Doors half opened/closed
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- Gambit37
- Should eat more pies
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Doors half opened/closed
In the original CSB, level 0, The Maze, there are two doors in the top north east corner that are partially open. One is half open, the other a quarter.
Any chance this can be implemented in RTC?
Any chance this can be implemented in RTC?
- PicturesInTheDark
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hmm, perhaps taking this a stage further, at the rik of it being ignored...
Can you make some secondary door type (so as not to mess up what exists already) where the four door states be explicitltly stated, and you actually make this door open or close between these door states
So to emulate normal opening/closing action the door would need four open/close effects. And in the meantime you could have fun things like creating doors partially open/closed as mentioned, doors where you need do something slow like wind a mechanism to open and close them (so no quick close to block monsters), or you could create a door that 'jams' before closing, etc
These sorts of doors, i'm guessing, it would be easier not to have them damage monsters underneath - so if monster gets under before they get to a blocking stage, the transitions to close won't finish until the monster is gone. Which would be another nasty surprise!
Can you make some secondary door type (so as not to mess up what exists already) where the four door states be explicitltly stated, and you actually make this door open or close between these door states
So to emulate normal opening/closing action the door would need four open/close effects. And in the meantime you could have fun things like creating doors partially open/closed as mentioned, doors where you need do something slow like wind a mechanism to open and close them (so no quick close to block monsters), or you could create a door that 'jams' before closing, etc
These sorts of doors, i'm guessing, it would be easier not to have them damage monsters underneath - so if monster gets under before they get to a blocking stage, the transitions to close won't finish until the monster is gone. Which would be another nasty surprise!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
- PicturesInTheDark
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*lol* Just saw your picture subtext. You had some party, eh? The door states are a good idea - you could even have to complete different types of puzzles to open them partially with the first and completely with the second completed... and have a glimpse at what is behind in the mean time...
Regards, PitD
Regards, PitD
- PicturesInTheDark
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PitD: The problem is, that this could require a change of dungeon format because the monsters would need a height value. Of course to avoid changes in door and monster format a separate door type could be created and in that door type could be defined what specific monsters are allowed to pass when it is not fully opened. But then later dungeon designers would wonder why there are 2 types of doors and why this feature wasn't implemented in the standard door type.
Hah! More weird idea: RTC could analyze how big the graphix of a monsters are so to determine whether a monster should normally be allowed to pass under a hald closed door if there is no exception set for that monster in some dungeon option.
Ok, that might go a bit far, but I generally think that half closed doors would be nice, as would be doors that open to the left/right (parting in the middle), only to the left (maybe even swinging open) or only to the right, maybe even down (opposite direction of normal doors) or up/down (parting in the middle).
But all of this would be just eye-candy if it doesn't have some game-relevant effect like blocking/not blocking certain objects (monsters, missiles).
Hah! More weird idea: RTC could analyze how big the graphix of a monsters are so to determine whether a monster should normally be allowed to pass under a hald closed door if there is no exception set for that monster in some dungeon option.
Ok, that might go a bit far, but I generally think that half closed doors would be nice, as would be doors that open to the left/right (parting in the middle), only to the left (maybe even swinging open) or only to the right, maybe even down (opposite direction of normal doors) or up/down (parting in the middle).
But all of this would be just eye-candy if it doesn't have some game-relevant effect like blocking/not blocking certain objects (monsters, missiles).
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- PicturesInTheDark
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monsters don't have height? they must do, as monsters need to be able to walk through thumping doors, so at least 3/4 must still allow access, surely...
and i don't think additional types of door should be a problem ...
even call them strong and weak doors, for example...ones with a mechanism, and one that is too weak to crush
i remember it was discussed giving mosnters height and even height fro mthe ground - for doors, and also for maybe flying over pillars...
and i don't think additional types of door should be a problem ...
even call them strong and weak doors, for example...ones with a mechanism, and one that is too weak to crush
i remember it was discussed giving mosnters height and even height fro mthe ground - for doors, and also for maybe flying over pillars...
- George Gilbert
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I think all the "extra" suggestions have already been implemented (although having 1/2 open doors, the original point, still stands).
- Monsters do have a height property (try shutting a door on a mummy and a worm - the door will come down to the right height before going back up again).
- Doors can open in non-standard ways (up, down, left, right, split horizontally, split vertically, split in quarters and fade out I believe). Try cloning a door and setting the OPENS=(xxx) property to see what's possible.
- Monsters do have a height property (try shutting a door on a mummy and a worm - the door will come down to the right height before going back up again).
- Doors can open in non-standard ways (up, down, left, right, split horizontally, split vertically, split in quarters and fade out I believe). Try cloning a door and setting the OPENS=(xxx) property to see what's possible.
Hmm, sorry for not trying out the editor enough to notice myself that all these fine options already exist!
So all that has to be implemented is editor access to how much a door will be closed/opened, the remaining suggestions would automatically work once that feature is available, right?!
So all that has to be implemented is editor access to how much a door will be closed/opened, the remaining suggestions would automatically work once that feature is available, right?!
Parting is all we know from Heaven, and all we need of hell.