Door style question...


Pierog
02-22-2005, 05:23 PM
I'm putting doors in my map and I don't know which style to use.

I can either...

1) Just leave the door frames without any actual doors such as most dod maps.

2) Make physics doors on hinges that fly around when shot at

3)Put the door models on the ground simulating a "Kicked-down door" at the door frames for great ambience.

I'm thinking 3 would be the best for adding atmosphere and not interrupting gameplay as much a 2 would, but 2 would be quite immersive.

help me decide..

PanFrie
02-22-2005, 06:04 PM
i like 2 idea alot more, but 3 works as well, put a combination of both!

TheSurgeon
02-22-2005, 06:30 PM
you could put doors on hinges in certain places. like that small wooden gate on the axis spawn exit on donner or the doors at the middle street on flash. instead of shooting doors into small shards of wood, you could have a proper door, attatched with hinges. you shoot it a few times, and it'd fly open, shoot it a few more times and the hinges break and it falls on the ground. if you've got fuzzdad's map he posted here a while ago, that's got shutters that work like that in it, so if you didn't know how that worked you could look at that


in my maps though, i've usually always either left doors off completely, or just made an open door from a brush, like lying flat against the wall or at about 15 degrees. doorframes are usually accompanied by doors, so this way is good, but without blocking the player at all.

travis
02-23-2005, 12:20 AM
be careful with your physics use, dont use physics everywhere as it adds to network traffic

Darkwing
02-23-2005, 12:49 AM
mostly door styles from part a (especially indoor room to room doors), one or two from part b for a sexy impact, and a few from part c.

Also a slight variation from part c, have the door leaning against the wall next to the doorway, that can look good. Overall, use different types of doorway styles and details, use variation and mix things up, use them in the right ways and locations, simple door ways in tight indoor areas, more detailed, moving or physical styled doors in other areas, depends on teh function of the doorway.

Gorbachev
02-23-2005, 02:16 AM
Use the different types in accordance to the type of gameplay you want around it...if it's a high-traffic area you generally want no-door or a door on the floor if anything. In slower areas where there is minimal chance of bottlenecking then sure, put some doors in. But please, keep the speed of the opening to default or higher, a rotating door that's slow is just frustrating and only leads to bad.

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