?
nevermind i figured it out
so i have a question regarding this. I've done everything right? I got it to work in Hexen style map but had an issue: the portal works, it shows up and displays properly. But it cannot be passed through whatsoever. I recreated it in UDMF to try it and it still does not work.
There is no 'portal type' interactive option in my GZdoom builder. It just says 3 options, link to portal with same tag, link to portal with second tag, or eternity style skybox portal. Any help on what i'm doing wrong?
I have only 3 guesses that may solve the solution, either:
a. The first part of the format should say GZDooM (while having the last part of the format read UDMF)
or
b. You may want to download the latest version of GZDoom Builder.
c. You are physically connecting the 2 rooms that have the connecting Sector portal lines which means that they are already connected in the real map. The 2 rooms with the 2 sector portals have to be completely separate.
Also an additional note, make sure you run the map with GZDooM.
@@DarkstarArchangel Wow, thank you for the incredibly quick response! It seems all i had to do was update GZbuilder, because it works now. Thanks for the help.
this is amazing! I wonder what else we can do?
Don't know if it's a stupid question or not, but I'll ask anyway. I was following this technique to the letter, and it works visually but whenever I try to jump down it's blocks me, almost as if it doesn't recognize it as a physical portal. Is it because the lines defining the portal have to be along the same x-axis(y-value), do the rooms around the sector have to be exact, or is it a problem with GZDoom 4.5.0? It's set to Interactive, mind you, and all of the variables for the lines are correct.
Edit: I tried the older deprecated technique. It works fine, but the teleport is a bit noticeable. Not very smooth, but at least the teleporting works right.
I don't think it's your fault, but I would like to see an updated version of this so that the process could be a little easier.
"It works visually but whenever I try to jump down it blocks me."
You probably physically connected the two sectors (corresponding SECTOR portals) with a hallway or another room, do not do that.
@@DarkstarArchangel that doesn't make sense, but okay...
@@Emperor_SPOON Did you make sure that there are also no sectors from the opposing rooms that are merged? If there are use the "Make Sectors Mode" tool to separate them.
And what do you mean "that doesn't make sense" if you watch my video I only connect rooms that USE SECTOR PORTALS with LINE portals, I don't connect the two rooms with another set of stairs WITHOUT a line portal.
@@DarkstarArchangel I meant it doesn't make sense logically, but I guess that's just a quirk of the engine.
jesus christ thank you...
So, I don't particularly expect an answer, given the age of this video, but I feel I need to ask regardless. Would this work on a larger scale, say to simulate a balcony? Or does it pretty much have to be a small hole like this?
It can be a large area, as long as you keep the areas with the two portals separated.
Interesting, thank you.
When I use this technique, I get the stupid HOM effect in gameplay, even though I've copied everything you did, I still get the hom effect. Any idea what's going on there? I've asked on Doomworld forums and no one has got back to me yet.
What is HOM/HIM? And which version of Doom Builder are you using?
Also, did you make sure that your lines are facing the SAME direction.
@@DarkstarArchangel you know when a texture is missing and you get feedback blurry mess on screen? I get that when I do sector portals. I'm using the GZDoom Builder and I use the GZDoom source port when I play DOOM.
Yes, the lines are facing the same way too.
@@maddal1705 I hope you're not connecting the two rooms (with sector portals) together with a connecting hallway or something, only use line-portals for that.
I'll make a quick video and you will see what I mean. Probably easier than trying to find the right words to explain it. Brb
The automap doesn't automatically connect for me
Did you physically connect the two rooms with the sector portals? (Make sure they are not.)
Or is it your version of GZDoom?
I think it's cuz the portal system I made sort of loops around into itself. It's kinda hard to convey in text, but try and imagine my setup:
You start on the bottom floor, room 1. Then you take a hallway that turns left, and take stairs up that leads to the top floor, room 2. In room 2, you take another left and go through a line portal that takes you into room 3. Then you take a final left turn into ANOTHER line portal, which leads you to room 1 top floor, where you can now drop down the sector portal to back where you started.
Does the automap work if the space clips into itself "impossibly"?
Actually here's a screenshot if you're confused i.ibb.co/nMT3R6k/What-On-Earth.png
Thank you for this tutorial.. unfortunately i can not make it work... I have tried many many times with no success ... I wonder if you could provide me the link to the sample wad ... It would be very helpful for me to understand why i can not make the tutorial work.
I think you need a new version of GZDooM Builder and you need to test the map with the lastest version of GZDooM, not any other source port.
I've been following the tutorial but I can't seem to get the floor and ceiling portal working.
So far the result I got is that I don't even get a portal. All I see is a square room. I've done it about 3 times already.
Is it possible to link an example wad in the description? I would like to troubleshoot from there.
Make sure the lines are horizontal AND the lines are facing the same direction in the same spot/corner of the two sectors.
Or it could be because you are trying to run it with Zandronum, you have to use GZDooM, if you are using any other source port then it is not going to work.
@@DarkstarArchangel Thanks for the reply. I'll have to get back to you on that. I was pretty sure I was using udmf with gzdoom sourceport. Now Im kinda paranoid since even the line portals dont work.
Alright I probably sound like an Idiot but, how to you set up GZdoom Builder Bugfix? Do you need to install DB2 or does it work from the start
You do not need Doom Builder 2 to work with GZDooM Builder. You can uninstall Doom Builder 2 and just keep GZDooM Builder.
Ok thanks, follow up question. Witch .exe do I use? Bugfix comes with 2
I don't use a bugfix. GZDooM Builder is supposed to update itself.
Oh i give up
If I can't even set up the program what are the chances I can even make something even resembling a doom map. I must be mentally disabled or something if I can't even set up a simple application
GZDoom Builder😮
You don't need to draw a whole two new lines, you can simply use any two lines in the sector. Good video though.
Hey Darkstar!
What's up! J-Man!
doesn't work with ultimate doom builder
I just tested it and it works fine. You probably skipped a step, probably the set the 'lines pointing at opposite sector' misc option to 1.
@@DarkstarArchangel yes, sorry. The mistake wasn't an obvious one. Indeed I skipped the step of aligning the ceiling and floor levels for the two rooms. I thought it didn't matter
you didn't mention any of the limitations
While I did not mention everything, I did specifically mention the format you are supposed to use, the specific shape of the wholes and how Wall portals need space in order to walk through them to work.
If anyone has problems with not having Line Set Portal in the actions list, download these files and unzip them: www.zdoom.org/files/utils/utils050999.zip
Then, move your wad file to the place where you unzipped them, launch the console (Windows + R, and type cmd) and go the folder with the utils050999.zip
Now type in the console zwadconv -name of the wad that you moved-.wad -name of the converted wad-.wad
Now you have a wad converted to hexen format, which allows you to e.g. edit ACS or place portals.
I think it depends on which version of DooM Builder you are using. If you are using DooM Builder 2 and not GZDooM Builder then that is probably the reason why because GZDooM Builder is constantly updating.
Use Ultimate Doom Builder instead.
i step by step made a replica of this and it wouldnt work. figured this was too easy
Are you using GZDooM source port to run it?
@@DarkstarArchangel ah, thanks for the reply (i realize this was posted a while ago). i figured zandronum would be fine my gzdoom is having an issue where textures rapidly disappear and reappear. precise and quick tutorial btw
AI can't see or shoot through Line Portals, but Floor Portals work fine.
noice
What's wrong with 3D floors though? They aren't even possible to make or something?
I'd like if you make tutorial on how to make 3D map with movable interactive train. Only very few mods have train or movable objects like monorail train in hl1 with it's func_train and like these carts in duke nukem 3D on babe's land map.
There's nothing wrong with 3D floors, portals are just faster than 3D floors for a second floor.
Fair enough. Could you please make tutorial with interactive movable train that actually can move you around? The blades of agony is the only doom mod I know that has cart which is actually moving on a map and can even transport the player inside.
Hell yeah, I really wanna make a map with a moving train like in Duke Nuke 3D. So far I've seen the Blade of Agony done this.
H I