There are two vital things to know about new doors until the documentation catches up:
The 'destination' number is the id of another door (not a room number). Click on a room object to see the object's id in the object's properties box on the right.
- They are one-sided. You need to make sure they are facing into the room.
Here's a two-room example. I drew an arrow onto the door's marker (shown in the editor but not in-game) so that it's clear which way the door is facing. Of course, if you were going to show an arrow to the player, you'd probably want to flip it :)
I'm working on a tutorial for doors which will hopefully explain everything you need to know. But here's a quick example of the kind of thing you're after (you'll need to update to 0.2.11):
If you want to change the properties of the doors, either just modify the default objects or copy them to use as templates. The first door has 'sci-fi' warp turned off, and the 'destination' number set to the object id of the receiving door. To find out the object id of any object, select it in the room and look at the object property box (it will say something like door #3).
I had to leave the old doors in temporarily to support legacy levels, but will be able to remove them entirely in 0.2.12. Unfortunately there's no longer any way to set the destination room for legacy doors, sorry!
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