This type of door is very difficult to understand at first, but relatively simple once you know how to construct it. Swinging Doors rotate 90 degrees to open. I have gathered all of the types of swinging doors onto one page because they are all basically the same, but with a few minor adjustments they can behave differently. If you look at my tutorial map, you will see that some of my swinging doors are glitchy, which just goes to show how difficult it is to get these doors to work properly.
C1/C2 Dual Swinging Doors
Begin by making two sectors. The red line in between them is where the door will be placed.
Make two door sectors. It's necessary to make your door sectors within valid player space.
Place your door sectors onto the red line so it looks like the image below.
This is tricky to describe. Turn grid locking off by pressing L
(your mouse cursor will turn white when grid locking is off). Now grab the vertices and move your doors as close together as possible without actually touching. Look at the image if you don't understand.
Place the following sprites into your door sectors: M[CloseSound,OpenSound], S[Channel,11]
(Sp[0,Speed], S[Delay,10]). I recommend M[165,165]
. If you want your doors to open seperately (like C1), give the S
sprites seperate unique Channel values. If you want your doors to open simultaneously (like C2), give the S
sprites the same unique Channel values.
Raise each door sector's floor so it meets the ceiling (or lower the ceiling to the floor if you want). Give them nice door textures (#719 is perfect), and it's probably best to use the same door texture for the sides of the doors as well. You can tell the doors are not actually touching because of the extremely small gap between the doors.
Enter 2D mode and turn grid locking off again. The S
is going to be our door's hinge. Grab the S
and move it into the corner where you want the hinge to be. Put it as close as possible to the vertex without actually touching it, like shown below (the S
is the tiny blue circle with a long blue tail). The angle of the S
determines the direction your door will swing. If the angle is down, the door will swing 90 degrees clockwise. If the angle is up, the door will swing 90 degrees counter-clockwise.
Tag both door sectors [0,23]
. Now your doors will work in the game! If you followed these steps correctly, your doors will open like this:
C3 Single Swinging Door
Begin by making two sectors like the ones below. The red line is where the door will go.
Create your door sector. It's necessary to create your door sector in valid player space.
Move your door sector to it's appropriate position as shown below.
Place the following sprites into your door sector: M[CloseSound,OpenSound], S[unique,11]
(Sp[0,Speed], S[Delay,10]). I recommend M[165,165]
. The S
is going to be the door's hinge. Move the S
to where you want the hinge to be. Move it as close as possible to the vertex without actually touching it. If you don't understand then look at the image.
The angle of the S
determines the direction your door will swing. If it's angle is down then the door will swing 90 degrees clockwise. If it's angle is up then the door will swing 90 degrees counter-clockwise. To make your door work, tag the door sector [0,23]
. Now you can raise the floor to the ceiling (or the ceiling to the floor, whichever you prefer), and texture your door so it looks good.
Your door should now work in the game! If you followed these steps correctly, the door should open like this:
C4 Swinging Glass Doors
Swinging Glass Doors are a really cool addition to any level, and they aren't much more complex than your average Swinging Door.
You can make one or two Swinging Glass Doors. It will work either way. Swinging Glass Doors are made just like regular Swinging Doors, the only difference is the way the door sector is constructed.
Add two columns to the door sector as shown below. Make sure they are invalid player space (white lines).
Make a new inner sector by connecting the top and bottom vertices of the columns as shown below.
In 3D mode, raise the floor a couple of units, and lower the ceiling a couple of units. Then texture your door.
Mask the frontmost wall of the inner sector, and give it a glass texture (#503). Make the glass transparent. To prevent the door's floor and ceiling from looking parallaxed when the door opens in the game, press R
on both the floor and ceiling.
In 2D mode, block the glass textured wall and make it hittable. It should appear thick and pink. Now you can continue making the door as a regular Swinging Door. In the game, you can shoot the glass and walk through the door.
Troubleshooting Swinging Doors
This means that a corner of your door is swinging into invalid player space, so the door disappears. There are a few solutions to this problem.
S
closer to the corner vertex of your door.
That's because you didn't properly angle your S
. Change it's angle to down to make the door swing 90 degrees clockwise, or up to make the door swing 90 degrees counter-clockwise. If you don't know what clockwise and counter-clockwise are, you shouldn't be building levels.
When you create the door sector, it has to be a free standing sector. In other words, don't draw the door directly over the doorway it will cover, or else the vertices will connect with the doorway. You have to create the door sector first, then move it overtop of the doorway, so the vertices will overlap rather than connect.
Make sure you place the S
inside the door sector, and not on the edge of it's lines.
You have to give the S
a unique Hi-Tag if you want the door to open seperately.
Press R
on the ceiling and/or floor to change it's relative alignment. This should fix the problem.