This is by far one of the most complex doors to construct. Most people provide a map and just say "pull it apart" because they don't want to try to explain it, but I'll go the extra step and explain how to construct it (don't even bother trying to pull any doors apart on my tutorial map, they're only there to show you the results).
Single Sliding Door
Begin by creating a doorway sector.
Now create a sector inside of the doorway which almost reaches the other end. This will be our door sector.
Here's where it gets a bit complicated. Insert three vertices on the left wall of the door sector. They are color-coded to help you keep track of them as we go through this.
Move the vertices as shown below. They will make our door sector actually look like a door. Make sure the door has the triangle shaped tip as shown below, it's important. Notice how the yellow vertex doesn't actually touch the end of the door sector. Construct your door the exact same way if you want it to work. The pink vertices will be moved in the next step.
Pull back the pink vertices a few squares. A white line will be attached to them. Insert a point on each white line by highlighting them and pressing Insert
(inserted points are shown as red).
You're finished with the pink vertices. Now move the red vertices to the points shown below.
Add some nice textures to your door.
To finish the door, you'll be adding things to the sector highlighted in red. This is the reason the end of the door needed to be triangular, so there would be room left to add sprites and give the door sector a Lo-Tag.
Add the following sprites to the highlighted sector: M[ClosedSound,MovingSound], S[Unique,15], Sp[0,DistanceToOpen]
(S[Delay,10]). The DistanceToOpen value for the Sp
indicates how far back the door should slide into the wall. A value of 512 is equal to the size of the largest grid square in BUILD. To make sure your door opens and closes properly, change the angle of the S
so it faces the direction that your door will close. The final step to complete your door is to tag it [0,25]
.
Now your Single Sliding Door should work in the game! If you followed the steps correctly, the door should slide back into the wall like this when opened:
Dual Sliding Doors
Begin by creating your doorway.
Insert vertices on both sides of the doorway sector as shown below.
Create two rectangular sectors from the vertices (Make sure the rectangular sectors do not touch yet), then move the vertices and overlap them so it looks like the image below.
Insert three vertices on each side of the door sectors. They are color-coded to help you keep track of them as they are moved. The two yellow vertices are the same color because they will be overlapped in the next step.
Move the two yellow vertices to the middle so they overlap.
Move the vertices as shown below. The pink vertices will be moved in the next step.
Move the pink vertices back a few squares. A white line will be attached to each one. Press Insert
on each white line to insert a new point (newly inserted points are shown as red).
You're finished with the pink vertices. Now move the red vertices to the points shown below.
Give your door some nice textures.
Add the following sprites to both of the highlighted sectors below: M[ClosedSound,MovingSound], S[Channel,15]
(Sp[0,DistanceToOpen], S[Delay,10])
The S
in each sector will share the same unique Hi-Tag, or channel, to link them. So when you open either door, both will open. The angle of the S
sprite in each sector should face the way the door will close. Tag both highlighted sectors [0,25]
. The Sp
sprite should be unnecessary, depending on the length of your doors. Use it if you need to.
Now your Dual Sliding Doors should work in the game! If you followed the steps correctly, the doors will open as shown below.
Sliding Glass Doors
This is a very cool effect, and it's no more complicated to build then a regular sliding door. In fact I would have to say it's a little easier! Look at SLGLASDR.MAP to see what the finished product looks like.
Single Sliding Glass Door
Begin by creating a doorway.
Now create a door sector inside the doorway which almost reaches the other end. The blue vertices will be moved in the next step.
Insert a new vertex (shown as green) in the middle of the door sector's line. Pull the blue vertices back a bit to shape the end of the door like a triangle as shown. You are now done with the blue and green vertices. The pink vertices will be moved in the next step.
Move the pink vertices back a few squares as shown. A white line will be attached to each pink vertex. Press Insert
on each white line to insert a new vertex (new vertices are shown as red).
You're finished with the pink vertices. Move the red vertices to the points shown below.
Enter 3D mode. Press M
on the ground just below where the door should be. If you did it right, the brown brick texture will pop up, and there will be a small gap at the end of it. Give it a nice glass texture. If you want the glass to be breakable, use texture #503. If you want the glass to be unbreakable, use texture #504. I used #504.
Press T
on the glass texture. Press it once for semi-transparent, or twice for extra-transparent. I made mine extra-transparent. Make all sides of the door (including the end of it) a transparent glass texture.
Once your door has glass textures on all sides of it, enter 2D mode. Point your mouse cursor at each of the door's walls and press B
, then Ctrl + H
. All sides of your door should be thick and pink as shown below. A thick line means the masked wall is hittable, and a pink line means the masked wall is blocked so you can't walk through it.
Place the following sprites inside your door sector: M[ClosedSound,MovingSound], S[unique,15], Sp[0,DistanceToOpen]
(S[Delay,10]). For DistanceToOpen, a value of 512 is equal to the largest grid square in BUILD. Make the angle of the S
face the direction that the door will close. To make your door work, tag the door sector [0,25]
.
Now your Single Sliding Glass Door should work in the game! If you followed these steps correctly, the door will open like this:
Dual Sliding Glass Doors
Begin by making your doorway sector.
Create two rectangular sectors (they will be your doors).
I have color-coded the vertices so you know where they move to in the next step. Insert a vertex in the middle of each of the door's lines. Newly inserted vertices are shown as yellow (they are the same color because they will be overlapped in the next step).
Overlap the yellow vertices in the middle of the doorway sector. Your door should look like the image below. The pink vertices will be moved in the next step.
You're finished with all of the other vertices so now we can concentrate on the pink. Move the pink vertices back a few squares. A white line is attached to each pink vertex. Insert a point on each white line as shown below (inserted points are shown as red).
Now we're done moving the pink vertices. Move the red vertices to the points shown below.
Enter 3D mode and use masked walls to surround your door with transparent glass textures as shown below. Texture #504 is unbreakable glass, and texture #503 is breakable glass (you choose). I chose unbreakable glass.
Make your doors blocked and hittable in 2D mode (Look in the BUILD Keypress Reference section for details on assigning blocked and hitscan flags to walls). Your walls will appear thick and pink when blocked and hittable.
Add the following sprites to your door sectors: M[ClosedSound,MovingSound], S[Channel,15]
(Sp[0,DistanceToOpen], S[Delay,10]). The Channel is a unique value which both S
sprites will share. The Sp
shouldn't be necessary (depending on the length of your doors), use it if need to. The angle of the S
in each sector should face the way the door will close. To make your doors work, tag both door sectors [0,25]
.
Now your doors should work in the game! If you followed these steps correctly, your doors should open as shown below.