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Mark coloured doors in the automap
Posted: Thu Aug 10, 2006 0:45
by Induna
It makes life a lot eaiser when playing large complex maps. In jDoom this is alreay done. Just mark the doors with a highlighted blue/red/gold line on the automap.
Posted: Thu Aug 10, 2006 1:37
by Enjay
What a fantastic idea. You think someone would have thought of it already. Oh wait, they have.

Posted: Thu Aug 10, 2006 2:39
by Zeg-Vok
Enjay wrote:What a fantastic idea. You think someone would have thought of it already. Oh wait, they have.

Ouch, that hurt me . . . and I had nothing to do with this thread . . . ouch
Posted: Thu Aug 10, 2006 3:22
by Enjay
Well, how hard could it be to check whether this was in or not before asking about it?
Posted: Thu Aug 10, 2006 8:55
by Graf Zahl
Enjay wrote:Who knows the level?
E2M6
And get this: You can even use custom colors for your custom locked doors!

Posted: Thu Aug 10, 2006 14:20
by Enjay
Graf Zahl wrote:E2M6
Wasn't too hard was it.
I use custom colours with a mod that changes the skulls to additional key colours (pink, green, orange).

Posted: Mon Aug 14, 2006 13:54
by Induna
Ahh, I see. I have my automap on traditional doom color set. I didn't realise it showed up on the beige set.
Sorry

Posted: Mon Aug 14, 2006 14:10
by Graf Zahl
The beige set is the custom color set. Using 'traditional' colors inherently negates using any custom colors.
You can set the custom color set to the traditional colors thouigh but I recommend something a little less saturated so that the locked doors stay recognizable.
Posted: Mon Aug 14, 2006 14:34
by Paul
Enjay wrote:
I use custom colours with a mod that changes the skulls to additional key colours (
pink, green, orange).

Sounds bizarre

Posted: Sat Aug 19, 2006 13:16
by Enjay
Well, it stems from a time when I was using only the Doom palette. There aren't all that many colour ranges available. Generic "white" or "black/dark grey" wasn't suitable and the (limited) pink/magenta range was there, but different enough to other colours to allow it to be distinguished easily. It also meant I could keep the keys in kind-of logical groups
yellow card + yellow Skull = yellow card + orange card
blue card + blue Skull = blue card + green card
red card + red Skull = red card + pink card
