#classic-doom-maps-mods
1 messages · Page 4 of 1
Do you think i could've maybe deleted it when i initially deleted the folder the first time?
i could see where the problem is occuring
whenever i boot up gzdoom it isn't showing the megawad screen where you boot it up like normal
the weird part is that i already have the megawads downloaded and in the same folder
Try the GZDoom Discord, they have a technical support forum.
they have a discord?
Yeah, just google 'gzdoom discord', there's a forum post for it.
is it possible to make a see through thin gate work as a door
A door can use any wall texture.
Uhh anyone knows how to fix this? I think my helmet is broken
I forgot just how good Meat grinder's monster pack feels so good to play
Perfect for something like guncaster vindicated
ultimate doom builder is better
Working on my second map ever
working on my third map every
should i make an archvile jump secret or a normal teleporter secret
nevermind
look good? well.... certainly subjective
I was unaware that using Ultimate Doom Builder was this easy.
udb is the best doom builder of all doom builders
doom builder 2 is simpler but i switched to udb because for some reason db2 wouldnt open again and udb is actually way better
didnt romero use doom builder 2 or something to make sigil
Yeah, he uses DB2.
However, keep in mind that DB2 had not been updated since - - - 2013?
Or 2012?
Either way, I recommend using something newer, UDB will be just fine.
cool
i did one for the E5M8 theme!
Are there other sites where I can download custom textures, monsters, etc. other than Realm667?
I think /idgames might have some
I’m really unsure however
UDB keeps being updated
there are updates even recently
That's what I ment, UDB is just fine. DB2 on the other hand has been unmaintained for roughly a decade now.
New update on my map:
Added dynamic lighting and reverb to the sound environment.
Also, teleporters were HARD to get working right.
Not bad, though the lights need to make sense - what is illuminating the environment or a section of the map? Teleporter flats are confusing - unless you can make it much more unique and stands out as a teleporter.
Just my suggestion, good luck on your doom adventures!
Oh, don't forget to include gzdoom's default brightmaps and gldefs. This way you can see what the player sees and use that to your advantage.
gzdoom has some huuge lag spikes for me which useally lasts for around 5-25 seconds and its been like this for over a week now so if someone knows what the problem is please help
Maybe quality settings
I noticed that a lot of people use GZDOOM
I don't like it
It takes away the vanilla experience, even with doom strict compatibility setting enabled
Thats why boom ports are the best
thats what i was aiming for but i didnt seem to find any free ports that are like the original game
Something I've been working on for this bank holiday weekend; Korax getting abilities and a much bigger and detailed map (made by me!). I also even voiced new lines for him myself (though no, I don't sound like Korax in real life, I'm just good with Audacity lol).
Still needs some tweaks to the level, probably. It made the video recording derp...
This is I've been working on for this bank holiday weekend; Walpurgis Korax getting abilities and a much bigger and detailed map. I also even voiced new lines for him myself (though no, I don't sound like Korax in real life, I'm just good with Audacity lol).
ive been making my first wad, and i wanna upload it when im done, but i dont know where. is there any good place to do so?
usually a good place to do it is probably Doomworld
Hey guys maybe a bit stupid question, but can monsters trigger walk over linedefs in completely vanilla game? I'm making a map in complevel 2 and want to use lost soul outside the map for some triggers
Or if you mean file hosting, then go with MEGA or Googledrive whilst testing your wad. If you think its amazing and finished, you can request it to be submitted to idGames archive on Doomworld.
But if you want people to test it and give feedback, then yes, release on Doomworld or if you're not confident on just releasing straight off, then PM one of the people on the Testing thread: https://www.doomworld.com/forum/topic/118850-who-can-test-your-maps-list-of-active-playtesters/
Hello dear mapper, here you can find a list of Playtesters that can provide a feedback for your maps by request! *** Please DONT MAKE ANY REQUEST IN THIS THREAD! All the information needed is below so you can contact each one of them individually *** - It would be better no comments in this threa...
no, only voodoo dolls, but you need to make a scrolling floor to move the voodoo doll over the linedef, and you can't make a scrolling floor in vanilla doom, only boom.
what do you mean
virtually every popular boom-based port has full vanilla compat
Ah too bad. I guess i'll have to do something else. Thanks
well what i found boom ports either had wierd sounds or textures, honestly gzdoom is fine for me for now, the only problem that truly annoys me is that you know in the original game enemies block your movememnt in the y-axis regardless of their height when gzdoom doesnt do that even tho a lot of wads use this mechanic, ive been trying to find a wad or something that fixes that problem unfortunatly i couldnt find anything.
slaughtermap (kinda) done!
interesting
It's pretty tough compared to the medium sized monster count (133)
but the layout is wide open, so the enemies can snipe you from everywhere
and there are just two places where you can hide
and the only health pickups are 1 supercharge, 1 megasphere, and 2 medikits
i may remove the megasphere tho
the map doesn't have the best design, but it will do it
i tried to record a demo about how i complete the map xd
i have 20 or smth failed demos and 18 of them are just me dying in the beginning area
you can just change the soundfont
also what ports did you try
the best port is the one a wad is designed for, or the one you enjoy the most
agreed
For example, this mod that id designed for ZANDRONUM:
Do DOOM Dethmatch 90s action style with this new Terminator mod for DOOM 2 and Zandronum! New weapons, New maps, all action!
download link:
https://www.moddb.com/mods/terminator-arena/downloads/na249368
16 failed demos of the slaughtermap i've done making yesterday... the 14th and 16th are the two demos where i got close to the end
chocolate, crispy and zdoom
and you are right i would have probably find that if i give it a bit more time but i was really not confident for some reason, its been like a year ago and i just wanted to play doom quick
so i chose gzdoom where i changed the settings a bit and i guess i didnt care about it much
oh and i only came back for doom not long ago again so that 1 year wasnt playing doom all the time, iam still kind of a begginer :P
none of those are boom ports
well, i guess zdoom probably has some boom in it
idk how crispy/chocolate's textures "look weird" though
what is then?
prboom-plus and dsda-doom
thx
i use prboom, but most people would recommend dsda-doom so it's your choice
it's basically the same thing, dsda is just better optimized and has a rewind feature
but other than that, it's completely the same as prboom
oh, i see
GREGS GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGE (Or Gregs Glory for short) is a set of 10 (well currently 6 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...
this is much better than gzdoom, thank yo
yeah, these ports add a lot of options, but they still keep the vanilla feeling
obviously there are less option than in gzdoom, but it doesn't need more
gzdoom has too much options
you won't use 97% of them probably
yeah
i can’t stop using romero heads in my maps
for (death) exit
yk that shadowrun game for the snes that launched in '93?
ive finished that game a lot now and id like to see someone port that game to doom
i would try to do it myself but idk how to create the rpg features
Advantages of using Romero's head:
- Quirky.
- The player can't see what linedef triggers the exit on the automap and can accidentally exit prematurely.
- The sound scares the living daylights out of the player.
Disadvantages: - None
Rudimentary creatures of flesh and blood, welcome to your imminent destruction at the hands of your new Robot overlord: Skynet. Welcome to Terminator: Arnea (previously called Terminator Mayhem: Arnea) the Ultra-Fast TTK-retro-style doom mod! This mod is Meant mainly for Deathmatch in Zandronum, ...
is using a commander keen behind a fake wall instead of using a shootable switch for a sigil eye a bad idea
it's basically the same just the eye is considered an item
A shootable switch is activated with a single pistol shot, but you need to convey to the user that they need to keep shooting until Keen dies.
oh ok
how should i do that
The player should see that it's something they can kill. Either leave Keen clearly visible (as in Speed of Doom) or give it a different skin and telegraph that it's a destructible object (as in Going Down). If you hide it behind a fake wall (as in... I forgot, I think there was a non-secret secret like that in Resurgence) it can confuse the player.
The only clue they would have is Keen's distinctive pain sound.
can someone dm me and help me figure out whats wrong? im using gzdoom, and ive been downloading some wads but a lot of them dont work. ive tried doom 1 and doom 2, ive put the wads in the correct folder... im so confused
i use gzdoom and also use zdl in hopes it could work too but it doesnt
i can send the link i get the wads from once i get home (its a weird link theres no way ill remember)
You'd probably want to load DOOM.WAD and DOOM2.WAD into the IWADs directory in general settings
i tried that, i also tried using plain ol ZDoom but that didnt work either
In external files, load the wad that aren't doom.wad or doom2.wad in launch configs
The IWADS are shown and you can select the ones that are needed
Btw Plutonia and TNT are separate wads that need to be loaded onto the IWAD directory in general settings as well
It's kinda weird to set up at first, even I struggled until I managed to do it
well some wads work but some dont. im not sure why theres a divide
ive got gz set up and all that but like half the wads i downloaded do nothing
i legitimately beleive some wads just flat out dont do anything 💀
ok nevermind i cant send links
here is my slaughtermap-ish map
took me 77 attempts to speedrun through it
of course, if you play it normally it will take much less attempts
depends on how experienced you are actually
yeah
Guys, do anyone knows a way to add new custom weapons to my wads?
Without changing default weaponry textures
whats the best place to find classic wads n mods other than MODDB
/idgames would be my go to.
Depends on what engine you are using, but also what you are wanting to add. Sprites, hud, sounds, animation, gun behavior, etc.
You were correct saying GZDoom, GZDoom Builder is not really GZDoom, just an editor to create maps and map scripts
If you want to add behavior to your weapons, go here:
https://zdoom.org/wiki/Creating_new_weapons
While making a custom weapon in ZDoom is a bit tricky, this guide should help you get on your way.
Note: This tutorial uses custom sprites, which are not provided. You should provide sprites with these names or adapt the code to use standard sprite names if you want to actually test this code in ZDoom.
If you want to change the sounds, sprites, and hud texture, you will need to dig a bit deeper. Sorry, I have to run.
ZDoom wiki is a very useful guide and I strongly urge you to use it.
To change, add, remove files from a WAD file, I recommend Slade.
Thanks
my wad keeps crashing slade for soem reason
I think your gamma is a bit too strong 😛
wait are you allowed to post wads directly here or do we have to upload them to a website
nvm
my second and third maps ever (my first map file got corrupted but it was only a basic boring techbase so whatever)
i didnt know what else to call it
i'd appreciate it if you give em a test
is it compatible with boom ports?
or i have to use gzdoom? (i hate gzdoom)
yes as far as i know but the reccomended rendering settings should be like modern settings
it’s 2 levels designed originally in doom builder 2 but then i moved to ultimate doom builder after db2 stopped working for me somehow
along with advice and constructive criticism
added a new weapon to my mod- an auto shotgun, sprites form realm667. i call it the Combat Shotgun
now i try it
@fleet sonnet i had to use gzdoom because there were some errors but they were pretty good
jsut pot more ammo
this maps look better than map01 in my wad atleast
oh ok
https://www.youtube.com/watch?v=4h0p-fchgJw
i will get version 1.0 of Improvisation out by this year, i swear it (:<
of Improvisatiopia of Darsycho town of stuffyville! :)
Next version of Improvisation is gonna be a big 'un, some new weapons, more modifier effects, crafting and general polish. Coming very soon. (version 1.0 will be out this year for sure!)
Forum thread: https://www.doomworld.com/forum/topic/135182
itch,io: https://darsycho.itch.io/improvisatio...
nice
https://youtu.be/QfMu4WsblnU
Adding quite a chunk of polish to the Korax Bossfight you may have seen last week!
You might have seen the earlier version of this last week; and I'm super glad it turned out as popular as it did. Since then, the boss fight has been given tonnes of polish!
There are now more distinct phases. In phase one, Korax is invincible until you destroy his shield and harasses you by flying about whilst you do so. Phase two lets reinfo...
Classic doom maps mods
I'll go take a look
uh oh broken texture
also the bars as well
don't mind the gamma, I usually play on gamma 2 which is much lower
how can i make teleporters in udb in boom: doom 2 (doom format) game configuration?
You can search up a tutorial on how to do so
i didnt find any tutorials on how to make it with the configuration file ive decided to use thats why i asked it in here hopefully someone knows it
the sky is supposed to be behind the bars
but the other broken texture, sorry for that
i made a sky wall by lowering the sky ceiling to the floor, so you're probably playing on software renderer if it's not there
i play on OpenGL and it works fine for me
@crisp dragon btw, what's your opinion about the map, if you've beaten it already
nvm i found it out myself
hm if so then I'll try switching to opengl renderer
you should make sure that your map works on software as well since most people use that
also only a few ports have gl
there are a few texturing issues as well for the lifts
for example, with the lowering walls there are slight issues with textures on the side, and the exit door also has a HOM effect on the side as well
as for the map, I was going through the layout in nomo so I could get to know it a bit better
so far my only complaint would maybe be a slight neo jump you'd have to do in the face of a cyberdemon, but I don't know any encounters further than that so my opinion may change
there seems to be several enemy placements that are bugging out the map
for example, the lift that comes down after you open the yellow door
that doesn't work due to the chaingunners on top of it, I have no idea
they are likely stuck there or something along those lines
regardless, this basically breaks map progression
I had to use IDCLIP to kill the chaingunners in order to proceed
for the map as a whole, it doesn't feel very.... slaughter-y
it feels moreso like just a regular map with lots of enemies
slaughter is usually defined by open spaces that are packed tight with demons
uhhhhh
on OpenGL they come down when you lower the lift
i'll fix these issues when i get home
was the map difficult or not?
i think you can walk past them because i placed them on the left side
oh it doesn't come down
when i'll get home i'll fix it
the reason why i placed the chaingunners that high is because i wanted it to be a surprise when you lower the lift
but i'll fix it
the reason of the broken textures is that i get tired very quickly of filling the broken textures 1 by 1
@crisp dragon fixed
Uhhhhhhhhj
Which renderer you use should have zero effect on the gameplay
Maybe it's a difference in ports
What port are you using to test it?
prboom+ (dsda for demo recordings)
Ah cool
Make sure you do -complevel 2 when testing
To make sure it works on vanilla compatible ports
But i tested it on software renderer too before i fixed it and it worked fine for me
i made it in boom format
Ah
so i had to use complevel 9
Yeah that's fine
maybe coffeeguy used complevel 2
Probably not if the map uses boom features
i heard that if enemies are stuck in ceilings the floor doesn't move in vanilla
Huh
yeah, there is weird stuff going on with the engine sometimes
is there a vanilla way to make linedefs block only hitscan? I want to make a shootable switch that can only be activated when close to it and hitscan blocking linedefs seems ideal for that but i can't find a way to make one. i am using doom builder x
i think this is boom or udmf stuff
played I am Sakuya: Touhou FPS Game today, a GZDoom engine game
not worth the 250 pesos on steam imo, but it was pretty fun
Just in case you forgot about Geomancy that's coming soon in 0.98, I'm back to remind you of that, since the Tertiary Fire, the Quaking Monolith, is now ready for action!
This raises an Obelisk Monument made of earth and covered in Geomantic runes. It detects enemies nearby, and if it does, discharges power into the ground to create a massive ...
Geomancy is finally approaching completion with the tertiary fire now added
well, the entire thing of a shootable switch is hitscan, I guess a cheapo solution to this is to put a small wall infront of the switch, put another linedef to lower/raise the wall, exposing the switch
I aint a mapper, so that's the best thing I could think of when it comes to vanilla
I guess i could try that, though i wanted to confuse the player a bit. Thanks anyways
Hi. I've been playing hideous destructor for a bit. Not sure if it's just me being stupid but the standard rifles you find carried by some zombies just seem to not work after a bit. Like it'll use the one magazine it has and then not work again? I'm confused. Any help would be good.
Any recommendation of good Doom wads with alot of shooting and less navigating? Preferably if it goes well with brutal doom
italo doom
tbh most slaughter-only wads have lots of shooting
thank you i will try out
what the fuck why is the spawn inside 20 archvilles and cyberdemons
ya got this
i'm recommending it half-jokingly tbh
I turn down the diffculty to hurt me plenty and I spawn in a deathroom
Try ITYTD.
same results
Not gonna help with italo doom lul
bro im so lazy i literally boot up udb and then my whole mood goes away from mapping
anyone know how to change the secret revealed sound effect in the latest versions of prboom+ with umapinfo support?
i used to run an older build of prboom+ that used the quake sound effect and this newer one uses the multiplayer item respawning sound effect
FYI the lowest difficulty replaces everything in map01 with cyberdemons
Italodoom is something else lol
If you want a better introduction to slaughter then New Gothic Movment 1 or Speed of Doom would be good starting points
Or Micro Slaughter Community Project
Oh god, seriously? That's amazing.
same
Just tried it out, it is much better
ty
np
or rush @fringe stump
https://www.doomworld.com/forum/topic/135212-improvisation-no-guns-no-problem-gzdoom-gameplay-mod-version-07/?tab=comments#comment-2642188
new version of my mod, Improvisation, is out, yo.
So this is actually an idea Ive had for many many years, a mod or game with graphics and such made with photos of whatever I could find, and here it finally is! Improvisation! Stuff is out to kill you, and you dont have any guns! Gotta make use of whatever you can find, and be creative! Blast awa...
https://youtu.be/rt-Ho0vegVo
The nearly complete Bardiche for Walpurgis has all its fire modes now; including the new blood spikes secondary fire, which I think looks pretty cool.
Good news for the Bardiche lovers; Alastor has all his fire modes now as well. Yes, he's also been named! The new secondary fire creates huge spikes of blood from the ground!!
Corpse Explosion, being the more niche effect, has been moved to the Tertiary slot. The Primary swing has also been tuned even more for responsiveness and I feel its in...
Project BrutaIity 2.03, you know this mod very well, right? If you still wait for the next version that is in development you might take some time and play it with these really fun mutators that a lot of fun. Scavenger mode, new HUD, new weapons, new sprites and other things that can be found in the links below. Have fun!
Here are a collection ...
Does anyone know what mod he's using?
project brutality with mutators
very cool
aren't the mods literally in the title?
Nope
I already checked the description
Yes I know that I mean the hud or something like that
Finally starting making my own DOOM II maps, wish me best
thank!
gl
doom mapping is like a desert island
it takes a long time to master, but it absolutely rewards your effort and attention
definitely, i feel like im progressing a small bit but my perfectionism really takes the fun out of things for me
what is this logo?
its all over stuff in eviternity, i think it comes from the otex texture pack
is it just the otex logo?
Starting off. Is it possible to build second floors in udb? I currently don’t see how I can without just placing a teleport to another map instead of one floor atop another
doom doesn't support room over room
you can make the feeling of room over room with silent teleporters, but it's fake ofcourse
as said here ^^^^^ the doom engine does not support this, however, certain map formats like zdoom or gzdoom support room over room so if you are okay with your map only being playable with zdoom derivative ports, then you could do it
it can also be done in eternity engine through seamless portal abuse but that is much more complicated to set up
I saw the myhouse.wad have room over room, and I’m guessing it has to do with this add-on I keep seeing mentioned called udmf format. It seems to also be responsible for swinging doors. But anyways, I don’t want to get into all this mess with just my second map. Will check out new things after I get the hang of the basics
yeah myhouse uses zdoom
This long-awaited tutorial shows how to create "3D floors" in ZDoom. Present in GZDoom and Skulltag for a while now, this feature is finally available in ZDoom and allows you to create true room-over-room structures and more. You can stack as many 3D floors as you'd like, and once you begin working with them more, you'll realize that the only ...
here is a tutorial on how to do it
thanks
How do you get Russian Overkill to work? Is it compatible with GZDOOM? Or do I need a different source port?
Followed the tutorial and was confused as heck why it didn’t work. Then I realized the vid was 11 years old. Then I realized I simply overlooked the 3d mode button in udb 💀
Yeah it's just the otex logo. Ukiro made it because it looks cool c:
ah cool
iirc it was meant to be the otex equivalent of the UAC. some faceless evil corp that had let the demons in (not specific to eviternity though)
yeah makes sense
How to fix
Remake the entire doom engine in unity it something lol
Why not
because why
Because funny
what would it allow you to do that you cant already do in gzdoom
Idk anything about doom modding
There’s a 3d mode button. Problem solved
I feel the power already
The novelty of using the doom engine is building something not with the new stuff. I suppose just using unity would ruin that
I myself have never touched unity or any of the normal stuff yet. Will in the future but doing this goofy ah plan of learning from the ground up. Why? Cause interesting
Technically not fully from the ground up cause obviously modern modding is way easier than it used to be
Bruh it was joke you don’t have to write entire paragraph
I will now go back to playing Wolfenstein 3-D
I was just talking cause I just talk sometimes
I’ve been playing that game every other day
https://youtu.be/5wAo54DHDY0 theres more to my house than you know. If any of you play it. Keep the dog alive for the true ending i dont know if its been shown here but if it hasn't then watch this to the end. If it has then theres more to the map than people on the gaming news outlets let on its inspirations are accurate but they barely scratch the surface of the story being told.
A map uploaded by an unknown user, with secrets hidden deep inside its walls...
Doomworld Link - https://www.doomworld.com/forum/topic/134292-myhousewad/
Support me on Patreon - https://www.patreon.com/powerpak
Follow me on Twitter - https://twitter.com/JackWNicholls
-- @supereyepatchwolf3007's "Horror in Impossible Places: Liminal Spaces and...
I took 30-40 mins to complete it, it was uncanny but I loved it
Quite funny how it plays a discord notif sound every 10 minutes or so. Also how the music gets slightly off if you spend enough time in the map. I got the ending where ||the house disappears||. And watched the other endings.
GREGS GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGE (Or Gregs Glory for short) is a set of 10 (well currently 6 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...
I will challenge any of you to speedrun this hoe on ultra violence
Showcase of the face transition and some graphics before the face comes in last, it's not complete or perfect yet at the end of the cutscene.
This part will be featured in the early access 3
Changes in the gameplay :
-Every mobs with guns will have a short delay before shooting which it will give enough time to player to react.
whu
OS: Microsoft Windows 11 Pro
GPU: NVIDIA GeForce RTX 3060
UDB: R4049
Platform: x64
********EXCEPTION DETAILS********
The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at CodeImp.DoomBuilder.VisualModes.VisualMode.DoCulling() in c:\build\UltimateDoomBuilder\Source\Core\VisualModes\VisualMode.cs:line 659
at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Int64 deltatime) in c:\build\UltimateDoomBuilder\Source\Core\VisualModes\VisualMode.cs:line 1345
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Int64 deltatime) in c:\build\UltimateDoomBuilder\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:line 1583
at CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e) in c:\build\UltimateDoomBuilder\Source\Core\Windows\MainForm.cs:line 4677
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)```
What were you doing when you casied the crash?
First time running UDB after a fresh windows install.
Was going into 3D view and boom. This popped up.
Hope it was just a fluke
is it possible to replace the wad in doom64 with
not doom64
uhh
ive got a question, what wads do i need cause i have both doom 1 and doom 2 on steam (for modding), are there any other ones i should get
You don’t need any others for modding
Unless you specifically want to make a tnt or plutonia themed wad with the textures from those wads, in which case you can get them by downloading them as addons in steam doom 2 and then getting them from the game files
Or actually I think these days final doom comes for free with steam doom 2 in which case you can just download that and get them there
oh alright
3d floors = not doom
what does 3d floors have to do with anything?!
it creates room over room
in doom
yes thank you i know that, but why do you talk about 3D floors in reply of my crashlog?!
sry i misreaded
i thought you wanted to create 3d floors
Things like TotalChaos might be more technologically different, but MyHouse just has to be the peak of whats possible when geniuses mod doom. Will likely never happen, but would LOVE to see a behind the scenes with the creator(s)
if it happens again feel free to ping me. there aren't many things that consistently cause a crash in 3d view mode
Cheers! Appreciate it :)
the hundreds/thousands of doom wads with 3d floors would like a word with you
np
if it's something weird you'll probably have to ask in the UDB discord
I tried recreating the bug immediately after but wasnt able to reproduce it.
Maybe some bug because i just setup UDB
Anyone know of mods that are similar to myhouse? Loved that experience and want MOREEE
I dont mean the trippy nature I mean like the single long level with objectives and stuff
Has anyone here played the myhouse mod?
heya, don't know if this is the best server for solely Doom wad mapping for classic Doom
ye
maybe they meant it's not boom
Why is everybody talking about this mod right now
went big on yt because people love those kind of mods
does anybody know of any maps that have puzzles? if not, any ones with odd/surreal visuals?
lilith.pk3
the magenta spire
yes
because its unbelievable
it's a beautiful wad tbh, with its connections to House of Leaves its pretty cool
you guys got any tips on settings that might make heavily intensive maps/pk3s run a bit better on, say, gzdoom for a, say, very large map with many many portals and lots of unique content?
Honestly nothing on that note will ever beat just wisely investing in more powerful hardware
damn, was hoping i could at least try to play myhouse on my laptop. guess i oughta just stick to my pc for it
god it is such a cool mod but i am horrible at remembering/exploring so it's way more hard than it should be lol
... i should try it with bring your own class
lower your resolution a lot
turn off postprocessing and any sort of texture filtering/upscaling, along with anisotropic filters and mipmap
switch to vulkan or openGL ES (most important bit)
Hi I am trying to mod doom 2 and I keep getting script errors any help is appreciated
What's the error?
i just had a stupid idea to create a map with all the walls being the texture F_SKY the only thing that will help you get to places is the map, the corpses on the floor, doors etc.
i made this in like 20 mins just for fun so the enemy placement kinda sucks
there is not script errors here, these are just files
how far did you get
well ok but theres 4 endings and the first endings leaves out like 6 areas
did you get the burned house ending?
oh yeah my friend thats like 1/3 of the whole thing
if you dont want to go through the migraine of doing the whole thing watch the MyHouse vid by PowerPak he goes through all the playthrough and the secrets and story and whatever
its as long as a movie but its worth it if you're into the map
Watching vinny’s stream is nice also
He gets like the second-best ending and it’s incredibly fun to watch
i may have to dump my whole map01 in my wad
btw, guys, do you have some good names for a quiet and slow and atmospheric map, like scythe 2 map29?
usually agreed to be ultimate doombuilder
im gonna play myhouse.wad
wait i have a idea
brutal freedoom or lawnmower doom
ok
imma just hope this works
lol
time for the big show
its not working
maybe i need the pk3
or mabye i need to switch to gzdoom
hell yeah, iam done with another doom map today, this is my 6th ever doom map and iam kinda proud of it ngl
bing chilling?
udb
i created one myself
MyHouse.wad is best played without anything supplemental
Be wary of just smashing a bajillion mods together. It’s not how mods work with Doom, and you’ll increase the odds of nothing working
ty :>
It's best played with doom mower
Also I figured it out
I was on the wrong difficulty
Doesn't matter rn
Playing club penguin
Anyone see that new mod called My House?
where have you been lmao
I only saw the video talking about it
try it out
I need maps that work well with treasure tech
also what are some good gameplay mods that add new weapons and enemies and work well with most megawads
supercharge
Yeah I liked the part with the house
which question are you answering
latter
sorry, i thought those were two messages lol
i reccomend playing myhouse.wad with doom mower
...
Am I allowed to share download files? I have a map really worth a try, it's where you are the demon and you fight the Doom marines.
EMPATHY, This isn't mod my btw, I'm not sure who made it. Basically you play as a demon and you fight Doomguy. Lot of content in it, worth a try. If you're using GZDoom just drag the file over the GZ icon pinned to you taskbar. This was shared to me by Awh awh awh last night.
Well what's it actually about?
i need brutal doom with more brutal
Just look up some mods ig??? If you want a more brutal Doom, then the best option is just Eternal.
ok
Oh I found a mod for you.
what do you mean by more "brutal"
do you want the gore to fill up your entire screen or something
Ig he does
working on making my own game but basing it off of doom resources (code remains, the sprites, enemies, story, music, and textures change) and I was looking at trying to do a shell ejection thing, like where you fire the pistol or shotgun and a shell flies out with the pump animation or racking, anyone know of a mod I could mess with for that or how to do so?
Project Brutality, it's on page 1 of Doom 2 on moddb lol
Would it be possible for someone to remove the noclip protection on Myhouse?
i already created a name
(sorry for the long paragraph) I’ve been trying to play the “myhouse.wad” map, but, im not sure this is because I’ve done something wrong or because I use Steam Deck/Linux, it doesn’t work. I’ve followed all the instructions I’ve seen (such as installing GZDoom, putting the doom WADs into it and dragging my pk3 file into it) but all it does is load up Doom 2 normally. If anyone can help me with this I’d greatly appreciate it :-)
Can you do what you just did again and start a campaign? I want to see if you end up in Entryway. Make sure to pull up your automap too.
Same problem happened to me, I can't even put myhouse in.
Anybody have any good standalone gzdoom mod suggestions?
if you dont get what i mean due to my atrocious spelling then heres a video of what im talking about
SteamDeck detected 
SteamDeck detected 
dusted's pandemonia
i have mood now to create doom maps
but i'm not at home and this laptop can't run UDB, it makes some errors
and i hate using Doom Builder X
Really good mod, thanks for recommending
welcome
Just wanted to share this mod incase anybody else wanted it. Really cool, basically reworks classic Doom with new weapons, enemies, and new gore physics.
myhouse.wad ain’t really that freaky just kinda slow and hard
Any gzdoom mod suggestions?
I just beat MyHouse.wad and got the true(?) Ending. Anyone have some other mods that are similar that they really enjoyed?
hey
😱
Holy shit
ive been getting into modding doom, ive been combining mods together and i know how to change things to get them to work and combinging them works fine but i am working on combining myhouse with abort m, it works perfectly except the height is default and not as tall as it should be
any help?
well yes, but actually no
project malice
you can play myhouse using delta touch
I've replayed the sigil maps i've played not too long ago, it's very interesting that romero can create tough maps with not too much monsters
like 50-80 or 90
it makes me want to create something like it, and i will because i'm at home and i can use UDB
toxic touch
It says do not play. That means play it.
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...
I’ll check it out
Hey has anyone played my house.wad
No, what is that?
Its a wacky map made by some guys friend and when he died his parents gave his best friend a 3 inch floppy that contained his friends house and he made some tweaks and memorabilia to his time with him
I'm going to try and find it on gz doom on my computer and see if it can handle it
go into dms, let me teach you how to set it up
TEASER OUT!
https://www.youtube.com/watch?v=FpKzazQu1Ak
Doom 32x: Evil Reincarnate Demo coming soon!
Song in the trailer by Andrew Hulshult.
Logo made by Nikoxenos
Doomworld thread: https://www.doomworld.com/forum/topic/130007-doom-32x-evil-reincarnate-a-32x-doom-mod/
VL2M STUDIO
TAGS
#doom #sega32x #doommodding #romhack #modding #doom32x
...
Horror doom mod coming at end of the month : https://www.youtube.com/watch?v=UXDgrw3pV00
Coming soon for Gzdoom / Doom 2. Mod will be eventually released here https://www.moddb.com/mods/the-hotel-lost-contact
played it a few days ago, i was confused 2 mins in
really mind boggling experience
my fucking god i can't wait for it to fall out of the mainstream
rude smh
Semi agree tbh but i think it deserves the hype
Uhh...
it's just insane how popular the mod is getting and people will inevitably find that annoying, and it's probably because its popularity is getting people into doom mods instead of doom
I think the popularity will eventually blow over and a significant number of people will remain in the community.
Not sure how many of them will integrate into the rest of the mapping community and how many will stick to GZDoom mods though.
yeah, this is the thing
you said that it will fall out of the mainstream in 3 weeks or 1 month
wads will always remain more popular than mods, because they are easier to make and it just changes the maps
of course, there are some wads like heretic and stuff, but they change so many game mechanics they are considered mods (in my opinion) for example heartland is not heartland.wad, it's heartland.pk3
same with myhouse or lilith
im honestly glad myhouse.wad is getting so popular, it really deserves it since there was clearly an INSANE amount of time and effort put into it
THE DEMO IS OUT!
https://www.doomworld.com/forum/topic/136073-doom-32x-evil-reincarnate-demo-release-thread/
Context Hello everyone! Im excited to release a public demo of Evil Reincarnate! This demo contains 4 levels (+the secret level): Marine Clone Center, Intersection, Arms Shortage, The Mines, and Military Surplus. The levels in this demo may likely differ in the final release. There may possibly b...
You speak like these things are mutually exclusive
Getting into any part of the doom community is good for the whole community
Every time a new doom game is released there is a massive uptick in new doom wads being made. My house will most likely have the same kind of impact (albeit a briefer spike)
Don't worry, I kept this one short. But I wanted to talk about this WAD because it's cool.
LINKS TO STUFF IN ORDER OF APPEARANCE:
MyHouse: https://www.doomworld.com/forum/topic/134292-myhousewad/
Music: https://soundcloud.com/esselfortium/memoryentryrrrr (buy on Bandcamp as well!!)
JackSepticEye's vid: https://www.youtube.com/watch?v=tt2ZrVoW...
oh true, fnf sucked ass due to this same thing
also as someone who has played a LOT of Doom in their lifetime (and got into it due to mods) - it's hard to tell who will stick around and who won't. there's no real "tell".
sometimes, the popular thing is popular for a good reason!
yes
imo the positive aspect of myhouse is the people getting back into doom, i've noticed lots of people go back to doom after the wad
ok im getting pissed rn
how do i combine a pwad with an iwad "why would you do that" 64doom https://github.com/jnmartin84/64doom
?
i want to combined a pwad with an iwad so i can run a mod in 64doom
wtf chatgpt helped me fr
(0) \ (0)
you can use ZDL or other launchers
Oh, I don't mean to imply it's a bad thing per se. It's just that there's a significant portion of the GZDoom modding community that seems to stay away of the rest of the mapping community. At least that's what I've personally observed.
No question community growth of any variety is desirable right now.
Possible but almost impossible map. Also play on ultra violence or hurt me plenty.
I remember I got this wad from a youtube video showcasing brutal doom with some endless survival mod. Now that I seach this wad up I get nothing. Anybody seen this wad before?
why is making this map fun
why am i having fun
i didnt know drawing 2d boxes would be so fun
hi guys
hi
hi
guess what
good map 20/7.35
i want to kill myself when i see that fucking amogus
i turned it into a secret
making my first doom 2 map that im planning on eventually sharing, other than here, are there any good places to share said map?
also, thoughts on using itch.io to share it
or at least archive it
you can't
iwad = standalone entity
pwad = data pack that requires an iwad
they're mutually exclusive concepts. either you make an iwad, or you make a pwad
also iwad's are usually commercial. combining commercial assets into your pwad is a good way to get bodied
i know, i want to combine a pwad with freedoom so i can turn it inso a 64doom (not doom64) rom
the file structure is identical
Ehh people probably won’t find it there, you should share it on doomworld
Many people will play it and give you feedback in the comments that can help you improve it or make better ones next time
There is a section specifically for posting maps that have been made
use doomworld
uh anyways
even though doom mods is how the game stayed relevant but go off
not even doom, modding a game boosts its lifespan dramatically, which boggles my mind that bethesda isn't letting id publish modding tools for eternal or 2016, given that skyrim is extremely popular and is still played because mods heavily contributed to it
my pc restarted out of nowhere but
i didnt save it before that happened
so i have to start mapping it again

did i ever say the mods aren't keeping the game relevant
i play modded more than i play vanilla
the thing is that some vanilla-centric players are going to find its popularity annoying because it'll be getting people into gz mods instead of the usual vanilla wads
not to mention that the vast majority of doom mods run on an engine that's already basically a remastered version of doom
🤮 mouselook
whats wrong with mouselook
it breaks the way doom supposed to be played, you can reach things you're not supposed to, some people even consider it cheating including me
well i dont
...it's their own map
ikr i just said
let em make a mouselook-friendly map if they wanna
only shame mouselook if they're using it in a non-gz wad
yes
There is a reason 2016 didn’t have a map editor. It uses something called megatextures where all of the lighting and textures and other data for a map is baked into one giant texture. This generating process requires a renderfarm to run in any reasonable amount of time, so it’s just not feasible for someone working at home to make a map. For eternal, it would have been more possible, and they even said that they were working on it, however covid screwed everything up and they weren’t able to get it done
So it’s not that Bethesda wasn’t letting them
There were other reasons
Do maps that use otex tend to just have the entire texture pack included, or do they include just the parts that they use
Its considered good practice to only include the textures used in your map
ok
I've you're using like, half of otex though I wouldn't bother
is there an easy way to do that with otex? or do you just need to go through and figure out precisely which ones you use
Udb can organize textures by if they're used
There's a flag in the texture viewer
SLADE also has a remove unused textures function but it doesn't work on pk3s, and will break animated textures (because technically the rest of the textures in the animation aren't 'used' in the map)
well im not using pk3s so i could do the slade thing and then just fix the animated textures
one trick is to make a dummy room in your map with each animation frame
so slade detects them
not hard to do, just takes a bit of time
makes sense
yeah it's a workable solution
someone should make a map that you can download and save to your wad as map33 that has every animated texture in otex
i know of a few custom unused texture culling programs floating around
but i can't remember where i saw them
lol
not a bad idea
i do be playing myhouse.wad
is myhouse.wad harder on lower difficultys
if you use a conveyor belt to chuck a collectable like ammo or health over a teleport linedef will it teleport?
it's very minecraft, that's for sure
is it enough that i should get rid of it?
eh, not really
you could make the slots and blocks more frequent
ah ye maybe
is Ultimate Doom Builder this complicated normally or am I just missing an obvious mistake I made
I can’t make a door move
Got a UDMF format file for GZDOOM, I have a hexagonal room with one side leading to a “door” that leads to a square empty room
Only thing in the file is the playerstart
The door sector has a door close wait open special on both linedefs, set to repeatable and to activate whenever the player interacts
They are both tagged with 1 and have the sector tag part of the special set to 1
They are 16 blocks wide and 128 blocks long
Can anyone help? Been working on this for half an hour
I have the script set to Zdoom script, and I have a DoomII wad and Gzdoom.pk3 as resources
I did have fun though, I’ll probably use doombuilder from time to time (way more fun than learning hammer)
I’d add more detail (and a few screenshots too) but I’m away from my pc right now, so sorry about that
are the linedefs that activate the door facing out?
you can tell which way they are facing by the little line coming out of them
you will only be able to press the switch if they are facing out
also what is the name of the exact linedef special you are using?
Door close open wait I believe
Doesn’t it play the can’t interact sound when the linedefs don’t match up?
What was weird was, I heard the door opening, but it didn’t open
Weird
I’ll take a look at it tomorrow
Weird thing is I’ve seen so many examples that do pretty much exactly what I did but it works for them
Could I just get a quick rundown on the differences between UDB and DBX? I'm really just interested in making maps for Boom/MBF stuff
ive never used DBX but udb works great for boom/mbf stuff
can somebody please playtest the start of my map? I want some feedback on the first couple of encounters. it is gonna be a MAP01 so its not too difficult. Once you teleport you are done. it should work on any port that supports umapinfo and boom, but later it will require mbf21.
the enemy placements are the same on all difficulties and the ones that are there currently are gonna be the ultraviolence placements. il add the other difficulties later
ok the teleporters dont work for some reason so it will just be when you step on a teleporter
thought it was an old roblox map lol
Here's me getting to check out Lapis Flos with the Magister in a wad simply called Grotto by fail025. A level set I downloaded on a whim since it has no screenshots and an odd filename; but overall it turns out to be a very good looking set that plays reasonably well (though has a few "gotcha!" type traps, as you can see that kills me in the end...
how do source port devs make sure their source port is completely accurate to vanilla? is there a doom standard out there?
do impassable lines block sound propagation?
I just started modding doom, Doom 2. gzdoom, zdl casual stuff, I downloaded project brutality but I have no idea what maps and other mods to download can anybody help out with some suggestions for a noob?
not using udmf
but im using mbf21 and there was a block sound option
maybe it was added in boom? mbf21 doesnt really add stuff like that i dont think
yeah i just checked was not added by mbf21
just adding onto what i said
i just checked, this is a thing in vanilla
well its there
lol
in ultimate doom builder is there a quick way to select only the outer lines of this shape and not the inner ones?
i need to do this for like 8 of these, and i would rather not just click all of the lines, bc i tried that already and missclicked on the last line, deselecting all of them
i know this is for modding, not mapping, but im remaking the doom status bar face sprites, but the problem is i want to look good but i dont know how to shade it
if this is the wrong channel sorry
but uh, help me
isnt the channels name maps, mods?
like is that a diffirient map? sorry Im a noob Im just looking for advice on mods to play I might say stupid stuff
but uh, i need help with shading
I dont know anymore than you do
that seems more like a pixelart question than a doom question
yeah but this is a doom server so idk
yeah im pretty bad at art but you could probably look up a tutorial for pixelart or pixelart shading
there are tons of those
yeah was just about to do that
did a little bit and finished the rest and all i have to say is.... shregsy
upscaled so you can see better
not doom like but its epic
flood select in 3d mode and then switch back to 2d view. you'll need to have the option flagged on for selections to stay in between modes
it's in the config menu (F5)
should i be able to beat my own map without any saves?
im a mediocre player but i want to make decently challenging maps
well, duh
by the standard i mean do we have a documented list of things a source port should do to have vanilla compatibility
i could've sworn i read something like that awhile back
i wouldn't worry about that specfically
i don't know anyone who sets that bar for their own maps (outside of crazy skilled players like zzul)
i've never beaten any of my major releases saveless
how do I play with friends?
source ports like odamex and zandronum have very good multiplayer code
are you playing with them over the internet or will you be on the same wifi as them
over the internet
ok so that is slightly more complicated to setup bc the host needs to port forward but you can find tutorials for that online
or you guys could just find an existing server and join that
ok thanks
question can i get brutal doom working on the pc gamepass version of doom?
Easiest way is as follows
Get Doom Explorer for server searching
Get zandronum to play
Get TSPG account set up which will allow you to host your own servers (free, account usually gets approved in a couple hours, incredibly stable servers)
????
Profit
If you've established that texture ad a common lift texture then possibly, but my general rule for lifts is have them activated by an obvious switch
Or a walk over trigger that the player will easily hit
ok
Yeah that’s probably a good idea
That’s gonna be the first sight of the whole wad so it’s not gonna be established at all
the other way to do it is to make it clearer with the geometry and item placement
recessing the lift into the wall (both into the wall and from the floor above) helps make it a point of interest. you can add to this by placing something like torches either side
then you could place some items on top of the lift to make it clear the player is meant to get up there
otex also has some animated arrow textures, although that might clash with your current aesthetic
you could also have some shallow stairs or a raised landing leading up to the lift
essentially you want to find a way to make it stand out as a point of interest for the player. if it gets noticed it's highly likely the player will then interact with the surroundings
looks like oyu do already have a small raised landing in front of it (good)
but the easiest way is with an obvious switch
Thank you for your suggestions
No worries
uh
quick question, never played any custom maps but this one caught my attention, how do i play the myhouse wad?
download gzdoom, gather the doom2.wad file, drag doom2.wad and your downloaded myhouse.pk3 (https://www.doomworld.com/forum/topic/134292-myhousewad/), you must use myhouse.pk3, onto the gzdoom executable
MyHouse Excited to finally release this tribute map. Last August I lost a good childhood friend of mine and took it pretty hard. When I was visiting my hometown for his funeral, I connected with his parents who shared with me some of his old belongings. Among them was a copy of an old map of his ...
STOP POSTING ABOUT MY HOUSE WAD
👍
NEVER
nah
anyways ive come up with a revolutionary breakthrough in sound design
i present to you
the goofy shotgun
what are the player hurt/death sounds called again?
Not to the point where people outside of the doom community know about it tho
my point was people will talk about anything forever
Yeah
so myhouse will most certainly continue to be discussed for a very long time
at least within the doom community
are ammo pickups based on the entity id or the sprite name
actor name
what are you actually trying to do? and in what port
im in mbf21 and im trying to make the shotgun be the slot 2 starting weapon
and thats easy enough to do, just swap it for the pistol. the issue is that you can only start with bullets
so i would need to make bullets into shells, and shells into bullets
essentially i want it to work on woof
ah yeah not using zdoom
Ok so uh
How do you make it so switches activate things?
Like I already made a switch with door_generic (Using Gzdoom format) connected to it’s sector tag
Hell I even hear the door opening but it doesn’t
I did this exactly the same but without using a switch on another door, and it ended up fine
ok turns out I had decorative door walls as a sector with the ceilling set to 0 which made the door not move, I fixed it by setting it to regular ceilling height and putting the floor all the way up
is what im trying to do possible?
Yeah that should be pretty straight forward for mbf21
Especially if you use decohack
ok
what is decohack, ive heard of it but dont really know what it is
It's a dehacked code writer that uses decorate like states
A tool created by Mtrop
Very handy
it's just a different structure to dehacked, but generally easier to work with
Can it run on any mbf21 port?
decorate is zdoom ports only
well not only, eternity supports a variation of it
but mbf21 goes with dehacked
specifcally allowed more code pointers so you can do more with dehacked. in non mbf21 you're limited to the same number of code pointers as the original doom
which is why in boom/vanilla mods anything new replaces an existing actor. you can't just make something new and drop it in
No I meant decohack
Isn’t eternity’s one a bit different? It’s called EDF or smthn
the "stop posting" thing is a reference to the "stop posting about among us" meme
yo i got a problem with slade
whenever im trying to import my custom texture (specifically when i try to "import from base resource archive") into my wad, it always gives me an error saying that i have no base resource archive even though i already put one
decohack is a program that you use to write dehacked or convert decorate into dehacked
yeah something like that
informaiton about decohack lies herein (and other very useful tools)
https://www.doomworld.com/forum/topic/119605-mtrops-doom-tools-update-dmxconv-dimgconv-decohack-doommake/
HEY, EVERYBODY! Head over to the Official DoomTools Thread in Doom Editing if you want up-to-date release notes and notifications. ALL new updates will be there, so FOLLOW that thread if you want to be notified about updates! Theres an INSTALLER now! No more PATH putzing! It will even embed a (sm...
Ahhh I see
Test
man I can't even consider making a 32 map megawad let alone a single pwad
i want to make a full megawad but i probably wont be able to do it
bc making just one map takes me forever
@whole blade what is the answer to this question when talking about mbf21 and not zdoom
it's not the sprite name. the sprite names are usually a random assortment of letters
are you talking about the spawn id #?
but regardless, it's always the actor name
But what does actor name mean in terms of dehacked
whatever the actor is called
if you open up the properties of a thing in UDB it has the actor code name in the bottom left
but i've never used dehacked
in non-zdoom it is grayed out which makes me think that actor code name is a zdoom only thing
Hi guys
I'm finally getting the hang of making doom wads
just made my first one
holy shit doom wads are so much fun
Oh my god my love for ultimate doom builder only grows stronger
Just made my first “big” combat encounter
I like how when you’re making a door, you can change each side to have different locks (eg front side could need nothing to go in, back side would need blue card to reopen)
At least in the UDMF (might’ve misspelled it, but it’s the gzdoom one) format
That and convenient autosaves are so much fun
I’ll probably post my first level in here when I’m done (like about 1/4 of the way through?)
hey
This is the starting room of my map I’m making
I still need to figure out how to make that thing in the middle a teleport. Basically this map is going to start you out inside of the head of a mech or some kind of ship (I haven’t decided which yet) and the teleport will bring you to a UAC base that’s been overrun
Those red glowing panels are supposed to be windows
How do you make a custom title screen?
you have to import an image into your wad using slade and name it "TITLEPIC" the titlepic from doom II is 320x200 pixel in size
did that.
alr
it worked
now, how do I add credits in my doom wad, same size as titlepic?
nevermind I got that too
Just a Doom WAD I've been making about Nostalgia Critic. from @ChannelAwesome
I want to mod slayer into nostalgia critic but how do i do that?
Cool!
i tried opening slumpEd and this happened
Slumped is old and outdated, you should try using Slade 3. It has all of the same features and more and is being actively updated
This issue is probably bc that program was made for an older version of windows or smthn
k thanks
also is there a tutorial for it
Probably
I just want to know.
I added the Nostalgia Critic "Twitchy Head Simulator", Just to remind you that you're playing NCF
I don't see how you wouldn't be able to
isn't there like a wind function for sectors
maybe ive never used that
im in mbf21 format btw
oh
yeah udmf format here
mbf21 is basically boom with a ton of extra dehacked stuff
but the map format itself is identical except like a couple extra line and floor specials
it does seem like boom has wind tho
that's literally what the doom community has thrived upon for the last ~30 years
why would you not be able to distribute custom wads
what are teleport closets for?
is it like randomizing the position of the enemy each run
custom wads do not contain the original game assets, they are simply patches (pwads) that apply changes to the base game wads (iwads)
therefore you still need to have the original game wad to play a custom one, which is why you can distribute them for free
Is there any way I could make enemies that only spawn when I pick up a keycard (Maybe like walls with enemies inside them that open up when I grab it) Might need to do some Zscript but I’m just wondering if it’s possible at all
I also had this idea of adding a portal to an area that’s exactly the same, but there are new monsters inside eventually leading to another portal leading to the original exit, but I think I should try some simpler workarounds first
like romhacks basically
yeah pretty much
Also uh
Anyone?
if you put walk triggers around the keycard you can make pretty much whatever happen when you collect it
the two easiest ways would be to have it be a walk over linedef that opens a door either that just opens walls where the monsters are or activates a teleport closet
if you dont know what a teleport closet is its when you have a room in the void where there is a conveyor belt floor and a monster on it, and a door in the monsters way, and a teleport linedef behind it so when the door opens the monster goes over the teleporter
doors opening with monsters is easier, teleport closet is fancier
walk triggers are just linedefs that open a door or do smthn else when you walk over them
Oh yeah that’s smart I’ll try that
Thank you
I know what walk triggers are don’t worry
cool
I used WhackEd and Sladed to replace the graphics of the pistol
with nostalgia critic's hands
What happens if I delete the dehacked file in slade and start new?
will it be borked?
I did it and no, nothing bad happened
I'm looking for a gibs mod that allowed you to customize the type of gibs you could have.Anyone knows what it was called? One of the types of gibs was the Half Life one
I have a question, how do I make a wad in slade 3 with custom textures that are high res compared to the original graphics. I tried HI_START and HI_END, but then the placeholder graphics would spawn (the rectangle with the !). Just putting them in as they are doesn't work either, because they appear way to large in game. I tried changing the scale with xscale and yscale, but that didn't change anything either. Anyone know a resolution?
Note, this is intended to be a joke from the Nostalgia Critic show https://www.youtube.com/watch?v=Ajshz2CecBU
@ChannelAwesome You'll thank me later
how do you put voice acting in a pk3 file?
where am i gonna put in the id software logo in my wad
?
people can mod doom into half life 3
i bet
found it
shit uh how do I make a conveyor belt floor? Wind apparently doesn't work, Scroll is just decorative, I have no idea what carry is supposed to do, and there's no conveyor floor option I can see
Again, UDMF format
ok now I'm even more confused
so what I did worked, but the enemies only get affected by it when they see the player
Fair
I’m using a scroll linedef special and that works, but uh now the enemies aren’t actually getting dragged until I come in and activate them with noclip
I believe ambush players is off, but I’ll check
If you have the answer for this please @ me because I really don’t wanna have to repeatedly check discord
It’s off
Uh now what
ok so uh
is there any way to make gzdoom save your settings when you're playing it to test doom builder maps? For some reason it keeps putting me at the wrong resolution
How do I fill in the empty sector? Whenever I draw certain new sectors, it automatically deletes the surrounding one
I just learned how to set up MAPINFO and I feel like a god
made a "demo" for my first wad! (Meant for GZDOOM, comes with a few auto-save spots right now, will probably include portals somewhere later)
I'm actually have like 1/3rd of the level finished but I added in the exit early so I can get people to play
what do you think?
enemy placement is currently the same on every difficulty (which by the way isn't really based on any of the doom difficulties, but rather just being enjoyable enough while also being somewhat challenging)
ending text is a funny
One last thing: the exit (to the right) doesn't actually need a blue key (that's on me, I'll fix it for the final release), you're supposed to get it by going to the left and back
so uh yeah I'd appreciate some feedback
Like uh, are there too many enemies? Too little enemies
should I give the player more guns for now
did I mess up on anything
There is a small error with a wall where there are enemies behind, because that wall does nothing
Leaving that aside, the map is very good.
yooo
thank you
wall with enemies behind? I'll look for that
ooooh
I think you might be referring to the teleport closets
the enemies there end up teleporting to the main area later on
those two squares connected by tubes are an example
basically one of the wall sections are like 1 unit smaller than the rest of it, which allows the enemies to actually hear the noise, making it so they actually get dragged by the treadmill (which leads to a locked door, that eventually opens when you walk to the linedef by the blue keycard)
CAN I GET MODS ON SWITCH DUMB ASS
In my case, I think the enemies got stuck, because they couldn't move when I checked with noclip mode
hmm, that's weird
did you speed through the other enemy encouters? (don't shoot, just run)
you'd need to shoot at least one bullet for them to activate
HELLO FUCK HEADS
we don't know
Yep
Wait
yeah, that's why
Make a map where it is only puzzles and if you get the puzzles wrong you get swarmed by enemies
Ehh, sorry I got confused, no, I didn't avoid the enemies, I had finished with all the ones I could, but I checked the amount of monsters I killed and I was missing a few
Huh
That’s weird
Back when I tried it worked for me
Lemme check the map real quick
hey that's actually a good idea
It may be, but it might affect those who want to do 100% kills, or am I wrong?
what if like at the end you press a switch which activates a crusher and kills them all
yeah no so back to my level
what could be happening is uh
some enemies just refusing to leave
one thing that happens is that heavy enemies often take a while to teleport
if you wait long enough though they'll appear
making a patch that has them appear a tad bit more quickly
here you go, hopefully this one has at least a little quicker teleports
gotta go for now, see you
@elder merlin don’t know if you’d want ping for this, but here
Hello
Let's see
are you 8
jojo username, trollface pfp, "we do a little trollin" in about me
also unnecessarily rude + new to discord
Hi there!
i wanted to see if i could get some feedback and maybe find some people to hang and make some doom maps
im a Videogame art designer student and ill will soon get my level desing classes and before i do i wanted to try and make a map
it started because of a joke so in part the end of it will be one
i want it to be a normalish map then turn it into a joke wad at the end
but for now i wanted just some feedback and maybe some help with the current "end" of it as im trying to make a big deep hole in the ground but idk if i should do that or just make a completly different section
I think it only works on gzdoom but idk, it might work on vanilla doom 2
I released my first mappack for doom yesterday. Blood Harvest is my unofficial expansion to John Romero's SIGIL.
https://www.moddb.com/mods/blood-harvest
How do you mod freedoom?
Working on a doom map
But I keep getting distracted by how eeer uhhhh beautiful it is
Amazing
I’m going to stream myself playing through MyHouse.wad at 10:30pm UK time at https://t.co/evqV4F28d0
240
Hello. New to DOOM modding. I'm trying to make it so that when I move this ceiling down, the side walls don't follow (I'm trying to make a door, but last test I did made the side walls move up and down with it). How would I do that?
check the box in the settings on those side walls called "lower unpegged"
Gonna try this later. Thanks a lot anyway.
cool
WAIT THAT’S WHAT THAT DOES?
I know it wasn’t intended for me but that’s actually really helpful thanks a lot
Uhh so I accidentally made the ENTIRE massive map too big so I needed to rescale. I am famous within my household for my poor ability to judge height (artist family).
But ah. I now need to find out how to scale the actual gameplay’s fov to the model’s (2.4x more)
Can’t you just select all sectors, press E, use the top option to resize vertically, use the side option to resize horizontally, then recenter it?
yeah
Ok, so not only the 2D x and y of the sectors but all their heights need to correspond to the change.
I remembered there was a reason why I upscaled everything from my drafts: to ease mapping and prevent too many tiny sectors from all the details. Instead I’ll find out how to change the default playerheight from a script. If all else fails…shudder cat fov simulator
Wait isn’t that what Myhouse did? If it was for this reason that would actually be kinda funny
Wait you can scale up enemies?
I haven’t yet researched how myhouse did all their special effects. Though, I must in the future.
And yes. But not without scripting. I was intending to get into the scripting aspect anyway, so this is just a little sooner
I am actually making my own house but ah it’s just to practice modeling from life. But since my address is 6066, it would be a crime not to do something with it. Might just pollute it with memes and nonsense cause it’s stupid, make some inside jokes about my neighborhood, poke fun at family
Damn, now I kinda wanna do something like that
Sadly I live in an apartment building, so even if I did make it it would be like really small 😔
gzdoom
you don't mod freedoom, freedoom is an IWAD
I just did
I copied the assets from freedoom phase 2 and pasted into a new wad and customized it too
wanna see?
They did say you cannot redistribute doom games unless you have non profit or original assets
Have I proven you wrong yet?
You could just fill all the other rooms in the building with whatever you want
Doom 1993 should've added a steam workshop.
Can someone tell me what happen to this hud I set it Force aspect ratio: off and this what happen
Oh yeah that would be cool
oh, you meant mod as in make mods and not as in play mods
is that an IWAD or a PWAD
besides, you can't really "mod" an IWAD, IWADs are literally just resources to be processed by the engine, it's like a resource pack for minecraft but with maps as well
any mods you make are processed by the engine, so mods for doom 1/2/final/free are all just classified as doom mods
can someone with more modding knoweldge than me help make a (probably simple just im very dumb) patch thing
Oh, I'm sorry
I want to share doom mods
Like ones used with DN3DOOM.pk3
Wondering if there's a way to prevent the sky (ceiling) from moving when the switch activates the big stone wall (elevator). I had heard lifts were a function you could use but I can't find it in the list. Using GZDOOM as a source port to make maps in Ultimate Doom Builder
Sorry I'm asking so many questions, I'm just looking to understand Doom better and make my own maps
sectors only move height when you tell them to
if the sky ceiling is lowering it's because you've given it an action that does this
what line action are you using on that switch?
Lower elevator to nearest floor
I intend for it to only apply to the area coming up from the ground
Not for the ceiling aswell
use "lower floor to nearest"
aslo oyu can just use "lower floot by x" and tell it how far to go
that's the standard line action for such things
I'll try that tomorrow, thank you.
This made me realize a sky crusher would be really disorienting
Not specificaly doom but does anyone know some completely free midi softwares i can use to make amy own custom backround music (and a youtube tutorial if possible)
Found a way to adjust all the heights. Figured that would be easier than messing with scripts. But the change required me to redo all of the stairwells and these things for every single wall
I wanna punch a crater through both my virtual and actual house walls. So I had to zoom in both over and under each of these sectors, since the floor and ceiling meet, so it was very disorienting. Took an hour and a half
It’s always kinda funny when people go “oh hey my solution is too complicated, I should try this easier method instead” and then spend like an entire hour or two trying to get it to work while thinking about how you could have done the other one in like 10 minutes max
Speaking from experience
It also made my house be raised much taller than it should, nearly doubling the size of my crawl space. And the kitchen is now shaped like a tiny trailer. I really cannot bother with making an exact replica anymore, not that it was ever a perfect one to begin with, but it really doesn’t matter too much. All I have to do is downsize all the kitchen appliances, and the extra crawl space is welcome for more hidden spaces
Maybe my first solution of just adjusting the camera height was better, but on the other hand, maybe it would have ruined too many things, such as making the hit boxes of enemies out of whack or appearing as if enemies only attack your legs, which could be fixed with more scripts, but that’s a whole other can of worms
Keep in mind my homeland before this was roblox studio 💀 imagine modernity
Oh lol
I just realized. I forgot to scale the floor heights too… the whole 1.3 hours I did not consider whether that was why everything didn’t scale correctly…
Oh well. I actually do like the new house height, even if I had to add some extra steps. It makes you wonder more what is under the first floor
no need to apologize lol
purposefully make the slayer and the enemies like really small and make the level take place on a table via 3D floor magic
That actually could be interesting. Like that FPS chess game on steam
But I’m not too interested in making something like that at the moment
isn't there a mod called honey, i shrunk the doomguy that lets you play the game tiny
Heard of it
I wanna learn how to use decorate so I can add my friends’ faces to my secret rooms
Anyone got any good tutorials? Can’t find anything on how to use to add textures
Can I post my nostalgia critic doom mod to moddb?
Freedoom and GZdoom Required
Any problems?
Does anyone know how to change the text messages in Slade? (“A secret is revealed!” “Are you sure? This skill level isn’t even remotely fair.”)
a guide to set up Doom through GZdoom on Raspbian this time
Please hit subscribe if this was interesting trying to build my channel. Thanks
install file link
https://zdoom.org/files/gzdoom/bin/gzdoom_3.4.1_armhf.deb
Dropbox link to file
https://www.dropbox.com/sh/3ne1927dp55vryl/AADNFpECkEftPcGPkgHhzkNza?dl=0
download gzdoom.ini file and ...
I wonder if I can turn my raspberry pi into a badass FPS video game system
Anyone good with ACS? Having a script issue
yes
Hey I have aquestion about loading up a mod I'm trying to play, can anyone help me?
Hello what's the issue?
Is there any to turn off the flashing lights? They really hurt my eyes and I can’t coordinate well. Didn’t used to bother me too much but when I play on higher difficulties, it’s too much of a distraction
try cycling between the lighting mods, i use gzdoom so if you dont then
¯_(ツ)_/¯
I also use gzdoom so I’ll give it a shot
Changing lighting mode will alter the amount of contrast, but you can't change an in map sector light blink
You'd have to open up the map and remove the action
I’m playing the original levels. I just asked here cause I thought the solution may require modding
How to defeat me:
❌hordes from the depths of hell
✅flashlight
Lol
It's not really the kind of thing you can just mod out. Maybe with zscript?
Might be worth googling to see if there's a photosensitivity mod out there
I’ll give that a shot
How do you make a hud message after resuming the game in doom?
With a hudmessage script (only doable in ports that support scripting)
can you do it in slade?
Hey folks, I'd like some help form an Advanced UDMF Mapper that could help with some scripting and debugging problems. This is a Wrath of Cronos Centric mod, and I am trying to deal with issues such as logical soft locks in a multiplayer setting.
I can go over specifics and show screen shots, but realize that this is involved, and requires a comprehensive understanding of what is being designed here.
Hey folks, I'd like some help form an Advanced UDMF Mapper that could help with some scripting and debugging problems. This is a Wrath of Cronos Centric mod, and I am trying to deal with issues such as logical soft locks in a multiplayer setting. I can go over specifics and show screen shots, but realize that this is involved, and requires a comprehensive understanding of what is being designed here.
My team members, would like to come forward with our announcement of our revamp and restructuting of Land of the Serpent Riders, an idea started by Taurustar, that myself, and about six other people, put together as an ongoing project, and conclusion to the Neutral Side Route to Argonian Lords A ...
I could've sworn there's a source port that lets you disable or at least soften the strobe lights.
I remember seeing it under an accessibility menu in one...
Pooch! That's it!
The Pooch source port lets you disable strobe and flickering lights, and the chaingun muzzle flash.
Maybe this means Woof also supports that option.
i fell down a hole and got stuck. i dialed 911 but realised i was in the mountains and had no cell service. iv spent 999 days in the hole. plz help. Maybe i should have let that hell knight kill me when i had the chance. didnt know id be living in a hole.
Yeah, that the current end as it is a side project that I'm working on while also working on collage stuff.
Also, i still don't know how can I make a tunnel in the hole lol.
What do you guys think is the best doom mod
I figured out how to add pausing and resuming the game high on life style
