Prefab. Kill the monsters to open the door. No matter what order. Using BOOM's scrolling effects and lines allow monster activation.
fenexam shows a simple walk under/view over passageway and a 2 level are similar a car-park (again walk under/view over) using the same technique...
This prefab is a replication station. When you flip the switch, an item replicates inside the station and moves toward you to stop on the holding...
This is another switchable teleport booth.
Maybe the dumbest thing I've made. It's a template for mappers to copy sector letters from if they want to put some text in their map for some re...
This is another switchable teleport booth. This uses the ceiling and floor lighting effects as well as scrolling textures.
This is a three-way hatch type door, like you see in Quake or Quake2. It opens to the left, right and down all at the same time. It uses some mod...
This is a power core.
An example map which explains how a ceiling fan spinning horizontally is done under doom(2).exe.
This is an improved version of the sliding door that uses the glass-floor effect described in Jim Flynn's Boom editing wad. The effect is quite g...
This is a teleport booth. It will teleport the player to the specified teleport dest.
I was thinking about BooM last night, and I thought of a way to make *real* sliding doors. I figured that eventually someone else would think of ...
A simple demonstration for new mappers that showcases a few examples of monster traps. Includes: Basic door trap Basic floor trap Scroll-based te...
This has various floor and ceiling lights. The floor lights illuminate the floor only and the ceiling lights illuminate the ceiling only. These p...
Hi all! I made a DooM II MAP on BooM configuration. This is an example, that how to place a Room over another Room in DooM format. It's just a Il...