#classic-doom-maps-mods
1 messages · Page 6 of 1
i don't ant oyu to do it for me i want you to help me
no offense, it's personally not unique enough of a concept to interest me
i'll help someone who comes up with an idea for a cool gimmick wad
ok, maybe you don't like the concept of enchacing old classic doom, that's fine. . . but it would be very nice from you
sorry that i can't gave you the folder of the wad consepts
Maybe you should approach the Doomworld forums, but I cannot guarantee.
thanks
go to some mapping discords + the zdoom discord
ok i will try
The reason on why Doomworld is a good place because many projects started there, such as Doomkid’s Rowdy Rudy.
Does anyone know a good place for free to use midis? Not just songs from other games but mostly in general
yeah, i kinda have trouble logging in, i have right gmail and i ckucjed the send button multiple times but it never send me the verification
That's an unfortunately common bug. Try logging in through your Discord account.
??
not the many hours of playstesting to make sure shit works ...
Hope you have the ultra ball 9000
How do I make that tho
beta version of my MegaWad is up
Name: The Eldritch Runes of Discord Format: UDMF Port: GZDoom: Jumping and Crouching can be used if needed. There should already be barriers where I do not want you to jump but the map can be completed without jumping. Do as you will. IWAD: DOOM2.WAD Game Type: Singleplayer (coop planned) Build T...
read all the shit or else you might have a bad time
the spikes can be jagged
telescopic i mean
rocks, just make tiny lil sectors
the oblivious legends of x.com when
Check Realm667 for some premade things you can drop into your WAD and place around the map
ah like sprite rocks?
Yeah
yeah that could work
Got bored of other maps I was working on so I decided to start making a new one. Almost done with texturing so some walls aren't textured yet, there's also going to be an elevator which will take you downwards to a open small court-area like in Quake's E1M1.
Whaa u can make a map how
I use Ultimate DOOM Builder with GZDoom for testing
https://forum.zdoom.org/viewtopic.php?t=66745
If you are starting to get into DOOM mapping, I highly recommend looking up some DOOM Builder tutorials on YouTube
i dont know how to set up mods in Doom 2 i want to set mods in doom 2 rerelease on steam
I'm not sure how to set up mods in the DOOM 2 Re-Release as I preferably play with GZDoom and I'd strongly recommend using GZDoom. You could look it up
its hard to find a tut
I'm not actually sure if the Doom Re-release has external mod support, I think your best bet is to use a source port, you can find plenty of tutorials on how to install mods for source ports.
I believe only the Quake Remaster had external mod support, but I can't really confirm so I may be wrong
how do i mod on x box
What do you mean?
I'm sorry but you can't
just making fun of the title thats all
Hello everyone
I'm making a curated list of Wads for a friend group I have. What does everyone consider to be the creme de crop of Doom wads? Like, must play or the most highly recommended ones.
I have a pretty sizable list already, all nicely sorted too
But there might always be something that slips on by, you know?
I would post an image of what I have so far but I don't have image perms and I don't know the etiquette here about posting Discord links to bypass that, so I'll stay on the side of caution for now. I guess you can DM me if you want to know what I have so far listed.
embed the image link
bro thats gonna need internet and this
You cant
Doom on Xbox has some wads available, located in the add-ons tab
My favorite is Eviternity
This is what I've got listed so far, still a work in progress and any suggestions are appreciated
Add valiant, Eviternity, and sunlust (this one is hard)
And add plutonia to the iwads
I’d basically recommend scrolling thru the dean of doom playlist by mtpain27 and checking out ones that look interesting and see if he ranks them well
I've been mostly looking at Icarus so far, so thank you for the suggestion 🙂
Always a good day when you find another Classic Doom Youtuber
How to make custom armor?
Well they put me out of the frame. I guess they jelly
does anybody else just put random bullshit that has no logic or thought behind it and then afterwards come up with all of the reasons that that specific placement is good game design lol?
Update
Messed with lighting, currently working on the elevator over there, you now pickup the shotgun from a dead corpse instead of the pedestal, configured some stuff for Ultra-Violence so 3 additional Imps and a Pinky will show up on the difficulty
if it's fun then it is good
The golden rule
Any gzdoom mods worth downloading?
i responded to you a while back
go to the cacowards and icaruslives on yt as well
Thanks mate
no problem :D
Temple level I am making
temple template
Looking interesting
I need help with Brutal Doom
be specific
gzdoom.pk3 is overriding core lump engine/commonbinds.txt.
how are you loading it
this
you're just double-clicking it?
did you mess with the gzdoom.pk3
there's this solution if you're willing to edit it
Sup guys, Currently Ive been working on a new wad and a while ago I was testing some realms667 assets when suddenly I got a message to update ultimate doom builder, from that point Ive had some problems mainly related to gzdoom.pk3 which luckily I solved ... but now I have this problem, when I wa...
no, why?
probably has to do with how you load it i guess
try running it via zdl
zdoom launcher
please use google
I'm not going to spoil what I'm going to script with this just yet because a lot of learning along the way. And I don't want to announce a plan before it's been put to the test. I'm going to link a doomworld.com post here later for some development details, including some goofy blueprint sketches (not followed barely!).
sick
Thanks, I'm still figuring out what textures I can use to break up all that green and still fit the stone theme
Also might get rid of the minotaur maze, I'm not sure how fun that would be to go through yet
Why the fuck are you looking up and down and jumping
it's a free country, mr. egg
Its doom 1 tho
did i stutter
Bro do u have fucking powers
I was just asleep and as soon as i got this notification i was woken up by an electrical shock
uhm acktually 🤓 this is a doom2 mod
And if y axis look and jumping are too modern for you might was well forget 3D floors (90% of my effort LOL)
Nah everything else is fine its just looking up and down and jumping plus u can still see the floors and stuff
giving a shit abt freelook and jumping is stupid when it's their own wad lmao
lots of wads are intended to have those features
I don’t intend to force either feature, but specific areas do require crouching. In order to stay true to the actual design of my house, I had to make the wall secrets tiny doors
My next wad, though, I want to make a normal doom1 map. Just to take a break from all the unusual-ness I have planned 😂
K
Just here to ask a hopefully quick question. I have a converor belt connected to a teleporter. Once an enemy teleports at its destination it doesnt move off the teleporter and no more enemies can teleport in. I think a potential solution to this would be to alert the enemies but I can't do that before they exit the teleporter since that'll throw off the timing of the converor belt. Is there a way to automatically alert enemies once they're at their destination? I'm using Doom Builder 2, on Doom 2, with Zdoom (Doom) format.
Mabye make it to where the player comes in through another teleporter and make it to where nothing can go back through the demon teleporter so that once the first demon sees the player then they move off of the teleporter and start attacking them and then all of the demons come flodding in through the teleporter
Well that would only alert one monster at a time, and nothing can go back through the teleporter anyways.
Hmm... good point.
I looked at the zdoom wiki and there was some scripting stuff, and I put it in the script editor, but I didn't know how to use it
173:NoiseAlert (target_tid, emitter_tid)
target_tid: Target (usually player). If 0, refers to the activator of the script.
emitter_tid: Thing that emits alert noise. If 0, refers to the activator of the script.
This special alerts monsters of a target's presence. You can specify both the object which is doing this alert and the target which the...
Imma try to decode this
If the target_tid is 0, then the thing that is alerted by the sound is the event that activates the script for that sound and if emitter_tid is 0, then it's the other way around with the event being what puts out the alert sound
Is what I'm getting from this
But nothing can't emit that sound, or be alerted by it
So it has to be something being activated or otherwise to work, I think
@ornate wraith
sorry about not being here, busy, and i have to leave
Ok
ill come back later. thanks for all the help
Np
last chance to play my megawad before i pull the link. I will be putting more work into it, already have tons of changes i wnat to make but probably will not be done till next summer because i have other shit to do
Name: The Eldritch Runes of Discord Format: UDMF Port: GZDoom: Jumping and Crouching can be used if needed. There should already be barriers where I do not want you to jump but the map can be completed without jumping. Do as you will. IWAD: DOOM2.WAD Game Type: Singleplayer (coop planned) Build T...
a couple questions:
- why are you using a wad instead of a pk3
- why not just leave the link up until the next version is ready
Well for question 1. Becasue of a noob
only issue is that in active development, i cant edit maps on a PK3,
im making an eternity map thats a pke, and what i do is i just have the wad file outside, and then when im ready to send it to someone i just add it to the pke
i just have the resources pke and then the map wad file separate
probalby smart, im still learning. It just was a bigger issue years ago. DO you just link your PK3 as a resource in doom builder? with all your maps in a wad?
yeah
i learned something today
altho it would be nice in the future if udb could open maps in pk3s and pkes
i asked on the UDB discord about a year os so ago and they said it was technically not possible
Does this look right to you?
oops its a zip
THERE
nothing in there yet. Just need to put every lump in when i get time
so some of athe critism i am getting about my mega wad are the guns and the complexity
i think people are too addicted to the chaingun
Yes you can. You save your maps in the MAPS directory
no he means you cant open maps in an editor that are in a pk3
These completly change how the game is played compared to normal doom. SO i guess i need to change its category into a MOD
looks really cool
when you guys make arena fights, do you come up with the concept of the fight before you make the shape of the arena? or do you make that first
i need to put one last arena in my map and i dont really know what to put. I know what i want the general aesthetic of the last room to look like and i have a few ideas for rooms that would look cool
only a few arenas, my maps are layed out like classic doom maps. No slaughter style
but i dont want to fall into the pitfall of making something completely and then afterward having to figure out what to put in it combat wise
I do use a arena with the slayer gates. they will feel ike Slaughter Lite
or boss fights
i suggest drawing it out, and figuring out what demon ingrediants it works with
but when i make maps, i let my mind just do it automatically. IT usually works ... but only have a little feedback to go on
either method works. sometimes i'll make a space i think that's cool and then see what fight will fit in later, other times i'll have a specific fight concept in mind and build around that from the start
if you have space limitations to start with then thinking about what works in the area you have is a good place to start
Working more on my DOOM II map, currently working on the Mineshaft area outside
really proud of how its turning out
This, will be featured in a next update.
Still WIP because it doesn't match with the original games, yet.
That looks very pretty!
Thank you!
what kind of map are you building pal?
As in what the theme of the map is?
Ah okay. Its meant to be a part of one big cultist facility (not the entire facility, just a part of it).
The map starts off in a big staircase room with lava and a cross with lava flowing and some Imps, going down the elevator you end up in a big outside area (Partially inspired by Quake’s E1M1 Outside area) with a dirt castle and the entrance to a Mineshaft around the corner. There is also some depiction that the soldiers are clearly at some kind of conflict with the demons with soldier and demons corpses littering the area, a dirt castle which was man-made to fight off the demons, etc. For the gameplay and play style, I want to encourage fast-paced fighting and also exploration, I want it to be quite difficult and also want weapons and items to be more spread out to encourage exploring and hunting for ammo and pickups.
My ideas currently is to have the Mineshaft breach through a part of the facility, as if the soldiers have been literally breaking through parts of the facility just to get to certain places. I’d also like to introduce bigger enemies and weapons through set pieces and scenarios slowly over time, possibly through out more maps.
I have lots of ideas for this map and more maps to continue off this one in hops of making a semi-short Megawad, like a plot, secrets, set pieces, etc.
sorta like a 3-4 map set?
I believe so, I’m not sure but I’ll probably check
I mainly just used whatever the default DOOM II settings for Ultimate Doom Builder are
I’ve essentially been self-teaching myself DOOM mapping for a little while and have made a few decent test maps, this is my first proper map that isn’t a test map
I know its crazy to be working on a Megawad as my first proper mapping for DOOM, but I’m actually quite confident I can pull off some good and fun stuff
That sounds like a good goal
I'd say to not pursue such a big project for your first thing, focus on the first map first
Yeah, I’m mainly focusing on making the first map, and afterwards once I’m confident the map is complete and is up to my liking I’ll begin with the next map, obviously I don’t want to make a crazy 32 level Megawad, in reality it would probably be 10 but that isn’t a goal, just an estimation. I do like it when maps are decently long so I’d probably go for that which I guess would make up for the length of the WAD
For the music, I would like to use custom tracks instead of the default DOOM II Soundtrack. GZDoom apparently supports a variety of sound formats allowing for proper non-MIDI tracks, I’d love to make some original tracks with my dad who loves making music with the guitar, but since that usually takes a lot of time I might resort to using some Nine Inch Nail MIDIs, I’ve found some really good ones on a MIDI website and I think are perfect for the tone
try playtesting it often, once you think you have a somewhat decent gameplay loop where you can start detailing the map, try to use the time you take to beat the map as a marker for how long an average player will take to beat it
i got my map down to 21 minutes or so when played by me
so when i saw others play it they took like 40 minutes
Thanks for the advice, I’ll keep that in-mind
"your map is broken and X is happening!"
Me: Are you using custom mods?
"yes, im playing with brutal doom"
me: 🤦♂️
bruhhhh
that happened to me, when I posted my map, i made sure to say "this was made for eternity engine, do not play it in anything else, it definitely wont work" and someone was playing it with gzdoom
Welcome to releasing doom content, enjoy your stay
BTSX seems very fun when you play with a randomizer mod, the maps look nice but wish they stood out more in ep1
I will play BTSX Ep2 and eh might as well play Ep3 after that
People out here playing mods when I can't :
why can't you?
I don't know what to do with the mods
Do you have GZDoom?
And I'm on Xbox smhhh
Ah
Hdhdkdjdndnfbfn trololololollooloodjdhdjdido
Can't you sideload applications with developer mode? Might be a custom version of ZDoom or somet you could use that way
Sunder is hard
Hey! I'm working on recreation of my house in Doom and something seems really off. I've been using a laser rangefinder to calculate distances, and converting every inch into 1.2 map units. Everything was fine so far until I got to my kitchen counters. Is doomguy really that short?
According to my rangefinder the counter is 34 inches , or 40.8 map units. tall
Is there a way or a mod to make doomguy taller?
Height units in doom are different than width units bc in the original doom, the screen was stretched vertically
So height units are bigger
that's what i was guessing. Do you know the conversion rate?
Ok. Thanks for your help btw
No it’s 1 height unit = 1.2 width units
Np
That actually makes my math really easy, since height units are now on par with inches
Also end result. Doomguy's still a bit of a shortie, but he can see over the counter now.
Hmm imagine the guy who went through hell and back being short...
i hate to gloat or brag but...
im just still amazed, that the intro to my mega wad is in the background for some of the quakecon hugo/marty speeches
Me and a few friends were trying to figure out what wad that was during stream.
Got a link to it?
Ok. Doomguy is still short, and cannot reach stuff on top of the fridge. Despite all that, the map's looking good. Also is there a mod to make doomguy taller? I would prefer him to be around 6 foot so my map can be more immersive.
changing his size is certainly possible but you may have to code it yourself
my WiP mega mod wad. It needs a lot of work still https://www.doomworld.com/forum/topic/130278-the-eldritch-runes-of-discord-beta/
Name: The Eldritch Runes of Discord Format: UDMF Port: GZDoom: Jumping and Crouching can be used if needed. There should already be barriers where I do not want you to jump but the map can be completed without jumping. Do as you will. IWAD: DOOM2.WAD Game Type: Singleplayer (coop planned) Build T...
Thanks for the advice
make your stuff lower
doomguy is about 64 units tall
Well I'm using irl measurements and I want to stick to them as closely as possible.
make your stuff lower then
Ok, off to lower my counter
(irl)
But serousily, I'll just stop complaining about doomguy's hieght. It's getting repitive, and if I really want him to be taller then I should look for a mod myself.
the counter isn't too high at all in the map
help door confusing
Average doom builder user trying to make a door (impossible)
"I don't have time to play with myself" - John Doom
i try mak door but it just doesnt feel like opening
i do everyting right
and its just like nuh uh
Ok I'm having a bit of a problem. My custom texture doesn't show up on walls, but it does on floors
It's 19x13, so maybe it's too small.
This is not from my actual mod I’m working on but from a throwaway wad where I test out stuff first before I risk messing up the real thing.
I learned how to import custom textures recently. My best test subjects I had on hand were some assets from my own game (unrelated to doom). So here’s how they look when out in a doom mod plus a screenshot from the original game
Pretty quick thing to learn, but I’d say it’s nice and even a bit weird seeing your own textures that you photoshopped and painted in a doom mod
Did you use Slade?
That's what I'm trying to use for my custom texture, and it worked once, but after I did something the texture stopped working.
I’m using slade, yes. To be more specific, I used slade to create the texture pack wad and udb to edit the map
If you like my gameplay & my channel, please consider leaving a Like & Subscribe! Hit that notification bell to stay updated! ❤️
Sorry for my stupid accent, im not from English speaking country. I hope this video wasn't too fast paced. I didn't want to go into too much boring details & I already spent too much time on this simple video. This vi...
Aw shoot. These assets were meant for my own game, never for doom . . . but now I’m super tempted to import all of my assets into a doom texture pack cause what if. But then I bonk myself and remember that I need to actually finish developing my game.
But afterwards I might just make a texture pack for the funny
Hello, I've been playing Doom for quite some time now, spurred by our beloved Dean of Doom, and I've been wanting to try my hand as making a custom WAD. I have downloaded Ultimate Doom Builder but I don't know how this works. Any help would be appreciated.
https://ramp2022.teamouse.net
https://discord.gg/afFGdGNhW2
RAMP is a community project running in June, aimed at encouraging beginners to try mapping for Doom! Anyone is welcome to join, and I would love to see what you make.
This covers some basic concepts in UDB, building rooms and placing objects.
You can make pretty complex maps with just these basics. The video may seem long because there is a lot of demonstration, but for newcomers, it often helps to see every little thing done visually
Thanks for the link and the advice. I'm using Doom Builder 2 but it's probably a similar process
Maybe your scale value is off
Where did you get inch = 1.2 units
@lusty dove dook wiki said 32 units is a meter
there's 39.37 inches in a meter, so i rounded down to 39 inches. Then i did something else and got 1.2
Yeah it should actually be 1.23
Idk how much that changes things, but it’s worth trying
Pretty cringe, that's intentional, but hopefully she likes it when I get to show her.
These are the first custom textures in my already over-detailed WAD.
Oh yeah i remember it was some wonky number and i just simplified it. I don't think it would change much.
Ok I just followed the tutorial roughly and it worked a treat. Thank you so much dude!
No problem : )
So do ACS scripts work in ZDoom format or only in Hexen format? If they only work in Hexen format how do I port my map over?
pretty sure ACS should work just fine in zdoom format
zdoom is litteraly zdoom
ight
So I made the house and I want to add an outer wall to it so I can make an outside area. I've tried making a sector around the house but it just breaks the wall textures. How could I make a wall without creating any bugs?
You need a void space between the inner and outer area's
ok
Not necessarily a void. What’s likely happening is that there’s a place on the outline that’s not properly thought of as as closed shape by the editor. Retrace the linedefs with the line tool to close the shape, then try again
Check out this message I replied to from long ago. Same concept
You can think of as the rectangle as your house. If I wanted to draw around the rectangle, I would have to retrace the original rectangle to help the editor rethink, then I can make a wall around the rectangle.
lol highlight the floor and just change it back to grass
Thanks, it worked.
Is there a way to do a good glass effect? Right now it just looks odd...
Import a custom transparent glass texture with slade3 then use it as a middle texture
use the texture "SHAWN2" as a mid texture, then set the opacity low
I’ve tried to mess with opacity myself but it doesn’t seem to respond. Is the setting called Alpha?
alpha is transparency
Yeah I’ve messed with it many times and there’s no response
Sorry for the late response, I had to go and do something. Where's the option to set the opacity to low? I'm using Doom Builder 2 so maybe I just don't have that option.
Use Ultimate Doom Builder. It's more advanced and it has way more options.
Would there be any issues porting over the map?
No. You just open the map file as usual and work on it
But you will need to make the map into a different format that does support that kind of feature
Thanks for all of your help. What kind of format should I use?
What port do you use to test maps/play the game?
@teal wyvern GZdoom
ah cool
you should use the UDMF map format then
Alright
It isn't the map. Am I supposed to do some conversion process or tick some box somwhere?
you need to make it into a udmf map
open two windows of UDB, then on one side open your map normally and on the other create a new map in udmf
once that's done, select literally everything on your map, copy it and paste it into the new map.
Sounds dumb. I love it
it is dumb, but it works lol
I forgot to import my custom textures. Time to this again
you could've made it a new map in the wad
I have no idea what you mean by that but I got the new textures in
oh alright
i meant that you could've made the new map inside the wad file that has your textures.
that way you would've avoided having to re add them
So where's that opacity setting now that I'm using the right program?
make sure you set the texture both in the front and back
After installing a new program, attempting to change the map format, changing the map format, and fiddling with a bunch of settings... It is complete
G L A S S
😃
Thank you so much dude. Couldn't have done this without you
enjoy your new format pal!
So what does Communicator Message (174) do? If it displays a message on the screen how do you use it, because I could do Dusk style dialogue.
i have no clue what that does. you could look it up on the zdoom wiki, they have all the info about engine functions
Yeah I'll try looking it up again. I didn't get anything the first time, but maybe I messed up something.
Ok I got this page. It has a roughly similar name and the same action number.
It looks like the names for the action attributes changed names, which makes it a bit hard to understand.
And btw I give up on trying to understand this
@teal wyvern YOOOO! I copied some guy's script off of Reddit and got it working!
ah you wanted to do a print
you could use the print screen function for that
I'm using the print function now. I'm pretty sure I tried it before but I had no idea what I was doing, but that guy on Reddit did.
Also...
that's adorable :3
Least I could do for the help you guys have been
thank you <3
Moon man
First round of custom textures for my room. More to do
nice
which program did you use to make it?
Ultimate doom builder for mapping and slade3 for custom textures
nice
the chambers
i still cannot get myhouse.wad to work
The chambers?
your room
glad I wasn't the only one who thought of hyper detailing their living space when doing their house in doom
Ah
Well I actually completed the entire house without any hyper detailed textures because I didn’t want to start off with the easy way. I preferred to force myself to experiment with magic tricks and such
By entire house I mean all the essential furniture and foundations. In the custom texture stage I use customs for everything I absolutely could not do without much pain with only the defaults and sector art
I'm looking for someone willing to help me understand Complex Doom, LCA and God Complex
wdym "understand"
I am interested in some of the visual effects and porting them to Wrath of Cronos for a mod I am working on.
oh
so, it happens that my pc can handle big ass slaughtermaps on GZDoom, so
i did what i needed to do, play Okuplok on ultra violence with an op weapon mod
This this may be the last interesting one for a bit
Anyways welcome back to another episode of thecringefactor attempts to break the game
hey im trying to find a doom map called, dooms knight, or doomed heretic, i remember playing a long time ago on my ipad, and its basically a mappack for freedoom, but i really cant find much about it, theres one person who put brutal doom on it on youtube, but thats about it that i can find, here are a few screenshots i found, please help
What fun mega-WADs would you recommend?
Eviternity
fraternity
Nostalgia
Fairly newer wad, but pretty fun if you want a more Doom experience
It's like the same difficulty as I'd wanna say Evilution, bc it's basically called a Plutonia Jr.
It's a really nice wad to play and it's fun as well, I play it with mods and makes the experience great
Maybe the only issue I have is after each episode arc, you must die and get rid of your weapons but otherwise it's still fine
If you're a pistol starter this issue is negligible
Eviternity is a recent megawad (2018) and its worlds are very well detailed and immersive, and the soundtrack is impeccable. The combat is also really fun and engaging
It has a really cool mystical atmosphere
Bad habit. I thought it was alright for me to post just whenever I do something interesting, but now I finish stuff too quickly and post too often…next time I’ll try to post only when I’ve finished a room. But anyways, I finished this room for now. Certain tiny things like drawers and closet stuff will be done along with other like objects in the house.
Looks good.
Thanks my dude
yoooo, this is awesome
i discovered the world of custom wads not too long ago
i'm curious, where can i find the "best wads"?
is there a website?
What are your top WADs of all time? Here you can vote for at least 5 of your favorite WADs and you have up to 55 points to allocate any way you wish, with a maximum of 10 points for any particular release. You can change your votes at any time in the future (though, please be sure to make a new p...
that's awesome, thank you so much
Monkepro2000 / King Nick Presents....
HONK
A brand new doom mod that lets you Rip N' Tear.... as a GOOSE.
Coming out when I feel like it.
Is it almost done
yes
ill dm u a link of the demo
Quick demonstration video soon
here it is!!!
Is there a website or a place where I can commission with someone to create a Doom mod??
you can ask around on community places and that's it
what do you need a commission for, sprites or scripting?
scripting
is it hard for you to learn
Yes and no. Is there visual programming for Zscript by chance?
nothing that i know of sadly
Darn. ok
you mean visual like ue blueprints right
Yes
i think transitioning from visual scripting to traditional isn't that hard
hmm ok
@runic breach Do you know if there's a simple way of turning DOOM player/enemy sprites into 3D Models?
Thats mostly I want to do. Is just replace the Doom sprites into models
Boom scripting is fairly visual, I'd say.
Anyone know how to set thing visibility to sprite only in UDB without entering visual mode? My editor crashes otherwise
wdym
a 3d model mod already exists
and a version made of voxels
guys on the port for playstation (/xbox) what's the best available mods?
anyone?
There are no mods for consoles.
Only those curated ones available through the game itself
yeah those are the ones i' talking about
which of em are the best?
or anyones personal favourites
i played a bit of the medieval one, rekked
and deathlesswas great so far
if you like difficulty, the plutonia experiment is a good one
its probably the if not one of the hardest of the curated wads
but its really fun
what version is myhouse.wad made for?
doom2.wad
also how do I install mods for it? new to the game
many wads come with a text file like this with info like that
Have you installed GZDoom already?
Nope, idk what that is. Is it like Curseforge for Doom?
It's basically a whole new engine for the game.
grab the GZDoom version for your OS here, install it, place your doom2.wad in the folder its installed in, then the easiest way to run the mod is to drag and drop myhouse.pk3 on the gzdoom executable
https://zdoom.org/downloads
it was made for gzdoom which is a heavily modified version of the engine
the doom engine has been modified into many different versions which range from replicating the originals behavior perfectly to being completely different (like gzdoom)
gzdoom adds many new modding features but at the cost of the original games behavior
there are other modified engine versions like crispy doom or dsda-doom that let you play some maps and mods while being perfectly compatible with the original
but myhouse has to use gzdoom
so I put doom2 out of the folder on steam and put it in GZDoom's folder?
yeah you take doom2.wad out of the steam folder and put it into the gzdoom folder
Go to your Doom 2 install folder, then "base," there's a file in there called "DOOM2.wad"
doom2.wad is the file that has all of the games assets in it
aight thx guys
speaking of myhouse tho, is there a way to get past the ||area with the dog without a blue keycard or do I need to restart?||
geez how small do you wanna make your HUD
yall arent really taking how mysterious myhouse is
like bro in "doom physics" and "gzdoom's physics" apparently something doesnt apply to those physics
and also something in myhouse doesnt apply to the physics of reality.
I do wonder how the dev managed to stack floors
They seemingly aren't actually physically on top of each other, since doors seem to stop when you aren't on the same floor as them
Silent teleporters that connect otherwise detached rooms.
It's an old trick but well pulled off.
I did that in my map, it's not that hard to do actually
Is there any way to play any mods on the Bethesda version of the games on steam? Cause there you only have a handfull of addons that are not really the ones I'm looking for. I'm super new to nodding in doom so help me out of possible.
*modding not nodding
does anybody knows how to install brutal DOOM 64 on the epic games launcher? please i need help
lmao
do you know how to use gzdoom
what is GZdoom?
mfw
@gilded matrix https://youtu.be/34HfmGvUJIM
Gone and done an updated Doom mod tutorial because I've had a few folks ask me about getting mods working and load orders. So here's a basic tutorial video on GZDoom and ZDL, hope this is helpful to anyone that might need it.
Download links:
GZDOOM - https://zdoom.org/downloads
ZDL - https://zdoom.org/wiki/ZDL#Versions
CONTENTS:
INTRO - 00:00
...
what?
ok thank you
this was a google search away
ok you don't have to remind me how stupid i am
so now i can know how to play the H
DOOM
hey dude but with GZdoom i can mod DOOM 64 on epic games?
Gzdoom is only for doom 1 and 2, not doom 64 because it uses a different engine
well shit then how does it exist brutal DOOM 64?
this is only my first so its gonna be kinda bad. hope yall enjoy it
It’s a mod for doom 2 that turns it into doom 64
why did I only now learn of myhouse
I played it and it was legendary
I even got the true ending as its called so the real beach ending
super fun
ooooooooh ok
ive never played myhouse and i probably never will
oh no
Guys i learned how to use GZdoom
And i played brutal doom
But somebody knows how to do the glory kills
I was playing brutal doom and my marines got killed
If u like read and u love myhouse so read House Of Leaves by Danielewski
Myhouse is just a ctrl c ctrl v of house of leaves
Ik house of leaves tho I never read it but myhous wis just inspired by house of leaves not a ctrl c ctrl v I think
me and the bois
me and the bois on our way to beat the shit out of the icon of sin
beat him on ur own smh

it's way more fun with the gang
those r npcs
No they are the bois
oh yeah what source port
WTF is source port?
I speak taco not to much school shoting
Man im ded
Damn bro you are ded
💀
Yea💀
Didn’t pick up the megasphere💀
💀

Someone lobotomize me for building these (props for my little sister’s room)
Yeah. It’s quite easy. Just a bunch of circles. I’d say the most complex things I’ve make were my bunk bed and grand piano
there was supposed to be a phase of how much health the hellsmith has, where fireballs were supposed to rain down inside the boss room
hellsmith?
Is that Moshi monsters
On the laptop? That’s Animal Jam, namely the old screen back when they were still affiliated with National Geographic kids
yeah, the giant black minotaur with the 2 hammers
Currently making a sequel to tnt Evilution
get berserk, press r to switch to the execution (?) mode and uhh melee an enemy i guess
thank but i already discovered how but again thank you
sorry then
wait you can do animated endDOOMS?
A quick Map21 replacer I whipped up, that started life as a speedmap, but thanks to a few crashes and setbacks, that got thrown out, in favor of me just finishing it up, as to not waste the idea.
A tiny bit more puzzle-y than my usual fare, but I'm hoping that the visual cues I give are enough to not leave players lost.
Tested with GZDoom 4.8.2, so I'd recommend using that, or higher.
Run with DOOM2.wad, obvs
(immediate reupload cuz the vega bot doesn't like m*diafire links for some reason)
berserk
Yo how do you get doom mods for Xbox tho(not the in game featured mods)
Tho even a potato laptop can run classic doom
So if you wanna mod it just get like any laptop/pc
Good video here on how to start: https://www.youtube.com/watch?v=34HfmGvUJIM
Gone and done an updated Doom mod tutorial because I've had a few folks ask me about getting mods working and load orders. So here's a basic tutorial video on GZDoom and ZDL, hope this is helpful to anyone that might need it.
Download links:
GZDOOM - https://zdoom.org/downloads
ZDL - https://zdoom.org/wiki/ZDL#Versions
CONTENTS:
INTRO - 00:00
...
is it possible to run ultimate doom builder on mac?
@royal wave here's the wad, use doom 2
I think I already played that
i don't think you played the final version of it
i built up a lot more on that map and submitted it to a competition
recently i've been trying to come up with ideas for a new map but no luck
Hello. I need assistance understanding how to use textures in ultimate doom builder. I have very basic experience with making maps using doom2.wad, but now i'd like to use other textures like in the texture packs from doom world or like the textures of Heretic and Hexen. So : I open doom builder, and add doom2.wad as a ressource as usual, and then, Textures pack on doom world are .wad format, so I try to add the second wad as ressource also. But then I have conflicting ressource, like the texture are mixed, or, with a texture wad that works (meaning i can see the texture in doom builder and add them to walls and flats in the editor), but it doesn't works when i try to run the map in gzdoom (it just put a default blue "missing texture" instead). I've seen tutorials where they use Slade to add textures to a wad, but, does it mean that whith a texture pack from doom wolrd i have to add manually all the 500-ish texures one by one ? An even then I don't get it : do I have to add the texture with Slade to the doom2.wad ? to a special .wad ? or to the .wad of my own map i saved with the editor ? I know this is probably very noob questions, but I searched a lot of tutorial and didn't found an answer I can undertand (maybe I cant't get it because english is not my first language, I'm sorry for the bother). Thank you by advance for your help.
I still have to add the wire-connector-thingys between the pedals. I could just go with the notion “they’re out away in a drawer somewhere” but my perfectionist self would go AAAAHH but accuracy
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
dang the most impressive thing ive ever done with sectors was a coffee cup
This was easy. It’s just a matter of if you’re willing to do all the tedious work
I still uphold my grand piano and art drafting table (cause of all the weird slope manipulation, finding cheats to force degrees I wanted) as my best ones
I don’t think I’ll impress myself again until finally touch scripts lol. But this wad is taking months so in a few weeks
When you test your map, are you using the test map button in ultimate doom builder or are you just running the wad file in gzdoom?
If your just running it I think you need to run the texture wad along with it. Or I think you can merge the two wad files together using wadmerge if you don't want to do that.
I am approaching what I am feeling comfortable enough to call version 1.0 of GZChaos. Would anyone like to playtest my mod? Requires GZDoom 4.10
anyoneknow how to align the highlighted texture without affecting the top one 😁
i'm guessing you're in boom or vanilla in which case you need to lower and upper unpeg the texture above/below the window
thank you now it only looks bad because of texture choice 😁😁
Trailer time
Oh god what is this
True depression
Suffering
Requires GZDoom 4.10
Support me on Ko-Fi: https://ko-fi.com/kevansevans
Download on Itch.io: https://kevansevans.itch.io/gzchaos
Is there a mod that adds the original pc music to doom psx? or sounds?
I picked up a ps2 today and was wondering
Update (the tuner’s light flickers but I’m not sending a short video this time because it destroys the resolution)
Why do I even bother with details people will look at in game for 5 seconds 😂
Its a fat ps2 ready for modding
Warcrimes against doom
(My sister’s room is done for now, but I have to do the closet. It will have a dollhouse made of 3d floors, but I’m not sure what else to do. I want to model some nerf guns, but that would change the purpose of the closet from my sister’s to ours (cause she doesn’t like guns). I’ll have to mull that over.)
i should learn how to make actual mods instead of just maps
So many mods, so little time. Enjoy this sandwich of notable Doom mods I've played recently with some Half Life / Devil May Cry 5 flavored filling making up the middle.
▬ Contents ▬▬▬▬▬▬▬▬▬▬
00:00 - Intro / Insanity Edged
04:00 - Devil May Crowbar
06:51 - GZChaos V1.0 / Outro
▬ Downloads ▬▬▬▬▬▬▬▬▬▬
Insanity Edged - https://www.doomworld.com...
Currently making a fix for a bunch of “bad” tnt levels
nvm i got it
doors raise to 4 map units below the lowest surrounding sector
i'm guessing those pillars either side of the door are sectors, not one sided lines
I'm looking for some resources to make a historically themed Doom mod—textures, sounds, enemy sprites, whatever. Currently, I'm especially looking for right handed/angled sprites for weapons
Western-themed weapons and such
have you browsed through realm667?
not yet
do look in there, there's a good chance you'll find almost everything you need there :)
definitely seems useful for placeholder stuff
woah
How do you make map
Look up a tutorial for ultimate doom builder
O k
Any recommendations for maps that work well with Brutal Doom?
maps of chaos
Sorry guys girlies your doom
Finished the final edition to my sister’s room (the attic closet). This took eight hours…
ok that's really cool
Good work!
WOAHHHH
Thanks guys! It was almost worth the eight hours of perpetual screen staring LOL
Can anyone help me with installing classic doom mods? I can't seem to get them to work
Gone and done an updated Doom mod tutorial because I've had a few folks ask me about getting mods working and load orders. So here's a basic tutorial video on GZDoom and ZDL, hope this is helpful to anyone that might need it.
Download links:
GZDOOM - https://zdoom.org/downloads
ZDL - https://zdoom.org/wiki/ZDL#Versions
CONTENTS:
INTRO - 00:00
...
I’ve already seen it. Tried everything but still couldn’t get them to work
<@&162901871168585728>
nazi engineers are goofy as hell
like imagine playing tic tac toe on the blueprint and your commanders are like
"absolutely brilliant"
can anyone help me install Brutal Doom? I really have no idea why I can't it to work
Drag and drop it onto gzdoom.exe
did you extract it
yes, using 7-zip
To be clear: You're dragging the .pk3 onto the gzdoom.exe?
correct
well actually brutal doom doesn't have the .pk3 at the end of it for some reason
you have file extensions turned off
it shouldn't look like this right?
how do i fix that ?
this saying it's a .rar file tells me you didn't extract it out
that's weird because I did the first time and it won't give me the option to
everytime i tried to download it it always has the gzdoom icon and its always a .rar
the extracted file should be 82mb
Doom mods are never .rar files. They are either .wad, .pk3, and sometimes rarely .pk7
this is how it looks like when i download it, I'm not sure on how to extract it
Open it up with 7zip
I see, ok good to know. I'm still kinda new to this
Inside you will find brutalv21.pk3. Click and drag that onto wherever, wait for it to extract, then drag that file onto gzdoom.exe
speaking of bd
the window just closes when i try to open it with 7-zip
am i the only one who thinks it's kinda feature creep?
i'd prefer beautiful doom which is very similiar
Nashgore is all I need
Okay i got the mod working, thanks a lot @royal wave!!
One more question does brutal doom work on Ultimate doom?
Works on all main IWADS
alright perfect, again thanks a ton!
actually another question lol, is it possible to run brutal doom through my steam version?
no
use gzdoom
Can I not get gzdoom running on the steam version?
So having to do with mk1, apparently kuai liang is scorpion, and hanzo hasashi is takeda
Kuai is scorpion yes, confirmed in the story mode a few times
takeda, however, is likely not Hanzo due to what datamines show.
gzdoom is not a mod for the game, it is a rewritten version of the original engine, its basically a completely new game that just loads all of the same levels
bd is pretty damn light compared 2 other mods when it comes to feature creep lmao
gzdoom is not a program that adds mods to your doom game like fabric for minecraft
gzdoom is an entirely new engine that just takes resources (levels and graphics) from your doom game
they opened the doom engine source code to the public in 1997 but kept the game paid by copyrighting the levels and graphics so users would still have to buy the game instead of just compiling the source code to play for free
gzdoom is just the engine after 25 years of modification, giving it as much capabilities as a full-fledged general-purpose game engine so the sky's the limit with modding
also i wouldn't recommend brutal doom for a first timer
may get a lil confusing, start with vanilla or beautiful doom
Really? I played it yesterday and thought it was super fun
I already played vanilla ages ago
may just be perspective then
it's fun but i thought it'd be a little confusing with the tons of difficulties weapons etc
my house requires a lot of hours but into it
and also you can check out the creator's doomworld page for more lore to understanding the story
Yea I’ve heard, I haven’t watched a lot of the videos though since I wanted to play it myself
That part I’ve seen
thankfully it's not one timer
you return to myhouse after level 2 is finished in an endless loop
Like the underhalls? After I beat the map?
yeah
bd isn't confusing at all and is a great entry mod (fully serious)
what doom mods have you played
not much
does syringe have a story?
What format to you recommend if you want to use GZDoom? (UDB)
do you care if the map is only compatible with gzdoom? or do you want people to be able to play it in other things
submarine
Nice! Is it static decoration or does it do something?
Just static
An actual submarine sounds like a nightmare… and I kinda just started mapping.
It doesn't need to have an interior. You can do fun things like pressing a button that blows up barrels and makes the sub lower as if it's sunk, for example.
Noice
It's something like this
its supposed to be a submarine hangar so i was trying to go for a water grate kinda texture
these are mostly just placeholder though
i want to rescale levels to be half their size. how can i do it?
on the bottom right there's a thingy that says "64mp", that's the size of the grid, making it smaller will allow you to make better fine details or smaller things that aren't 64x64
select everything you want to change
press 'e' (edit mode)
enter 50% into the vertical and horizontal scale values on the docker (triple arrows on the top right)
or you can click and drag the bounding box after entering edit mode
does anyone know how to make invisible walls in UDB? the only tutorial i can find is very outdated.
Make a line and set the middle texture to a shawn2 texture, then set opacity to 50% and make the impassable
That only works for ports that support opaque textures
would this affect entity sizes too?
cool
Udmf supports sprite scaling but only if you directly edit the placed actor
i have an old mod that's broken and has double the size on maps
i assumed they were working with udmf since that's the common thing to use
Prboom supports 50% transparency
I would recommend not making that assumption in general, many people also map for boom and vanilla
Definitely important to understand that not all mods and techniques work on all source ports
platform doesn't matter
so, i remade map07, would i be allowed to post the .wad here? i checked the rules and nothing said anything otherwise
and i dont see any wads posted in the recent messages
you are allowed to share wads here
okay, thank you
of course, its map07, any feedback would be nice
accidentally kickass hard
made in slade
udmf
tested in gzdoom
made in chemistry class
chemistry class is the prime spot for creating doom wads
indeed
oh i also have this generic tekbase
made in slade
udmf
tested in gzdoom
made in health class (we were learning about eating disorders and i got bored, i already know all about those)
oh also all my maps are tested mainly in hurt me plenty and ultra violence. im too young to die and not too rough have very little changes
i fixed a few things that i was dissatisfied with on it, probably not gonna change much after this
broken, working on a fix
i have no clue what i did
bruh i found it
fixed
lmao I used to do the same thing when I was in high school. Would download Doom Builder 2 and just scribble rooms together and working things out by hand
im just too lazy to learn about oysters and would much rather make doom maps
Try not to fail at the very least
hah, i have an A in the class and have not done any work in class besides the tests 😌
agh i broke the final fight in my map again 😭
you'll get the hang of it. Keep it up
i know what i did
my map just has a lot of moving parts
oh. i just accidentally moved the enemies out of their little boxes
it should be completely working now, thankfully
kachow
currently sobbing
h
you should like play my map
Phew, two down. Rest of the house should be easier except for ahh—the forest 💀 and our mess of logs and chainsaws
Poem at the end is mine I wrote for my mum :) just in case anyone wondered (save ya the endless internet search)
Took almost a month 💀
I likely won’t make another video like this until I finish the entire house (including outside and secret areas). Then I enter the horrors of scripting and combat
has anybody tried my map?
desperately need serotonin from someone trying it
I would but I don't click on links on the internet without some background. sorry
oh, thats respectable, what can i do to prove that its not malicious?
(i made it on a school computer and cannot use a screen recorder)
you could use wadext to extract the file
cool name
like a short video of you downloading the file from the discord and running it in doom
or i could just do it right now and look at it, is it for doom 2?
yeah, doom 2, map07
ight
yep, UV and Hurt me Plenty were tested
Ok i killed everything how to get out
How do I exit the level?
I'm geussing I'm quite fucking stupid and can't figure it out
kill the cyberdemon
hhhhh unless i mapped it wrong
its worked for me after rigorous testing
just run it in a vm if ur paranoid lmao
also it's a wad 💀
i didn't see a cyberdemon
i couldn't see the .wad in the link and i ended up downloading it anyways
how would they properly hide malware in a wad
did you grab the latest one?
i forgor, i think so, also loggin off in like a minutre
ok
W on you for not letting some random guy restrict what you do because of a convo
cant talk today lmfao
fair
Even in the dark old days of Terry wad virus bombs, anything malicious was in a pk3 (which is functionally a zip file)
My map concept art for sub.wad
thats really cool. i just make geometry based of a vague idea i have in my head
linedef vomit, if you will
does anyone know why my wall looks liek this and how to fix it
no clue, but ill give you my two relatively uneducated ideas, its either a doom builder bug (i use slade) or maybe you have two linedefs on the same coordinates?
imma try closing and reopening doom builder
the classic turn it off and turn it back on again
It didn’t work…
i dunno man, does it look like that in-game?
it could just be a visual bug
though i am not an expert
if you send the map il take a look at it
but that effect that you are seeing is called z-clipping
fixed it
it shows up in any 3d program when two surfaces are in the exact same position as eachother
i've heard it more often referred to as z-fighting
Right that’s what I meant to say
What the fuck is z clipping
Are there any wads that take place during the doom slayer’s time with the sentinels?
doom zero
it doesn'T have sentinels but
i think it shows how he got trapped inside the sarcophagus
I'll try them! When I get some time this weekend anyways lol
This is my first ever Doom Map. I'd love to get some feedback on it (Made in Ult. Doom Builder in Doom Format)
youll see i like ambushes :)
i dont think there is ever a traditional monster closet though
Hello, anyone know if there is any program to port a Doom mod on ps1. Any resources at all?
I think this may be what you're looking for but I'm not sure. I don't do anything with Doom modding, only mapping. https://www.moddb.com/mods/doom-ce/downloads/psx-doom-ce-205-full-version
Guys
Which version of GZDoom is better to Play Project Brutallity 3?
The v4.11.0 or 4.5.0
What makes you think there is a difference that affects gameplay?
The game crashes while im playing
So idk if is something whit the version or my computer
try a diff version
I will
I think this is a well made first map! I enjoyed the layout, texture alignment was good, it flowed pretty well, and the secrets were fun to find. I especially liked small details like the chipped walls in the darker area. Only out of place things I noticed were an imp on a crate that was kinda just chilling, and the texture in that one hallway leading to the hell knight felt like it was kinda tiling compared to everywhere else. I did get a little confused at times due to how similar areas looked texture wise while looking for the last secret, maybe it could use a little more texture variety with more colors to differentiate rooms at a glance. Overall pretty solid. I played it on PrBoom+.
This was a fun dead simple remix, the start of it and the end with the archie were kinda butt clenching and ammo felt tight in a good way I think. I haven't looked for the secrets yet. It wouldn't run on PrBoom+ but I got it to work on GZDoom. Vry nice 👍
Does anyone know how I gather a team to work on a Doom 2 mod? Alot of things will not work correctly and with the size the project is planned to be it would take a very long time without a team to make something good quality.
well i think the first thing you need is a small demo to show what the whole idea of the mod is
like an e3 presentation basically
How do I do that when only like 10% of the stuff I tried to make work actaully worked lol. There were 9 demons and 2 guns I was trying to import and only 4 demons worked lol. Plus where do I put the presentation thing to get people? The doom modding servers seem to be unorganized lol.
well i think what you can do is work on your own for now on a nice sweet little demo map
then present it idk here i guess
or in doomworld
So like a small little video to show off the demons that were able to be imported correctly?
you also definitely should ask questions about things that you don't understand how to do, people are definitely going to help you
i'm not sure honestly, me personally i'd try to find some of the things that represent my mod the best, and then show that
probably not, at least not for now
👍
I will have to make a slideshow lol
my screen recorder hates gzdoom for some reason
that's a pretty good idea
(also that's what i would've done lol)
Thanks. Here is the wierd slideshow that took more time than it should to make lol:
Hopefuly someone sees it
The server here hated links so its just a pdf
lol the slideshow took longer than it should have to make lol. I tried to get a good pic of the marauder but he just wanted to zoom at 999 mph lol
thank you, i think its the map im proudest of, and i wanted it to kick peoples' asses on UV
and so i thought "what if, dead simple, but cyberdemon and archvile"
Shilling my ComProj here lolz
https://www.doomworld.com/forum/topic/136660-wip-community-project-jaguar-doom-recreated-from-memory
Inspired by @Engireds works, I am happy to start the following Community Project! In case you didnt know, Jaguar Doom is slightly different. Click here too see the differences. Tutorial: https://forums.atariage.com/topic/162133-doom-level-hacking-tutorial/ Alternative link: http://pscd.ru/info/18...
how do you add resources after creating a map?
Tools>Game Configurations>Add Resource
thanks
hey guys
i have trouble downloading a doom 2 mod,which called the brutal doom ww2 weapon pack, does anyone know whats the problem?
heres the mod link: https://www.moddb.com/mods/brutal-doom/addons/brutal-doom-ww2-weapon-pack
we can't help you if you don't say what the problem is
This is my first map. Can someone give me some feedback on how to make it better? Originaly I wanted to add doors and lifts but I could not figure out how to make those work so there are just barrel where doors should be.
Also it is for Doom 2
having trouble figuring how to upload other peoples resources. specifically these bamboo textures by Elend. https://www.doomworld.com/forum/post/2064353
Thanks again guys. That walking-sim thing really seems quite appealing actually. Would definitely reduce the amount of headaches I had while building this and would allow me to focus more on the actual architecture / building. Lots of hidden secrets, little hints here and there. Well see what the...
My DoomBuilder says some textures (startan1, ashwall) are in my doom.wad but my slade can't find them in there
figured it out... but now i have another problem.
add the resource to the map
you gotta do that when you open the wad in the mapping tool
it was just the sprites and a script that i put into slade
there wasnt a wad file
are you sure you're opening the same file in the editor?
wdym?
well if you added the content to the file you're storing your map in, it should work just fine
Click that button that says "Add resource" and select the file where you stored those scripts and sprites
okay
i hope that works for you :)
sorry for late response, the problem is everytime i drag and drop the mod with brutal doom, it shows fatal error idk why
Are you trying to load more than one mod? Because if so then it's likely to be incompatible mods causing the issue
This is the pk3 that contains my first (and second incomplete map). Alot of the demons I have imported are not showing up in the slade map editor (only the marauder, wraith, chaingun pinky, and Baby Cacodemon) are showing up. Can anyone show me how to fix it so the rest of the demons (excluding the Blood Maykr and Zombie Commando that do not have zscript or decorate files) and the 2 guns show up in the map editor so I can use them? This is just the Pk3 because the credits are in a seperate file so please do not send this around until I put the credits and the pk3 in a zip once they are finished.
i wont get banned if I ask for feed back on a map I made will I?
I'll play the wad if you want
I will try it out aswell
thanks :)
No problem. Do you know if you could try out mine which is above? Just on the first map as the second is not finished yet.
sure thing, ill do that after i finish walking my dog
I tried their map, I'm checking your map out next
Thanks
Played good. Only gameplay issue was the lack of heals throught the map. I ended with 11% hp lol.
The second map is not done yet so while it is playable I have not balanced everything or textured everything quite yet.
I second Necro, it plays well for a first map. Texture alignment and geometry in a couple places could use some work, but that's easy to clean up. I'm not sure if it's intentional or not, but the textures for the door tracks are unpegged.
How was it?
Just got to the second map. It definitely doesn't need so many megaspheres and blue armors on the first map and could use more shotgun ammo. I didn't go in the cyber room because I'd get destroyed in the hallways if I tried. Texturework and alignment were fine, the best things I think you could do for the map are reduce the maze aspect of it, and add some doors locked by keycards and it would probably be pretty good. I liked all the custom monsters, though the marauder was a pain in the tight hallways. I think the second map has a pretty good start layout and you could definitely expand on that.
Small side note, there is probably a missing texture on one of the dead ends near the cyber room, I was getting the hall of mirrors effect.
ok so in the future i should add more healing and align textures better, noted
ill play necros map now
Thanks. The issue with the doors was for some reason I just could not get any doors working in slade (hence the barrels). The marauder was supposed to be somewhat contained in the large room by the barrels (although that can be easily broken). The reason there were so many demons in the marauder room was because I intended for the player to grab teh BFG from the Caco room before going there. I will definintly add some more shotgun ammo. What do you mean by Hall of Mirrors effect?
Also what should I add to the second map?
Hall of mirrors is that weird visual effect where frames repeat over and over, similar to how a windows screen would streak when the program stops responding
just finished the first map, got telefragged by a shadow monster, and yeah it does have too many megashperes and blue armors, was fun though
Thanks.
np
Yes
Interesting, I didn't even know slade could do that. Then again, I haven't used slade because I don't need to edit anything like music yet.
I know in ultimate doom builder, you just draw what you want to be a door, then set an action special on the linedefs that the player will interact with
how was the music choice in my map lol
I think I fixed the issue with the hallway. The dead ends were mainly there to store wraiths to jump the player. What should I change about the second map (besides the textures which I just fixed)?
Oh I haven't gotten past the area with all the ammo and stuff yet, I closed the game so I could do my workout set
Okay.
I laughed when I realized it was ghostbusters lol, at first I thought you just put in random sfx for the music
Was actully nice in midi form
I was trying to get the rest of the demons that are in the files into the maps but for some reason they do not appear in the list (although 2 do not have any code but the others should be). The 2 new guns (Bayonet rifle and Doom 2016 pistol) are also not working and I am not sure why.
i just had on my computer and said "screw it itll be funny" guess i was right
Unfortunately I can't answer that either, I've never done anything beyond working on my first map which is all vanilla
Thats okay
It will probably be awhile before I ever mess with doing any kind of actual mod in fact, I'm mostly a vanilla gameplay andy
Okay. Also how is this now? I finished the second level and made the changes you suggested to the first (except the mega/soul spheres):
So the first map plays a little better, it really just needs doors and some keycards in place of megaspheres to make some of the rooms more useful. Second map same thing with the doors. Second map could use more texture variation since it's all just green marble. If you go back to change the layouts anymore some height variation and changes to lighting would make it more pleasing visually.
Also fighting the marauders is a better experience in the second one naturally because of the open spaces
Thanks. I should add some more lighting and decoration to the second one. Not sure how to add the doors or change the height but if I ever figure it out I will likely change it. Also how terrible was the secret in the second level?
I didn't really notice if there was a tell for it or not, but I found it on accident
I kept randomly taking damage at the start, I'm not sure if it was because of the monsters down the hall or not
Wierd. Maybe the stealth zombiemen shooting you?
Nice
How terrible was the BFG invincibility room?
Once you add doors it would probably be best to do the slaughter room closer to wherever you want the end to be, and build up the intensity of the combat encounters on the way.
Also, it looks like slade works similar to UDB, so when you go into visual mode you just aim the cursor and the floor or ceiling you want to raise/lower and use (I'm assuming it's the same in slade) scroll wheel
Makes sense
wdm?
The question came up why I use SLADE all the time. The answer is: because Ultimate Doom Builder does not work on Linux! But the more interesting question was how do I actually map with SLADE? So here is how... https://www.doomworld.com/profile/32814-sectrslayr/?status=1738502&type=status
This should help with some of the basics
I will check it out. Thanks
what are the benefits of mapping with slade instead of udb
Slade works out of the box on Linux and Mac, udb does not
There's no other real reason to use slade for mapping other than personal preference
ahh i see
why is udb windows only, thats annoying
Its just what I could get working right
(for me it didn't need admin privileges on my school laptop)
slade my beloved
Hi filbert 👋, made any new maps lately?
nah i lost my mouse and my mother is yet to order one
i also dont have many ideas besides generic tekbase
im a huge fan of maps changing as you pass through them, like e3m9 or map07
like monster closets, but cool
You might like what I'm working on then
I try to make areas change a lot as the player goes through it and I like incorporating that concept into traps
I finished the first of four areas if you wanna try it out
id love to, but no mouse, when its done, you could @ me and ill gladly play it then!
Will do! It will be awhile before I get it done though, it's gonna be somewhat big lol
I'll probably need playtesters at some point tho
i will happily playtest for you, if need be
im only loading brutaldoom and that ww2 weapons pack
since it needs brutaldoom to load
but the thing is that the download file for the mod has a pk3.bak and sub addons, idk what they do or what is their use
I will whenever it is ready
hey, I hope someone can assist me with something I noticed while playing classic Doom 2 with mods on GZDoom, but now that I noticed it, it's driving me insane, because it happens even when I don't have any mods loaded.
My shots will come out at a lower point than the crosshairs on the center of the screen are indicating. Here's a screenshot of map 1 of doom2 with no mods loaded, all of these shots were fired at the exact same aim height, just moving sideways.
also happens on Zandronum, but not on other, more vanilla-compliant source ports. (Crispy, DSDA or Retro)
I wonder if it's some weird quirk of the autoaim settings on ZDoom
the fact that mods like Brutal Doom and Project Brutality do not show this quirk probably means that mods made to be played with mouselook on (and have different monsters locational hitboxes) fixed this internally
ive noticed this before, i just turn off my crosshair
I messed with all the auto aim options and it didn't change anything.
It seems to me that the crosshair just isn't aligned with the actual point of impact
But idk, I'm just spitballing here
Actually, this might answer your question
I am having a ton of glitches and softlocks in TNT (and I have metadoom on aswell). Does anyone know if it is the TNT levels being glitchy or metadoom is effecting it somehow?
huh, thanks for that. this actually clarifies some mechanics of the engine itself. how Doom is suddenly more realistic in this regard than CoD
guess it's not something to fix then, I'll just have to get used to it like I did in tactical shooters.
It'll be the mod you're using
TNT originally had a softlock on map 31 due to the yellow key not having the correct difficulty flags but that was fixed for the steam version
Wierd. I saw some missing textures on some levels and got softlocked with some keys (for some reason red door did not want to open from the one side I was stuck on)
Yeah tnt works fine apart from that historic soft lock
I've never heard of metadoom so I'm not sure what it changes
Its a gameplay mod that adds stuff from all of the other doom games and messes with monster spawns (along with adding more)
I will do that soon
boys mouse arrives tommorow expect some pleasant doom maps
i had an idea for this map
backtracking, but good
will i go into more detail? ha no
i miss mapping maybe ill make a wad soon
i wanna make a deathmatch map
and also reimagine map18/the courtyard
oh and if anybody has any map ideas/sketches, feel free to @/dm me
All music's rights owners is Mick Gordon and Bethesda, I don't own anything
Come to LitDoom discord server slayers!!:
https://discord.gg/g7CgkRnf
"É necessário matar uns demônios e ativar o Windows "
resourcers
-'murica
-Field hospital
-bastion main
soul crystal- frequent
Player
damage taken-100% normal
damage inflicted-100% normal
Buy m...
a map01, didnt really think about progression with this one, it's got a neat secret im proud of
also yes i now have a mouse and i would like to test it
Awesome, when I get some time today I'll post it
alrighty
Also a cool idea for map 18 is expand the first area with the toxic sludge to where you have to open up the marble area to get to the courtyard. Then each time you go through a sub area to get a key, the courtyard fills up with monsters kinda like that one area of plutonia map32.
Yo tell how to pro me nub
i kinda had the idea to focus on that central courtyard with monsters teleporting in, like uhh map29(?) of ancient aliens
I haven't played Ancient Aliens yet
i just watched the decino video
It's on my long long list of wads I wanna play lol
i just make maps
its a great way to waste time in class
a few changes
i forgot to unpeg a door 😭
i made this for a mod im making
@bitter flame @cloud tangle
Only works in GZDoom rn
Currently UV is implemented, lemme know how the ammo tightness feels. Also I recommend the software renderer, lighting looks kinda weird in hardware accelerated as well as the other settings.
I'll check this out when I get home later 
Will try
anyone know how to fix this? it won't let me get rid of missing resources.
all the information is in the error messages
looks like you've loaded the resources via the config set ups
F6
it worked thanks
np
hardware accelerated on top 💪
Shit sorry I got a bit distracted. One of the sides of the blood hole (lol) in the first room is missing the teleport thingy. I feel like the first room needs more heals. Also in the begining room I feel like you should reduce the number of chaingun guys. Ammo wise I punched a hell knight to death. Also I kept finding energy ammo but no energy weapon. After getting the blue skull key the room opened up and I got killed by the hoards as I was at 3% hp. I would definintly add more heals and maybe some more ammo.
