#classic-doom-maps-mods
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Have you Slade3 ?
no
your zscripts are broken
I have an idea for a map where you have to build the map yourself with different switches
'nother Enigmatic Worlds vidya
#screenshotsaturday #gamedev #indiegamedev #lzdoom #gzdoom
If you know some basics about coding, install Slade3 and search the sources of the errors in the code
I can't help you more, i don't know your mod, sorry
uh, anyone can find the project brutality mods, there is more than likely a moddb page
making a quake mod for classic doom, does anyone wanna check it out so far? theres 2 files with it that you gotta run at the same time
looks like you haven't closed a brace somewhere in the previous 547 lines
it’s obvious for me
It's not that
In fact, i want a eventhandler who, when the rbutton of the mouse is down, go in zoomed mode, but i want to create the class of the event in another place and call it in the "altfire" mode
So what type of eventhandler should i use to, and how to call it from another place than where i create it ?
Have you some pictures to show us ?
my leader allowed me just one screen, no more
Look great
Here's more, from my leader
Nice
My map pack for doom 3d
and another vidya!
#screenshotsaturday #gamedev #indiegamedev #lzdoom #gzdoom
Some work in progress stuff. Still finalizing the behaviors here. #Gardevoir #Doom
Let me know what you guys think.
i just made my first map, might put the download link later
https://youtu.be/a2t9WO0sBHM
Hi this is my first video and first wad, Enjoy!
Source Port: GZDOOM
looks like something form a ps2 game
yeah
This psychic attack is a hybrid inspiration between Gen 2's psychic, and Gen 6's psychic attacks, using Gen 3's sound effect. Effects and sprites aren't final.
#Gardevoir #Doom
robocop now has a desert eagle as a pistol replacement
after doing some testing, i'll HAVE TO DO ANOTHER HOTFIX on the v1.4.1 update
once again involving the plasma gatling
nvm the plasma gatling works
for single player
Does anyone know if Chocolate Doom's DeHackEd implementation also covers Chocolate Heretic?
Edit: I was looking in the wrong places. Chocolate Heretic does in fact support HeHackEd.
they added Harmony to the 2019 Doom 1 and 2 ports
BFG sound remake
And the 64 one
The most accurate remake of the Rocket Launcher you'll ever get
High quality John Romero
Could I get Play testers for Land of the Serpent Riders for Wrath of Cronos?
[TSPG] Hexen Land of the Serpent Riders for Wrath of Cronos
Making a mod reminiscent of Wolfenstein 3D and windows 98 kinda stuff
Anyone have any ideas for map elements n stuff?
I plan on having there only be hitscan weapons
And also breakable crates in the maps
i mean map elements can vary very widely depending on the style of map and how it plays and feels and stuff like that so without seeing the maps its hard to think of stuff like that
my philosophy with doom is "if its cool, add it" so just think about everything cool that youd wanna see in a map and try to add them
You guys know how the door in that old high quality sound pack sounded kinda off
The Doom 2 Compatibility Patch works again!
https://twitter.com/Darsycho/status/1583690176324194305
https://twitter.com/Darsycho/status/1581497112214503426
Haven't done too much progress with Enigmatic Worlds lately, I got something I want to release this halloween, so most of my focus has been on that!
#screenshotsaturday #gamedev #indiegamedev #lzdoom #gzdoom
It's been a while since I posted anything about Mayhem Mansion 2, so I thought I'd record a lil video showcasing some things I haven't shown off yet.
#screenshotsaturday #gamedev #Lzdoom #gzdoom
STOOPIDBOIS SUPERCHARGED STOOPID SHET is a set of 10 (well currently 3 but soon to be 10) UDMF OTEX maps designed with a slightly modified version of Tangos Supercharge. (which you should all play as soon as humanly possible if you havent already.) Each map is designed to be unique and easy to di...
https://www.doomworld.com/forum/topic/130154-hordamex-10-is-out/?page=2&tab=comments#comment-2560267
😛 i've made like 2 of the 50 maps
Well, hey all! It has been awhile. Got a very special announcement to make here... Get it here! https://www.dropbox.com/s/0dfr1ztey74m75n/hordamex.zip?dl=0 Youll need the multiplayer source port Odamex 10.2 or above to run it as expected, obtainable here: https://odamex.net/ You can play any of t...
who here plays doom fall of tei tenga?
damn looking good
fellas im trying to use voodoo dolls in my level, how do i make sure the player spawn isn't where the voodoo doll is supposed to be
ok nevermind i found a post on doomworld that shows how to
The player will spawn on the last placed start spot. The way I get around this is drop like 50 start spots at the beginning of mapping and use those for voodoo dolls.
How to add altfires in zdoom decorate?
No, not zscript, Decorate
Same way you do it in ZScript. You use the AltFire state in your gun's class. Be sure to use A_WeaponReady in your ready state so the engine knows it can fire, which allows both primary and secondary fires to work
For clarification: ZScript is an extension of Decorate and then some, or you can think of it like Decorate++. Anything you can do within an actor's state in ZScript, it can be done in Decorate (for the most part). Mentioning this in case you've been googling how to mod zdoom and getting the two mixed up.
classic doom with super mario 64 movement should exist
check it out!
https://www.youtube.com/watch?v=3pDiHRrQG90&t=2s
Spongos erste Doom2 wad.
Bisher sieben Levels, die alle klassisch gehalten sind.
So empfiehlt es sich auch das klassische gameplay zu verwenden.
- Nicht ducken
- Nicht springen
- Nicht mouselooken
- Einfach DOOM spielen
Hier herunterzuladen:
https://doomshack.org/uploads/Secrets_of_the_UAC.wad
https://dudoomers.com/zandronum/wads.php?&name=secr...
sure!
Ok great!. Down for a vc in vc channel?
Afraid I'm not in a position to chat at the moment
Ok
So I'm having trouble on editing this doom wad file. I'm using slade when I got to the wad file. project crypt.ipk3 which is the name of the mod. slade wont let me edit it. Am I missing something?
can you clarify what you mean by not letting you edit it?
That looks like the problem is on Slade. The latest version has been buggy. I recommend downloading 3.1.9
Also a Slade bug due to the older versions being 32bit. The only way to edit it at this point is to use a zip program and extract the files into a separate folder, edit those, and maybe slade will open it (blue folder icon). Otherwise you can edit the extracted files separately from slade and rezip them to play, or fiddle with nightly builds of slade and see if those have the problem fixed
Thanks man, Now I was able to make it shoot out a bfg projectile for the alt
👍
My mod just got a new release (0.97):
https://www.doomworld.com/forum/topic/111766
---------------------------------- Walpurgis is a Gameplay Mod that works with Doom, Heretic, and Hexen! It is for the latest version of GZDoom (ONLY). !!~GET IT HERE~!! (Version 0.97) on MEGA Googledrive Mirror --------------------------------------------------------------------Discord Channel I...
https://youtu.be/5VdDN8kfzRI
Ye olde trailer ^
Walpurgis is...
A gameplay mod that works with Doom, Hexen and Heretic, with GZDoom straight out of the Box!
Focused on giving everything three fire-modes without needing any extra resources!
Strong and fun, but balanced.
Gothically medieval, with a taste of moderate-high fantasy.
Based around play where you get used to using bo...
gonna make a dodgeball mod
Question: How do I make a toggleable altfire like in Russian Overkill? I already managed to make the regular rmb altfire so now what I want to do is to make it toggleable like default is the primary fire but when you press the weapon reload key (The keybind that is used in RO for the toggleable altfires) it switches to BFG firemode. I'm also want to know how to make an ADS Mechanic with vanilla compatibility. Please help. Thanks
wait never mind zdoom wiki is my best friend why did I doubt it again
Wait never mind again zdoom wiki failed me again
help
Make the Alt-Fire give yourself a dummy item, make the first thing the primary does is a A_JumpIfInventory on a TNT A 0 frame; make a new state for your alternate Primary Fire, have it do its thing and remove the dummy item. You can, incidently, see this at work in Walpurgis if you check it in Slade due to all the weapon upgrades.
an aesthetic revision to the map FUTURE WAR, updating a few textures for the Robocop VS Terminator Deathmatch MOD
As I hadn't actually got around to playing Elementalism yet, but made a Walpurgis patch for it, I took it out for a spin:
https://youtu.be/EbOfCHrYFJQ
In case you're not keeping an eye on the forum topics: 0.97 is RELEASED. Go and get it! https://forum.zdoom.org/viewtopic.php?t=67025
A couple days ago I popped out a small ACS patch for Bauul's Elementalism, so I figured that would make a good feature video for the new Walp release as I haven't actually got around to playing it myself yet. ...
Not A map but a simple thing to Replace E2M8 Music the The Doomsday Zone (this has only been tested on gzdoom)
This is the only place i think i can put this here
So apparently doom 2 got turned from an iwad to a normal wad for me
The hell do i do????
it shouldn't effect the way it runs at all, the data is the same, it just has a different file extension
Yeah but I cant use dehacked until i fix this
Since it doesnt work when i put doom2 in as the iwad
Change the first byte using a hex editor
I for IWAD, P for PWAD
I am going to make a Doom 1 map (I am doing it only because I will play it with Cheelo Voxels and as far as I know the voxels for Doom 2 aren't complete)...but do I have to name it E1M1 or can I change the name, is the map name so important?
You can change the name but you would have to run it using the console
Whatever map name it is replaces the map its called unless its a unique name
Also I recommend using ZDoom in doom format or whatever its called incant quite remember
Keep the map name E1M1
You can name the actual file whatever you want
If they are a beginner they should stick to Vanilla Doom format, just because it's much simpler
I am finishing my very first Doom map, I would like to share it when I'll finish it
Ok so this is the map for now...and I am starting to be better at creating Doom Levels
It's very satisfying seeing my map when I play test it
Can anyone recommend some good mods/maps for casual play
Bigger, harder and faster—Action Doom is back and better than ever! The original run-and-gun Doom mod which ushered in the era of ‘Big Budget Doom’ has been remastered for 2022 taking full advantage of the last 20 years of GZDoom features. The testimonials are in; here’s what people are saying ab...
Very nice I do enjoy 👍
I helped with remastering it for GZDoom. Hope you have fun!
Oh cool!
Also I like the gardevoir pfp lol
oh yeah halloween is over gotta change it
Noticed Rivensin is working on Denlta Touch on Android now with Dhewm3
Delta touch I meant
Anyone else know any heavy mods like that that work with delta touch on doom 3?
what should be the criteria of ammo and health/pickups I should put in a level? like I put tot pickups per room or something because I see that it looks very bad seeing all those spammed pickups in my map
It's up to you, really. Some mappers pile pickups into a stash in strategic points (eg before a big fight), some put a trickle of small amounts down the path and most others put decent amounts scattered here and there. (Often a healthy combination of all three.) The difficult part is balancing the amount, rather. If you put too little, you'll be starving and frustrating the player (not necessarily a bad thing if you want to encourage a certain style of play). Too much and the map risks becoming too easy (which can be balanced with harder fights). The best solution is through playtesting, by adding and removing at specific points based on feedback.
Alright
How do I make doors to open with or without keys?
And how do I make doors on Doom Builder?
Question: How do I make a dash mechanic in DECORATE? (I know, decorate is a strange language to make zmovement scripts on but, I have to so that I can run it on Zandronum) I'm planning to add it in a new weapon pack that I'm making
idk
A_Changevelocity in a startup sequence. A_CheckLOF and A_CheckBlock to determine when to stop.
Can I have an example?
I use this in Walpurgis in the Crusader's charge attack, so you can see it in SLADE if you crack that open. It's basically impossible to copypasta code onto Discord posts unfortunately.
Analysing how other people do things is usually a good way to figure out alot of stuff in Decorate and ZScript
I learnt alot by picking apart Guncaster, for example.
oh ok
A screencap is best I can do here:
I also use a Wallfinder projectile here which helps with accuracy, but its not essential.
wait never mind
found a dash mod for doom
Now the only thing I'm missing is a ledgegrab addon for vanilla doom
i love mario
all these monsters in I need to add to the wad and that they are displayed in the gzdoom builder @royal wave
First step is to get GZDoom to read them
in your root wad you need to have ZSCRIPT.txt and have those scripts put into it
yes i poot all monstres but they not adding in gzdoom builder
to make them show up in doom builder, you need to define a DoomEdNum block in MAPINFO.txt
DoomEdNums
{
10000 = MonsterA
10001 = MonsterB
10002 = MonsterC
}```
Make sure these numbers aren't used for any other actor in the map, otherwise your custom monster will replace it
i have mapinfo
does it have the DoomEdNum block in it?
i dont know what is this
This
i need create doomednums
Yes. Once that's made, reload your resources in doom builder and they should show up under a special thing category called "User-Defined"
what text laughter?
?
That doesn't need to be set to anything
ok i create domednums now what?
Mapinfo preferably, but it's not important
Reload your resources in Doom builder
Also MonsterA needs to be the name of your enemies
no they not added
how?
all?
DoomEdNums
{
10000 = MonsterA
10001 = MonsterA
10002 = MonsterA
}
Did you reload your resources?
yEs
did you save the changes you made in your wad?
yEss
Double check that. If there's any file that has blue or green text, then it's not fully saved
and they also looks unknown
i have megawad with mapinfo this map is not ready
Well then you're not going to get your monsters in until you make it a mapinfo
what i need type in mapinfo?
I told you back here what you needed to type in it
what i need type in mapinfo?
This is all you need to put in it
tools -> reload resources
are you including the wad as a resource?
what is this mean?
in order for doom builder to read your wad, you need to tell it to load it
Edit -> Map Options -> Add Resource
this?
Edit -> Map Options -> Add Resource
In doom builder
Add Resource
what i need add?
the wad that contains the mapinfo you added
steell not
Afraid I'm not sure what the problem is at this point. It's pretty clear the language barrier is making this harder for me to explain to you
quick question for ya'll udb users: how the hell do i fix this?
What did you set as your test program?
In tools -> game configuration
Looks like you didn't choose an .exe file
oh so that's what i had to do huh
well uh how do i replace it
and what should i replace it with
Click Tools then Game configurations
Select the configuration you are currently using then choose the Play Test (or whatever its called) tab
Then when you add a new engine just find and select the .exe file for your source port (example: gzdoom.exe or prboom.exe)
thank you homie, big help
are you an amd card user? bc youre using gzdoom builder bugfix
New AMD graphics cards can run any doom builder, he is an old graphics card user not necessarily an AMD graphics card user
nope intel
i dont have opengl
You're basically right, but I am asking bc since a couple of updates my amd card cannot run UDB anymore which sucks. Has something to do with OpenGL
But neither amd or UDB seems to fix this bug 😦
I've gotten into doom mapping and I must say this looks like it could be something
i don't have a script editor, what's up with that?
this thing here says i do but its not there
When will someone make American Psycho mod
I’m getting into custom DOOM maps! Here’s a map I made while desperate trying to understand the basics of UDB
just my test map which i threw together while trying to grasp the basics of udb
Oddest Doom game in the franchise.
0:00 Intro
1:03 Review
5:16 Bonus
6:03 Outro
Doom RPG Port Reverse Engineering:
https://www.doomworld.com/forum/topic/129997-doom-rpg-port-reverse-engineering-update-version-02/
Internet Archive
https://archive.org/
Bonus:
https://forum.zdoom.org/viewtopic.php?t=53010
Intro Music: The Floppotron: Doom E1M...
what is this little line thing that i see showing up sometimes in various levels
Looks like a slime trail to me.
https://youtu.be/pdMqXIaNVPo
Really happy with how this came out. Any criticism appreciated
My first doom map with effort. Really happy with how this came out!!
Okay, watching the video now, and first thing I notice is the secret at 0:27 is really bad
there are no indicators on the wall that could hint that the wall could lead to a secret
same thing with the secret at 0:53
the level also looks kinda... bland with all of the brown walls
I feel like there's no distinction between the parts
also for a map with so little enemies, you put way too much ammo
is there no exit? The video just ends
the map also is just kinda flat
there's no elevation or change in height for anything besides the secret with all the pinkies where you go up some stairs
I know it's a first map and my criticisms are kinda harsh, but this map could use some improvements
Thank you so much brother. I’ll get to work on fixing these.
Also yes, there is no exit as of now since I don’t know how to make the level end when you kill enemies.
Thanks again for your feedback!
Btw you can upload the wad file here so if someone wants to they can playtest it
Great idea, I think I’ll do that once I feel good enough about it
Mapping is fun and only requires trying again and again, You'll get the hang of it really quickly.
Will do, thanks a lot
Hello, I have a question, how do I modify the textures of the enemies and weapons in SLADE?
To add or modify textures for your Doom WADs, you will need Slade3: https://slade.mancubus.net/index.php?page=downloads
For more WAD editing tools, click here: https://doomshack.org/doomtools.html
enemies textures
and without using the IWAD since it says "IWAD DISABLED" every time I try to save it
Don't edit your doom or doom 2 IWAd
that I avoid doing
create a new file and place the custom textures there
And give them the same name as the ones in your IWAD
ok
I just got an error message when I tried to test my map, "Execution could not continue. Could not find map MAP00"
What do I do?
what is the name of the map?
NAME IT TO MAP01
Didn't work
Has anyone ever tried bundling a bunch of mini-mods together before loading a megawad? (MK_crits & gun bonsai with the "Going Down" megawad as an example)
MK_Crits is a mod that adds headshots, random crits and backstab damage multipliers.
HAMMER BROS
taken form struggle
i edited the hammer from struggle and a hand form brutal doom to make the hammer bros powerup
Noice, i'm trying to make a "Universal Postal2-esque pee weapon" mini-mod for GZdoom.
I added a lot more to the first room and it looks so much better now
I'm currently playing through some Total Conversion mods, man, Ashes 2063 and Wolfenstein Blade of Agony are my favorites thus far
Question: Can somebody help me with the scripting? Here are the problems that I need fixing:
- For some unknown reason even though I used the #include command in the decorate file (The thing that loads the .txts from their folders) one of the guns does not want to be selected. No matter what I try to do no matter what edits I do to the .txt in order to try to make it be actually recognized by Zandronum (All of this is on Decorate) it does not work.
- No matter what I seem to do even if I use inheritance the quad ssg's firing sound does not load. I have relegated the sprites to reskin status but can anyone help me with making a script for it again?
nvm, fixed most of the issues, just need to find out why the hell the super shotgun firing sound does not play
Question: How do I add in a dragon breath shotgun into doom (Vanilla)
how do i fix this?
....
Unzip the file mate...
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http://www.youtube.com/user/mougalos?feature=watch
big thanks to petsasjim1 for uploading and previewing my wad in classic windows 🙂
Brand new trailer for Walpurgis!
https://youtu.be/_O-SyqgCAIc
Walpurgis is a GZDoom Mod that brings high-fantasy action to your favorite retro shooters!
Features:
Four unique character classes.
Each with a varied and unique playstyle and arsenal.
More than 70 weapon upgrades and customisations.
Compatible with Doom, Heretic, and Hexen iwads.
Tested with huge amounts of custom levels an...
Huh clever
Nah that was accidental
But really funny
Hah nice Wolf3d reference in that titlepic
it isn't a ZIP file
WinRAR doesnt let me extract it either
im on windows 11 if that helps
Does anyone familiar with Heretic know where sprites FACEA0 to FACEB3 are used?
Speaking of Heretic, have you heard of Heretical DooM? (Heretic-focused gameplay mod with timed melee attacks)
The name looks familiar, but I haven't seen it.
hello, in your opinion the best weapon mod for the old doom?
made the archvile look like the demogorgon
Hi, I already posted this a while ago, but i remembered this existed and now i wonder what i could add to it. Think of it less like a testing map and more of a playground (e.g. Garry's Mod)
fuck it
making a wad that replaces the cyberdemon with the Baller meme
Just play on a lower difficulty.
true hardest doom bossfight
The server room...
#screenshotsaturday #gamedev #indiegame #gzdoom #lzdoom #indiedev
scary 👀
for reference, this is the scene form terminator 2 with the minigun
the map has a working elevator that moves between a lower floor and upper floor,, it's a 3d floor
It is a zip file. WinRar is just really bad at opening these. I highly suggesting getting 7zip installed, which is a free and actively maintained zip program that supports a bunch of compression formats
ok
damn, this is looking really good :O
Felt the black hole needed rework. Runs a lot more efficient and a lot less confusing to use. #Gardevoir #Doom
How do I export the custom textures with my wad? I'm using Doom Builder 2 and every time I export the wad and test it, the custom textures are missing.
The textures must be included in the wad. Doom builder does not package them in for you. Get a program called SLADE, open your wad, and add in the textures by hand
Adding custom textures to user-created PWADs allows authors to enhance the look of their custom maps or introduce new visual styles that cannot be achieved through the use of Doom's stock textures. There are several different approaches to this depending on what type of textures are being added, and which source ports the wad is intended to be p...
In the slade editor the text is unreadable. How to fix?
While you can map in Slade you really shouldn't
Use slade only to modify wads and use doom builder to build maps
If I had to guess I think it's a driver issue
If only doom builder would package my textures for me...
You can package them in your wad with Slade
How?
The use doom builder to map
To add or modify textures for your Doom WADs, you will need Slade3: https://slade.mancubus.net/index.php?page=downloads
For more WAD editing tools, click here: https://doomshack.org/doomtools.html
Ok thanks
imma make a doom mappack/wad that makes the combat slower, and adds world building
making the demons to be once people
and you could even somewhat feel bad for them, possibly being able to learn how they died
a darker story in the combat
maybe it takes place in a very dark and depressing part of hell
little towns and sanctuaries the demons have created, as to hide from other, stronger demons wanting to kill everything
I would play that
Who here is a Doom modder who knows how to make custom enemies?
I wanna learn myself
There's probably a good number of tutorials out there
Where do I find the level end button when I make a map?
Look for "exit" in the action filter
what map editor should i use?
Currently the most advanced map editor is Ultimate Doom Builder
Slade 3 is good for modding but not that good for mapping
There is also Doom Builder X but I don't know much about that
Other doom builders are old and discontinued
I kind of am
I just use dehacked to edit enemies
improved version
Unmakyr for a mod im making
TYSM
nah its a gun from hell its not supposed to be smooth
the mod is dark and meant to show the demons being in despair
slow combat, world building, etc
a dark dimension of hell, where even the demons are trying to scavenge and survive eachother
heres 2 other frames
the mod will have areas like small towns/sanctuaries created by the demons
idk if theres a way to force infighting but it would help the worldbuilding if there was
nice
ill try and find a tutorial then
the mods probably gonna be titled
"ONCE PEOPLE, NOW FALLEN INTO DESPAIR"
or just "HELLS DESPAIR" for short
wait no
"DIMENSION OF DESPAIR" sounds good
i might have the player be a vampire or some sort of cursed soul
is there any way to make a switch close one door while opening another?
You can just have a W1/WR linedef to close the door first near the switch, then the switch line opens the other door
If you prefer a more elegant solution you have to use ACS
ACS (Action Code Script) is the scripting language that was originally created for Hexen by Raven Software and has been greatly expanded by ZDoom.
GZDoom's features allows for full control over how the game should function but it might take you some time to learn it
alright, thanks
different question, how do you make the player move slower in a wad?
or deactivate sprinting
Yes you can, how though I am not sure I am not familiar with GZDoom modding
this forum post might help: https://forum.zdoom.org/viewtopic.php?t=16241
BTW There is a discord server for GZDoom and there are ZDoom forums (ZDoom forums also are for GZDoom) those are great places to get help on scripting
James Paddock's Doom mapping Discord also has a lot of sources but it's not confined to GZDoom.
can anyone here help me set up brutal doom
Made a new gun for doom
Custom graphics for a new Doom weapon. It has crazy spread and a melee attack.
I used Blender, Aseprite and DECORATE to make it.
I made a tiny lil pk3. only worked on it for around 5 hours now. I would appreciate it if you gave out feedback on the first map!
play with gzdoom
jumping and crouching allowed
i played a little bit of the first episode and usually i dont enjoy when its just a bunch of demons but this one shocked me i was really enjoying myself playing it 9/10
thank you
i tried to spice it up with some tricks and very very bad traps
map01 is the only map available anyway
so i'll keep this in mind for future developments
i also really like the map design it really adds to its eerie badass feel
thank you for that too!
i've been trying to go for a more vanilla doom look but with slightly complex flooring and sector placement
im trying to get into map design does anyone know a good software or website to use for beginners?
ah
GZDoom Builder is rlly good, UDMF map format uses 3d sectors and a LOT more customization
thanks
if you need help figuring smth out https://zdoom.org/wiki/Main_Page is a good bookmark to keep
i personally use it for help with script actions
this youtuber https://www.youtube.com/@Chubzdoomer is amazing for his doom tutorials and i highly reccomend checking it out
👍
its alot im sorry but its all the good stuff
nah its fine really helpful
also again if you need further help you can DM me
hm it says i have 0 flats what do i do to get them?
did you load in an iwad
like doom 1 or 2?
i did doom 2
alright
just played this doom wad thats really good its called "Mercury Rain" would really recommend to anyone who plays doom
Why not add splash damage to the tracers whilst at it? ;-P
you would have to define a new "BulletPufff" with a_explode in it somewhere, and in the A_Firebullets, define that bullet puff in the parameters
has anyone made a nextbot doom mod?
this is like the 3kliksphilip of doom
FR
on it
seems cool
Just a random question, how would I replicate this?
so, just add an exploding state to the idle ball state?
made it so the second frame of the bfg ball is only 2 seconds, used another frame to have the other 2 seconds and to make it explode
is that similar to what you have by any chance?
funny test mod
would love feedback!!!!!!
run on gzdoom
Freelook, Jumping, Crouching is needed
looking into making maps for doom, hell, already kinda tried making one a little bit ago, only has 4 imps in it currently
my first, very bad, and kinda rushed map is done
super simple, two rooms pretty much, only two enemy types in the level, imp and shotgunner, can be finished in 30 seconds or so
eh, did it with only two google searches and a video or two
lol cute
turned the plasma gun into a fully automatic super shotgun
thinking about trying to add custom textures to it as well, unsure how to do that though
more like, I’m unsure how to properly make the custom textures
working on a chaos mod for classic Doom. Sharing the list of effects I've made openly for the first time: https://docs.google.com/spreadsheets/d/1_FarIhm3LaaHUOmkqm36kB92V1AFhplkZiHTHMG_oPE/edit?usp=sharing
Sheet1
Effect names, 86 in total!,Duration,Behavior
Wide Monster sprites,1.5 Minutes,Increases the X scale of all monster sprites. Does not alter hitbox.
Tall Monster sprites,1.5 minutes,Increases the Y scale of all monster sprites. Does not alter hitbox.
On a roll,1.5 Minutes,Enemy sprites roll...
Feel free to ask questions!
I hate all those 10 minute videos that never get to the point on how to make a door in Doom, so I explained it as fast as possible, hope it helps someone :)
(Probably should have mentioned, but this applies to the standard Doom format, not Hexen or UDMF, if you are a beginner mapper watching this video I would advis...
tell me all about it
im a bit busy
hello, does anyone happens to know if all voicelines from this mod exist somewhere?
in like a wiki list or video
They exist in the mod
Open it in slade
voicelines in midis?
this is a map i've updated for Robocop Vs Termiantor: Deathmatch V1.5 (Upcoming update) from the Judgement Day Arena mapset i've made a about a year or two ago.
the map is a recreation of the minigun scene form T2, and includes breakable glass, dynamic lights, and also Voxel cars.
the playerclass being used is robocop, he's wielding his gunarm...
A returning map: Future war is one of my favorite maps. This is Future War 2.0 previewed in V1.5 alpha build. Im battling against the bots in Offline Skirmish mode, a nice feature in ZANDRONUM that allows you to play a variety of PVP game modes against bots offline. More to come in the future.
the map features a new powerup called the "Hunter K...
Can Someone help me with my ADS Mechanic?
The ADS works fine, hell firing in ADS works too but there is one issue that did happen.
Due to the fact that the way that I made it is that the A_JumpIfInventory will jump to a new actor that only has a fire state, when I press the fire key even when not ADS ing, it will ADS then continue firing for eternity. Not even the A_WeaponReady flag that I added in works to stop it from firing constantly. What can I do to fix it? Please help me. Thanks
(And yes I know that A_Jumpifinventory is not used properly, but even no matter how many times you say A_JumpIfInventory is being used wrong it wont fix the firing issue)
Here is the problematic piece of code:
maps like new gothic movement 1 and 2?
This is a WIP of Robocain From Robocop 2 in DOOM
this is the second itteration of him, improved sprites and AI.
the fucking mancubi was too OP help-
mancubus and womancubus
Woo! Beta release!
https://forum.zdoom.org/viewtopic.php?p=1233041#p1233041
no way chaos mod doom
who's making rainbomizer then?
stay away from walls try to keep a perfect distance so you can dodge projectiles
or just idspispopd like normal people
been looking for a bear sprite for a monster in the wad im gonna make but i cant find one does anyone have a bear sprite?
@everyone
open it with 7zip
does anybody know a standalone mod that paints a little blood on your screen when you take damage ala QC:DE
I regret to inform this channel that our mod @whole blade has cut his own pinky to measure a linedef
i read that as pleasure a linedef
Autumn has just left us, but even so, a new Bri wad is something I'll usually take a look at. As always, they look great and flow well, and this one is extra-intense and quite fast paced.
This video is covering the first three levels of Fallen Leaves. Unfortunately, I couldn't think of a smart way to integrate Myrmidon into the title of the m...
Thanks. You can check out Walpurgis here if you like: https://www.doomworld.com/forum/topic/111766/
Hell yeah, I'll definitely play it
Here's the trailer:
Walpurgis is a GZDoom Mod that brings high-fantasy action to your favorite retro shooters!
Features:
Four unique character classes.
Each with a varied and unique playstyle and arsenal.
More than 70 weapon upgrades and customisations.
Compatible with Doom, Heretic, and Hexen iwads.
Tested with huge amounts of custom levels an...
GREGS GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGE (Or Gregs Glory for short) is a set of 10 (well currently 3 but soon to be 10) UDMF OTEX maps designed with a slightly modified version of Tangos Supercharge. (which you should all play as soon as humanly possible if you havent already.) E...
Hello, does anyone know if something is wrong with this DECORATE? It won't load correctly
ACTOR Burner: Weapon 5078{
Weapon.SelectionOrder 50
Weapon.AmmoUse 5
Weapon.AmmoGive 20
Weapon.AmmoType "Cell"
Inventory.PickupMessage "God Damn!"
States {
Spawn:
PPIB -1
Stop
Select:
PNOA 1 A_Raise
Loop
Deselect:
PNOA 1 A_Lower
Loop
Ready:
PNO A 1 A_WeaponReady
Loop
Fire:
PNOA, 4
Goto BurnFir
BurnFir:
PS1D 0 A_PlaySound("weapon/EXPL", CHAN_WEAPON, 0.7)
PS1D 0 A_Recoil(3)
PS1D 5 A_FireCustomMissile("BurnMissile",0,5,0,-8)
PS2C 5
PS2C 0 A_Refire("BurnFir")
Goto Ready
}
}
ACTOR BurnMissile : Actor 5079 {
+RANDOMIZE
Decal "Scorch"
Projectile
Radius 8
Height 8
Speed 20
Damage 50
States {
Spawn:
PP1F 4
Loop
Death:
PP2E 4
Stop
}
}
just finished a couple maps for my mod, and i'm so proud of them aesthetically
it's all very dramatic and dark yea
Your don't have any actual frames defined.
i.e. The select Needs to be
PNOA A 1 A_Raise
This is Filename/key, Frame Number, Duration it stays in this frame in tics (1/35th of a second), then Commands.
All Doom animation graphics are five letters, 1 number. The above would have the filename PNOAA0.png
This is a 4 letter/number keyreference, a letter indicating the frame (from A to ], or Z if you prefer) and a number indicating the direction of the sprite (which is always 0 if its a weapon-sprite or something without direction, but otherwise 1-8 for facings).
See this for reference: https://zdoom.org/wiki/Actor_states
An actor's states can be defined within its DECORATE definition. State sequences describe all the behavior of the actor as well as its animation.
I tried doing that already, but then the error changes to "sprite name must be exactly 4 characters long".
m16 has a little button on its left side that closes the bolt and loads another bullet into the barrel
i dont own an m16 cuz im not american so im using this image as a reference
otherwise yea u can pull the handle
Done this with every single entry? Matched the code to the exact sprites you have in your /sprites/ directory in SLADE?
I don't know if PNOA is supposed to be A; could be PNOA Q 1 A_Raise for all I know.
Here's an example from Walpurgis to show some code formatting:
And it will match my relevant sprites directory like so:
that's not on the sprite
just saying that it couldve been easier to make the button there and just for his hand to press it with his thumb or something
How do I keep a switch turned on in doom builder 2? When I press it it just turns off (even if it’s a door that stays open)
found my problem, I think
lemme check it later bro
what is the error?
Various ones actually, here is a list:
Sprite name must be exactly 4 characters long.
Bad numeric value "Stop"
first
lemme check it on pc later
script looks fine
does it tell you the line bad sprite name is at?
#doom
twitch.tv/mmjp08
They fixed this glitch for doom1 monsters but forgot to fix it for doom2 monsters cuz lamo. Decino's poogers map27 uses this quirk with revenants.
#shorts idk how shorts work lol
This can be useful for vanilla mapping
GREGS GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGE (Or Gregs Glory for short) is a set of 10 (well currently 4 but soon to be 10) UDMF OTEX maps designed with a slightly modified version of Tangos Supercharge. (which you should all play as soon as humanly possible if you havent already.) E...
imagine if decino made decino.wad with sounds for mods like brutal doom or hideous destructor
imagine hiding behind a corner just to hear the goofy ahh SMM wake up sound
DECN.WAD
Do all monster projectiles trigger walk-over linedefs?
does anyone know what mod this is for the holdable cacodemon? https://www.youtube.com/watch?v=EgFeqoKqOE4
dont mind us we're just enjoying the sights :)
wads are lt typhon ( https://forum.zdoom.org/viewtopic.php?t=64378 ) and lost civilization ( https://www.moddb.com/mods/lost-civilization )
@everyone
thank the flying spaghetti monster the everyone ping is off
that's the mod btw, it's in the video description
i love him 
That won't work lol
GZDoom is just an engine
You still need to buy the assets (IWAD files)
Pirate* not download
yeah i played that mod it doesnt have the caco in it sadly
just idkfa i think
this is in the weapons list
i used idkfa but ill try and search in the files to see if theres anything
good luck
alright i looked it up on youtube and looked at the comments and appertely you have to punch red pods that randomly show up that might give you a caco
ive been playing the mod for about 30 minutes now and i have found nothing
archive.org goes brrr 
im not sure where to ask this, so i guess here will do.
so we all know about the free version of doom FreeDoom, but is there a version like that for Duke Nukem??? i just thopught of that a few minets ago
Idk what I am doing anymore
Why the fuck would you try to ping everyone is a server with thousands of people
Are you okay
Someone will fucking answer, be patient
Mb bro
Haha, I like this mod a lot.
I would like to present you my new mod - Hell from Earth. It's concept in a few words - mod with human enemies. But trailer will tell you more... https://www.youtube.com/watch?v=OwwZc1Id4fU
Трейлер мода-монстрятника (бастардника), посвящённого отстрелу разных неблагонадёжных элементов социума, вдохновлённого такими произведениями и вселенными, как "Каратель", "Макс Пэйн", "Жажда Смерти" и т.д. и т.п.
DOWNLOAD\СКАЧАТЬ: https://allfearthesentinel.net/zandronum/download.php?file=hfe_v1.0.pk3
DOWNLOAD\СКАЧАТЬ: https://euroboros.net/...
Hey all, I'm new to playing doom mods. Anybody have any favourite mods that are more atmospheric and explorative, not so focused on the shooting? I'm curious to see what's out there
Maybe mappack TRITON 2 is for you)
There's a pretty broad spectrum of action vs exploration. Off the top of my head, there's Grove if you prefer the exploration extreme, with few monsters and lots of Myst-style puzzles to solve; Comatose for suspenseful puzzle solving with stalking ghosts (or honestly, almost anything by Clan [B0S] — surreal exploration is their signature); Eternal Doom for a lengthy adventure that doesn't shy away from fights.
And there's The Given, which has no monsters at all. Just elaborate puzzles and environmental storytelling in a surreal landscape.
Thanks for the suggestions, I will check each of them out!
But about B0S wads - they sometimes can be laggy in GZDoom, just in case. And sometimes instead of exploration we have a very difficult and counter-intuitive switchunting. But only sometimes - for example - A.L.T. wad is my personal suggestion as surreal a little creepy wad with a lot of exploration and special atmosphere.
nuts.wad ptsd
Yes! A.L.T. is one of my favourite wads of all time. :-)
And yeah, Lainos loves detailing his maps so much that, if I recall correctly, Comatose uses up all linedefs under Boom's static limits.
He recommends playing it with GLBoom+ for that reason.
Just made one, pretty classic, standard, just felt like making one
This is the Offical Trailer to the update Robocop Vs Terminator: Deathmatch 1.5
Available Now on MODDB!
Downloadl Link:
What would Christmas be without an atrocious Christmas Doom Wad or two?
https://youtu.be/7myp7BrsFzc
What would Christmas be without an atrocious Christmas Doom Wad or two? Walter Confetti understands this well, so brings us Fastest Shovels 2, a 4-map WAD designed to make you feel like its Christmas 1994 all over again, complete with obnoxious textures and enemies, but with some decent level design.
As for myself, I recall 1994 to be the year ...
idk why but zandrounum changed my pk3 icons to the gren skull icon
Internal desktop filetype association with Zandronum itself. Windows tends to do that for other apps and filetypes.
Welcome to Break Point, a 9-map Doom II UDMF episode featuring colorful 3D environments from some of the best and brightest of modern GZDoom mappers. This idea for this set was originally conjured up as an experiment for myself to see if I could stop mapping with marble for a minute and make a te...
So extra but damn was that wip out shotgun animation sick
wdym so extra?
yes
Yes
is that the cucurbito's head from serious sam
which wad/iwad do i need to play wads created in doom builder with zdoom in hexen format? i have a few custom maps created. the ones made in doom2 format run on the local zdaemon server fine for multiplayer. however, the maps created in zdoom for hexen format wont play on the server. it just loads the doom2 title screen and then times out and the game never starts for any clients that connect. the zdaemon server appears to load without errors though. i've tried using the hexen and doom2 WADs.
Load in ZDaemon the same IWAD you used in doom builder
if it's still not working, the issue is unrelated to the IWAD but something else
ROBOCOP VS TERMINATOR: DEATHMATCH V 1.5 WILL MELT YOUR FACE!
thank you. we're using the doom2 wad in doom builder; but it is still failing when we use zdoom in hexen format to make maps when loaded into zdaemon.
if we use doom2 format, the maps work fine.
but there are options missing in doom2 format that make it more difficult to build in this format.
are there any other settings we can check when making maps in zdoom for hexen format? we load both the doom.wad and doom2.wad file in as resources. can that cause this?
we do this when using the doom2 game configuration and it works properly
yo im using doom builder and when i put the dog in it looked just fine but when I tested the wad the dog wasn't in it, anyone know the reason this happens and the solution?
What source port are you using to test?
Test the map in an MBF source port such as Eternity Engine or Woof!
Nope, it requires GZDoom, the only web versions of doom are based on original doom code not GZDoom
That's the problem there is no javascript GZDoom
there has to be a way to run it in browser i mean i found a in browser GZDoom port
Are you sure it's a gzdoom on web and not just regular doom on web?
nvm it was just regular doom
Who knows there might be a vanilla compatible version of it
but it will probably be a texture replacement only
if it exists
You could actually probably create it yourself relatively easily
Just take the textures from the real mod and create your own vanilla mod that only replaces the textures
Then you can play it in a web browser
the problem with that is im on a chromebook and i wanna play it but i dont have linux lmfao
The first few minutes it's kind of funny to mess around, but the mod doesn't really do anything besides... ehm... you know what... so it gets boring
You could also play it on your phone
how 👀
if you have an android, download delta touch, it's a app that can run many source ports including GZDoom
it costs money but you can email the developer and they will give you it for free
I’m new. Can someone tell me how to mod maps for doom iOS?
It is very simple:
You can't lol
Damn
There are some addons with the official doom
Includes some good map packs
But other than that you can't really mod
Ok thanks

anyone got some shitpost doom mods?
anyone know why when i run ultimate doom builder everything’s good until i make the map on screen it says “unable to find sprite lump” with e.g “used by actor super shotgun” any idea how to fix it/ what it is???
someone said ask in here 💀
Are you loading doom/doom2 in your resources?
Doom i think
what’s it have to do with? like the wad u have or something else?
When you first create a map it asks you what resources you want to import, have you picked doom.wad or doom2.wad ?
You must pick an IWAD so it can get the textures aka "sprite lump"
i’ve got doom.wad
Merry Christmas 2022, this is an UNTESTED release of a Variant mod: cop_co-op.wad. Play as robocop in a co-op and Single player compatable doom mod. have fun, playtesters and doomers welcome. have a happy new year.
@royal wave here, compatable for zandronum, needs to be tested in Co-Op Session
Oh co-op? Might take a bit longer to get it checked out, all my co-op buddies live in Europe
understandable
weapons seem balanced enough, but just needs to be tested for functionality, basically
i’ve got gzdoom and use doom.wad when using ultimate doom builder making a map can i use the doom format or do i have to use the gzdoom format which is only doom 2 on mine
Any recommendations on absolute beginner resources for Doom Builder?
You can use either if you intend to play on GZDoom.
you can pick any format you want, but which one you choose will limit what source ports your wad can be played in
(and of course what features are available)
Ok thnx
After a day with doom builder, it's starting to click with me. Made my first map segment I'm kind of happy with.
does anyone know how to get EOA eternal mod to get workin i cant find any tutorials to do so
Can anyone tell me of there's an easy way to remove unused textures from my wad? I've tried using SLADEs built-in feature, but it also removes all of the animated textures for some reason.
Currently my wad is around 65MB and I think it's way too much.
what format is your music in
It's in midi format. My problem is adding the full otex package and ended up only using about 10% of it.
is your wad boom compatible?
I was worried i would have to eventually 😑
I guess I could also add more maps and use more of the textures, so it won't feel so wrong having all of them in the wad. Haha
this is because there's only one animated texture used from the editor's perspective. you can get around this by placing each of the animated frames individually in a dummy room in your map. then slade will detect them as used. it's probably easier to just re add the animated texture frames though
Hmm. Adding a dummy room is actually a pretty good idea. I think I'll give that a go. Thanks.
anyone played a wad called “harmony”?
The TC?
This is probably a longshot, but does any one know of any Doom mapping mobile apps?
I see the appeal of mapping on a tablet but I don't think anyone's ever made one.
Maybe Slade could be ported with some work.
i dont think so
That's a shame. Would be perfect on a slow work day like this.
found the big crusher room in pl revisited 2
map 20, im in god mode because i wanted to take a screen shot of how hectic it gets
like holy Shi* this final encounter is tough
First time mapper here who could use some help with getting switches to work. I gave the linedef a crusher action (77) and gave it a tag then gave the same tag to the crusher sectors, but nothing happens when I interact with the linedef.
Yeah that looks like Plutonia
Actually I’m curious about mapping too, what’s the easiest software for that
Think I just figured it out. I might have given the linedef the wrong activation type.
Nope, still stumped. All the crusher linedef actions I have available are walk actions instead of switch actions for some reason
Which is weird. I distinctly remember Doom 2 having at least one switch-activated crusher
Happy New Years 2023 🥳
hey this is a bit of a long shot but has anyone ever tried getting GZDoom to support the Quake 1 map format (.map)?
nvm
just finished playing through! a fun map
Thank you :DDD
I'm making a mod
that looks sick bro!
thank you

Really liked this. Reminded me of an early Romero level.
Just finished my own first level too. Might still touch up a texture here or there, but curious what people think.
good luck
just make a list of links to idgames ig
Bob.
dunce
anyone know this? https://www.moddb.com/mods/quake-champions-doom-edition
Yep, it translates the weapons and gameplay style of Quake Champions into the framework of Classic Doom, with its own set of playable characters pulled from the vast spectrum of FPS games past and present, not just ones made by id.
Only works with Zandronum and GZDoom though.
For example, you've got Duke Nukem, Lo Wang (Shadow Warrior), Caleb (Blood), and Durandal (Marathon), all playable and with unique character abilities.
You can also play as Serious Sam or Daniel Garner (Painkiller), too.
Hey, I have a modding request in case somebody thinks its an interesting project
I would like a reimplementation of the marauder into classic doom. There is https://www.mediafire.com/file/9p8hqlbeyrl5hmr/Marauder_by_LeonardoETC.rar/file but the sprites dont fit into the rest of the game. So if somebody could make a pixel art sprite that would be great.
Do you know how you would code that? Plus I imagine Eternal’s enemy AI, especially the marauder’s, would be challenging to recreate in Classic doom
I mean the AI is included in the mod
so theoretically just fork it and change the sprites
Oh neat
And when we say “fit in” do we mean the sprites are too large a file or they just don’t have the right art style
I mean, they are HD, so they look very bad with the pixel art of the rest of the game
https://www.youtube.com/watch?v=bsXrfHdeVrQ This is the original video
It's finally here! Marauder in HD for Doom 1, 2 and all your mods! Initially I thought of integrating it as an update to the Doom Eternal sprites I published earlier, but I decided to make it "Standalone". Read the "Readme" file for installation. Have fun :)
https://www.mediafire.com/file/9p8hqlbeyrl5hmr/Marauder_by_LeonardoETC.rar/file
If you ...
So yeah, doesn’t fit the aesthetic
exactly
so are you taking up the project?
No, I can admit to no pixel art skills nor any skill in modding, sorry, I was under the assumption the AI did not exist in Classic doom
k, no problem
I decided not to do it, because my pixel art skills are horrible
hey stupid question but does anybody know how to mod in unity? My GOG version of the DOOM source ports doesn't allow me to noclip like in the steam versions
can't you just type IDCLIP?
if you have GZDoom I am pretty sure it has a console you can input that in
GOG has an upgraded version that doesn't have keyboard cheats that work
I dont want to use GZDOOM as the addons in the unity port have exclusive content
dammit
I thought at least one person would know how to muck around in unity
I wish the people behind the unity port were easy to contact
You'd have better luck in trying to get a response from Jesus Christ
i wanted to ask god for a sensible non-spaghetti code and all i got was a middle finger from the heavens
guess we are on the same track
rip
There's no such thing as exclusive content. What ever you can play on the Unity port, you can play on GZDoom too.
Or PrBoom+ et al for that matter.
How do i setup PrBoom?
and where can i get the wads for doom 1 and 2 (i have the games on steam)
I found the doom 1 wad but i cant find the doom 2 one ._.
Install the games, navigate to the games' base directories and copy over the files with the WAD prefix. If you want to play the "addons", download them from the in-game menu and they should appear in a subdirectory. All of them except for No Rest for the Living are available for free on idgames though.
Do a search for "DOOM2.WAD" in the game's base directory.
(You need to install Ultimate Doom and Doom 2 separately.)
i can just find the wads later on another site right?
cause i wont bother with it atm
also thank you
No problem. You can't find the base wads outside warez sites, but I guess it's fine if you already legally own the games.
I have a problem
mouse 1 on prboom changes how my hud looks where is that binding? if you know that
Sorry, I don't use PrBoom+ (which I assume you mean, since PrBoom itself was abandoned 15 years ago), but I don't suppose it's hard to configure the controls with the in-game menu.
yeah idk theres no tutorials and there isnt an option that i can see and yeah its ok
okay i fixed it thank you
New video showing maps 1-4 of TDAC 1632, a mapset where each level is based on a renaissance plague or disease of some sorts from a 1600's medical census. Sounded like a fun concept, and indeed makes for some fun and mind-bending levels. Played with Walpurgis.
https://youtu.be/9pEfdiGpESk
Happy New Year everyone, hope your Holidays were not too dreadful. Here's a video showing maps 1-4 of TDAC 1632, a mapset where each level is based on a renaissance plague or disease of some sorts from a 1600's medical census. Sounded like a fun concept, and indeed makes for some fun and mind-bending levels.
In other news, I've finished some f...
@grand token i have one last question
ah nvm im so sorry i was just running into a bug
TNT 2 is based
hello
i am trying to locate a map from the 90s when i use to play this game online
i remember the map name, but if must have been labeled wrong way back then, i can literally draw the map but cant find it anywhere
its so vivid in my mind, is there a place to find custom dm lavels / maps ?
this is essentially the map I recall from memory
was called stargate.wad back in the day
Yowza! Looks more like something out of Unreal.
@grizzled ivy Is it this? https://www.doomworld.com/idgames/levels/doom2/deathmatch/s-u/stargat2
now to figure out the online component
made a UAC board room
Wait a second I thought doom couldn’t do slopes like that
Probably a map format only for GZDoom
or sheer engine fuckery
but zdoom is much, much more probable
trying new ideas for monster closets
Thats awesome
Can someone recommend me a good source port every source port ive used has had issues i cant trouble shoot, ive tried gzdoom but i cant alt tab when i use it, it removes my mouse and i have to reset my pc. I cant use prboom+ the mouse goes outside the doom window.
Well done. I would have assumed that was something out of the build engine.
It goes outside the window like, in game or in the menus?
I don't know how people find using Guncaster easy, I've been playing Sunder with Guncaster for 3 days and I'm still on the first level and thats on the medium difficulty
I may not be a classic Doom god but I'm not that bad either
You can give dsda-doom a try. I tried it yesterday and had the mouse showing on top of the game, but I wanted it gone and fixed it by a menu setting. It sounds like that's what you might be looking for.
Ill try it thank you
Ye it just goes outside of the window idk, i guess i just have bad luck with sourceports LOL
can you change fov on dsda btw
It looks like gl_render_fov will do that yeah
flooded section
locker room
awesome!
if that's your first level then congrat! I played it and it's rly awesome mate.
sure there are some things that aren't look right but since u are just a beginner and u managed to pull a good map, I respect u.
Thanks. Working on my next one now, and it's coming along much more easily.
How did you find it difficulty-wise? I made it to be like a medium difficulty Doom 2 level, but I know where all my own secrets and traps are.
"Hey buddy I think you got the wrong door"
Hello Mello
Do you guys know some good mods for Gzdoom 3.8.2 ?
I'm working on a project I recently bought a some kind of android box I don't think it is going to support all the mods but for delta touch I found that until version 4.1.8 support well, not bad but 3.8.2 is way smoother and better in many ways and you can have good experience
I've posted my first map to Doomworld if anyone cares to try it out.
https://www.doomworld.com/forum/topic/133463-dommedagsnatt-my-first-finished-map/
Hi there everyone. This is my first wad and also my first post here. I recently learned about Doom mapping (Through Davidxnewton on Youtube) so I wanted to try it out. During my holiday break I came up with this small map. Ive tested the map on PrBoom+, dsda-doom and GZDoom. I think the map forma...
what mapset
Minecraft in Doom demo, vanilla compatible
just a demo showing off textures and stuff
Wow this is beautiful
This is very creative, the geometry you are able to build even in vanilla looks pretty much like minecraft's
And the torch actually emits light
nice touch
The windows look a bit funky up close
This is honestly eye candy
yeah, things like nether portals, iron bars and glass have that weird effect. I'm not sure what to do about that, it doesn't show up in gzdoom however i test with chocolate doom
of course the two moons are a problem but oh well lol
that looks like noneuclidean space xD
I think this happens with software rendering when the texture is bigger than the space between the floor and ceiling
Yes can confirm the bug only happens in software rendering, here in OpenGL it looks fine
i see
Anyways very nice wad, I'd love to see where it goes
thanks, Im planning on at least 9 levels or so and there's more blocks present in the wad that aren't in the demo
I could be wrong but I think vanilla doom requires custom textures to be the same dimensions as the one you're replacing? at least that's what I've always assumed
You don't have to replace current textures even in vanilla
You always can add new ones
true but I'm aiming for a TC
oh my god that HUD is ✨
i'll play it first thing when i get back on my PC
TCs can use new textures instead of replacing the old
for map textures
wow, that's honestly news to me
reupload from TikTok!
Get the mod: https://forum.zdoom.org/viewtopic.php?t=76898
Follow me on TikTok: https://www.tiktok.com/@majorarlene
at least i think so, since the only difference between a regular PWAD and a TC is that the TC replaces the weapons and monsters too
i want this wad to basically function as an iwad
to function as an iwad every asset needs to be new, and contained within said iwad
no original doom assets
Anyone know if there's an easy way to copy the whole contents of a map into a new file?
copy paste it?
just take the map and it's lumps starting from the map marker, then copy paste it wherever
using Slade ofc
That was pretty easy, thanks. Finally downloaded Slade and it's far more intuitive than I expected.
when making a map in doom builder (doom2 format), if i click "test map", it loads the map number that my custom map is called. i.e., this map is called map10. when i click the "test map" button in doom builder, instead of loading my map, it loads the actual doom 2 map for the normal 10th level. how can i rectify this?
Hi
Does anybody know the hud thats being used in the picture?
And can it be used in gzdoom without PB3 or brutal doom?
I would like the hud style allot for DOOM
hxrtc hud looks similar enough i think
i think it'd be fairly easy to rip the sprites from PB
do you mean to title my maps numbers higher than any regular doom map numbers so there wont be any conflicts?
found it, its under Edit > map options for anyone who may have this issue
thanks @haughty flower for the info on map number conflicts! this totally fixed our issue 😄
after the map numbers were changed, all the monsters are now missing from the levels and the music also isnt playing. could that be as a result of the change or was a setting changed that would cause this? the monsters still show as in the map; but when you load into the level they are not present.
I have never modded but ill try looking up stuff
deleting and then adding the monsters back again doesn't resolve the issue.
You're not loading the resources for testing
please forgive my level of ignorance. i am the middle man in this conversation because the person developing these maps is very young. what needs to be done to load these resources?
and thank you for your response
Press F2 and check the correct resource file are loaded there, and make sure "exclude from testing" is not ticked on each one
In UDB
Check console in game for errors as well
And UDB
Also you don't have to do this, in fact it's generally a bad idea. Unless you're making something with a different episodic structure than the base iwad
If your map isn't map01, map02 etc then they will not load automatically when run. You'll need to redifne the episodes via mapinfo
do you mean in doom builder's edit menu > "map options"?
these are custom maps being built by my son to get him familiar with computer projects. we use the maps to play multiplayer on a zdaemon server
they are all in doom2 format because all maps he creates in zdoom for hexen format fail to load on the zdaemon server. any idea why that would be?
I'm not sure if zdaemon support doom in hexen format
There are easier/better source ports to use than that
which ones?
Zandronun is the most feature complete multiplayer source port, and supports udmf
Doom in hexen has been deprecated by udmf
which format should he be using to make maps in?
just give him something fun to build and give us custom levels to play multiplayer on
I'd go zandronum then
he will want to release them online
Easiest to use, supports most map formats, actively being developed, easiest to set up servers on
And biggest player base
ok, so i can setup a zandronum multiplayer server and he can create his maps in doom2 format like normal?
Yup
ok, we'll get that setup. thanks!
he has problems making doors in doom2 format. that's why he was using zdoom in hexen format
It should come bundled with doomseeker which is a server search app
he's watching david develops doom tutorial vids
Vanilla maps are .... quirky
we have doomseeker on my other sons linux machine
and it cannot join the zdaemon server
Zandro support doom in hexen fully so he should be able to stick with that
so, if we all use zandronum, that'll be resolved
is there a better format he should move to? since he is just starting i'd rather he start on the best platform/format
I know doomexplorer can search for zdaemon (and odamex) servers
Again, what's "best" depends on what style of map you want to make
Udmf is what I use, but I make enormous complicated maps
Udmf is the least "tradtional" format
Doom 2 format is pretty much the vanilla game, and boom is in-between
There are a bunch of less used ones as well but those are the main 3 that mappers use
does udmf more easily support the making of doors, etc. without the "quirks" of doom2 format?
I think so yes. It's much more structured. Pick the line, pick the activation action, click what flags you want
Rather than specific hard coded actions that only do one thing
Try the "Zandronum (udmf)" format
will do, thanks!
One thing that could be construed a draw back is It's a much more feature rich format.
So there's a lot of extra... distractions for a mapper.
But whether that's an issue will depend on the mapper
well, he's a pretty young kid; but he is bright and determined
your guidance has been a great help. i'll pass along the info and get him all setup. and i'll build a new zandronum multiplayer server
any place you can recommend for him to publish his maps on for the community?
No worries
There's a couple of discord servers that are friendly to new mappers. You could also post them on doomworld but that's a more .... opinionated group shall we say
I can dm you some link if you want
Actually both discord and doomworld have age limits so if your son is under 13 hell have to find someone else to post for him
he wont be on any of those servers. i'd be the middle man. he is way too young to be on the internet on his own
Good call
oh, and he is using doom builder. is there a better creator he should be using?
Ultimate doombuilder is the editor to use
thanks, i'll look that up 🙂
Development Builds
got him setup on UDB with UDMF. what script type should he use?
and i should set the map numbers as MAP01, MAP02, etc. correct?
should he use zandronum ACS?
game config is gzdoom doom 2 (UDMF)
is there any issue with adding both the doom2 and doom WADs to the resources?
Always acs for scripting
zdoom acs or zandronum acs?