#classic-doom-maps-mods
1 messages · Page 7 of 1
No assuming you are refering to the room with 2 hell knights, a bunch of imps, and the button to open the teleporter to the maze. I ran out of SS ammo so I had to punch the last hell knight to death while hiding in the corrner with 5% hp lol
Weird, when you teleport to that small island before the hell knight room you teleport right onto the plasma gun
I always pick it up when I tele, I wonder why it isn't working for you
I did not teleport to the small island, I jumped to it and went into the teleporter (maybe I didn't see it)
You jumped to it? Lol
Yep
Like actual jump or you managed to do a run jump
I'm curious as to how you jumped to that island
Run jump
I gotta drive home but I'll check this when I get there
I will check to see if I just missed the plasma rifle
You should get access to the third teleport that sends you to the island once you press the switch in the small building with the lost souls and guts on the floor
If you can, send a vid or something of how you did the run jump, I gotta fix that
For some reason my screen record hates gzdoom. I will send a screenshot of the minimap
The screenshot did not take but the jump was from the bridge. The plasma is there but I did not see it on the pedestol lol
Yea, you mean the main walkway to the temple right?
I tried a lot but couldn't get over there. I guess I should clarify, are you running and then pressing an actual jump button or are you just running off the bridge and landing?
Because if so I should have mentioned I designed the map for completely vanilla gameplay
I should probably raise the island either way, but I'm just curious to know
Also, did you manage to find either of the two secrets? I suspected that players would probably have it pretty rough if they didn't find them
Running and pressing the jump button
I think I found 1 but I forget which one it was
Okay that makes sense. Yea I should have mentioned I made this with vanilla in mind my bad lol. I raised the island anyways so even with jump enabled you should only be able to get there the intended way
Nice
Also if you found the first secret then the other one should unlock inside the maze. It's the little box with the baron and extra ammo in it
How did you fare with the archvile room?
Saw it
Do you mean the archivile in the cage or the archviles after the maze opened?
In the cage
He never hit me lol
Just like never attacked?
Like I doged the attacks
Ah okay. I figured being locked in there with the chaingunners and archie would be pretty nasty
The chainguns were a nightmare lol
Too many lol
That's part of why I made the hole on the stairs for cover, but I think players might panic too much to use it
Also because it looked cool lol
I ended up hiding in the corrner of the room and jumping to shoot the chaingunners lol
Ah I see. Also interesting thing about the maze, it's kind of a choose your own suffering thing, or at least that's part of the idea. The more the player explores and kills stuff in it, the less painful it will be when the maze breaks up and everything else spawns in.
Makes sense
I'm guessing you didn't kill the archie before the maze fell apart
Haha makes sense. I kinda wish I could have seen the reaction
lol I died to the hoard
Some of the suggestions you made I've taken into consideration. I need more play testing too to see how a range of skill levels handle it. UV is supposed to be pretty nasty with the traps, low health and ammo until the later sections. That's actually why there aren't any health or armor pickups until you get to the first door. I might throw in a couple stimpacks in the main room and I'll see about adding more ammo in non secret areas. I'll probably keep the chaingunners in archie room for UV and reduce/change hitscanners for HMP and lower
Also what did you think of the rooms themselves?
Design wise they looked very good. Only issue was the one blood waterfall in the first room missing the teleporter
Yea I added that to the other section so it should be good now. I'm not sure how I forgot to put that in lol
lol
I'll post an updated version soon, might be later tonight
Nice
Yea so I don't have time tonight but I'll post the updated one tomorrow night
Okay
oh oscult sorry for not being able to play your map, im very busy this weekend
No worries man, I gotta post an updated one anyways. I couldn't even get to making it tonight like I wanted
ill just get a backlog of these and play em' 
Openly announcing that I'm on board the Shrine 3 team! Pretty hecking excited to be working on this!
【QRT of mengo (@Mengo329):】
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does doomsday support pbr materials?
Does anyone know how to make teleporters work in slade?
This was cool, found all the secrets except for the green armor one lol. Are you doing follow up maps for this?
If you can assign action specials in slade then there should be a teleport action special you can assign to the linedef and set it to when the player crosses the linedef.
Hmm. Thanks
Also, if there is a teleport destination object or similar then place that down where you want something to tele and then assign a tag to it. Then on the activating linedef you should be able to select what tag the teleport sends something to.
@bitter flame @cloud tangle Okay so here is the updated map. Same as before, designed for vanilla so using the jump button could potentially sequence break but mouselook shouldn't be any problem. I changed how combat plays out in the beginning room, changed monster balance in most areas, and added more ammo and health where needed. I was able kill everything on UV and get to the next area without the secrets. Lemme know what ya think 
Will check soon
mmmaybe 
i may make a megawad if i feel like it 
ohhh curse my brain im already thinking of ideas
i will not be able to do schoolwork for the next while until i do this 😭
i.e. hellforge, a map that takes you through a gargantuan foundry that processes souls
I smell a use for the beta lost souls lol...
is there EVER a use for beta lost souls
Doom Zero used them pretty well
i needa try doom zero, then
ive only played memento mori and doom 1/2 for map design ideas
or just for playing doom
mainly the latter
(yes i did look up the difference between former and latter)
You might like Sigil
i should try sigil, it IS romero, after all
I love his old school mapping style, some of my map has taken inspiration from his visuals
i just kinda think of ideas and then put them down
like falling streams of lava as a rooms's centerpiece
i just thought of that
I posted a walkthrough of my first completed area in videos if you wanna see what it looks like btw
yeah id love to, im not able to get to my school computer rn
oh you said in videos i was deadass waiting for you to posted it
Lol
i neednt watch the whole video to see you are clearly the better mapper
i pretty much only stay in my comfort zone; tekbases
to be fair, ive only been mapping on and off for a few months and without tutorials
and on a school computer
I always try to push myself when it comes to map making, but to be fair I've been making maps across multiple games for years and some of that translates here
The best way to push your comfort zone is to find small things you find cool in other maps that you don't normally do and replicate them, maybe with your own twist. Even if you don't actually put it out it's good to try. I also open up maps I like in UDB and see how they did things
did you ever open up my dead simple map?
im extremely proud of that map
I did on the first version to figure out why the cyber wasn't spawning, I thought it was cool that you used conveyor belts to spawn them in
i saw that in ancient aliens
waiting is boring
anyway imma go to bed with doom on the brain 
Have a good night 
thanks, you too (or whatever time zone you're in)
Where can one find this doom zero lol
Also what is Sigil?
Sigil is a wad made by John Romero for doom 1 25th anniversary
You can find Doom Zero and Sigil on Doomworld
I will find them. Thanks
Just found sigil. It says in the readme that it is for doom 1 and not doom 2. When I loaded it up in doom 2 it was fine. Will the rest of the game be fine?
advised you boot it with doom 1
otherwise devtextures will show up
as assets are missing
Hmm. I might just play it with doom 2 and see how it goes because I do not have doom 1 on pc lol
Wait is that why some other mods I have sometimes have random black textures in certain spots?
Mods such as?
I have seen it occasionly in some and assume it to be a error when mapping. Tnt Revilution did have it alot more in certain staircases.
imma make hellforge now
actually no im playing sigil
How you liking Sigil?
its great
sigil is a masterclass in enemy placement and architecture
except for the cyberdemon in e5m2 fuck that wtf
i love cyberdemons!
Sorry I got a bit distracted working on my mod lol. I am trying this now
For some reason the teleporter would not open after killing the archvile so I had to do some parcore to get to the island. New enemy layout was alot better. More medkits was alot better. I would say maze needs some medkits. There are way to many enemys in the spawn when you come back for the amount of health you have at the time. Also what is supposed to be past the blue door? It was just a wierd empty castle thingy.
You shot the switch behind him?
Yep
And you pressed the switch in the guts room?
Yep and that opened the maze teleporter but I was not able to get into the guts room without the parkor to the island
That is bizarre
Idk what could even cause that, it works every time for me
Also the castle area is the next area I'm working on
Also the first time you played the map did the switch work?
Actually I see the switch isn't flagged a repeatable action, so the hitscan might not have registered for some reason and so you couldn't shoot the switch again.
Hopefully changing that will fix it
time to play map
Map time 
You mean my map or you have a map for us?
yours
Ah, nice. Lemme know how it goes. Friendly reminder that it's made for vanilla gameplay, idk if you use jumping usually or not
And the switch in archie room might bug out so you may have to noclip to the island building if so
i dont im not weird
lol
It might make some traps easier in older wads and sometimes hitscan switches might be made with no mouselook in mind
ah yeah that makes sense
I don't really have any of those issues so far in my map
i never use mouselook, and i prove nothing by doing it
Once you make it to the blue door that should be it for the map, everything past that door is work in progress
How do i use the linedef type 53? The sector won't move up and down as advertised.
Uhh lemme look at it real quick
Apparently action special 53 doesn't exist but 54 does. Are you using Ultimate Doom Builder?
I'm using Doom Builder X.
Oh, idk then
How do you have the linedef set up? Is the player supposed to just press the linedef, are the supposed to press a switch, etc?
It's a walkover.
Is there a sector tag associated with the action special?
holy crap
now there is let me test it
Ok, now it makes a switch sound when i go over it but the floor does not begin to move it seems
The switch sound plays every few seconds.
Do you have the sector actually assigned the tag and then on the linedef there is the box for sector that should be affected?
not usually
I would say yes but technically speaking mouselook has been there ever since the first Doom game released
unless you mean vertical mouselook which definitely makes some obstacles easier
the only thing mouselook can 'break' is being to activate shoot switches in unintended ways
oh, and shooting an IOS
The linedef screen has an ID tag but no option for an "Affected Sector", so to speak. But the linedefs all have the tag of the sector.
show us the edit dialogue box
if you've linked a line action to a sector there will be an event line linking them when you highlight one
Picture 1: The dialougue for the linedefs.
Picture 2: the dialogue for the sector.
This is weird, there is no box to connect them
???
pretty sure that action makes it move between the lowest and highest surroundng sectors
so make sure you have sectors of different heights touching the sector you want to move
almost all vanilla sector actions require an adjacent sector to set the move height
Thank you, i will try that.
there's a section in doom 2 map ..... 13? factory i think? where there's a whole room of floors going up and down all the time
that's the kind of thing this action does
and then the caco demon room with the blue key i think uses the same one
vanilla actions are weird
I have it working, but just curious, is that the same line action or a different one?
pretty sure it's the same one
i've never cracked open the map to have a look so i can't confirm 100%
and i mostly map for gzdoom/udmf
It's 87 WR Floor start moving up and down assigned to a linedef in the room
On UDB anyways
yeah so same action just the repeating version
It did
@hexed jungle Once I finish up the forth map of my wad can you test it?
im in a deathmatch mood
Sure
also oscult your map looks so good
also also that first archvile did not pose a threat at all, a baron would be more scary than it
You know I thought about that, but I figured people would panic and get zapped/gunned down first time so it would be cruel enough lol
i died to lava more than the archie
Did you use the pit for cover or the sides of the platform?
no i left the room
Did the door not lock behind you for 30 seconds
i looked around in the room before walking onto the pedastal
I might have to change up the linedef then. The idea is to lock them in there so they can't run lol
But the linedef that triggers the door and the one that lowers the walls are a little before the switch
Since the switch lowers the archie wall
yeah
I died to Barrons more than either archvile. Although I did die 3 times to the maze archivile until I killed him before opening up the maze
Does anyone know how to set a skybox in slade?
lol
depends on the format
vanilla, boom, gzdoom etc
and what you mean by sky box
a full cube map? or classic doom style stretched texture
I ment like a sky but the map plans changed now so it is no longer a issue
Sure, although I may not be able to try it tonight
Depends on if I get finished with what I'm doing
Okay
i am glad thid channel has increased in usage after i joined
I somehow preformed a ritual and got it open in doom builder. Once I figure out how to I will give the maps proper doors and keycards
Don't test that. I am setting up a version with doors now
You guys seen the conversion mod Siren?
I have not
Siren is amazing, one of the cooler horror themed total conversion mods
working on map02
each map takes inspiration from its doom 2 counterpart
i hope you like sewer levels 
Here is the new version with doors
levels 1-4
There's still no doors or keycards anywhere
Is the right pk3 in this?
Wait which level?
There are doors for me off that pk3
Did you maybe run the wrong file or something?
It is for Gzdoom
All of them
In fact it seems like nothing really changed except for there are more levels
They have doors and keycards now lol
Idk what happened to your pk3
Its the same one but try this:
This one has doors
There we go
I think what happened was you downloaded the one I deleted earlier before I added them
Idk, it was the zip a few messages above
Wierd
The file size in the zip was slightly smaller than the one you just sent
Idk
The pk3 in the zip folder had doors for me
Did you remove the pk3 from the zip before running it?
Either way how is the new levels design?
Also I just fixed the pumpgun sounds so that has been delt with
Yea I did
You mean the shotgun you get in level 4?
Yep
Okay I was wondering why it didn't have sounds lol
Fixed that and I added some more ammo
So the doors and keycards make this a lot better, but maps still might need some refinement. Rooms on different heights would make it feel better, and more layout design for each level so they feel like places, as right now the layouts feel kinda like randomly placed rooms connected by hallways. Every level had some doors that had either misaligned textures or textures that were too small for the door so they would tile. I would probably reduce the amount of pain elementals in map 3 as they flooded the room quick from far away.
I liked all the new enemies and weapons, and each level had a consistent theme to them which is good, I think if you address mainly the level design aspects it will play pretty well.
Thanks. Which maps in specific do you think needs more layout to feel like a place and not a bunch of random rooms? The door textures is not really fixable because they were effecting Doors that were 96 or other non standard sizes which Doom 2 does not textures for. Also how terrible were the marauders? Another person I had testing really had issues with him releasing the marauders and then not being able to deal with them. For level 3 I will likely remove or move alot of the pain elementals.
Also how were the map 3 cacodemons and the secrets on all the maps
All the levels kinda felt that way, a more succinct way of describing it is that they play like Wolfenstein 3D levels instead of Doom levels. Some of the door textures I think fit but just aren't aligned like the mancubus room on map 1 right next to where you spawn. I wonder if you could find custom textures that would fit the bigger doors you want. I didn't really have a huge issue with marauders as I just lured them to bigger rooms and killed them. I actually didn't find most of the secrets as I was focused on playing the maps first. Map 3 cacos were fine, I just used the bfg on them
I tried finding some custom textures for the doors but they did not really fit in. Not sure on the mancubus room, will check that once I fix some of the other maps. I doubt I will change map 1 that much as it is supposed to be kinda small. I will definintly find a way to expand the other maps. Was map 4 straight foward or did you die to the hoard of sawcubi? I have added more ammo to the room but I think I might add some keycards in and expand it with some other hallways going in other directions.
Are the sawcubi the green guys? Those were pretty easy with the new shotty, it's the smaller room with the swarm of spiders and summoner that caught me off guard.
They are the green guys with saws. To help with the summoner jump there were 3 secrets nearby with 1 being and invulrnablility lol. Should I put more medipacks in the skin room before the hallway that leads to the summoner jump?
Would probably help yea, it's hard to predict whether players will ever find secrets if they even search for them at all
Indeed
Thanks. I will hopefuly have a new version in a few days
No problem, looking forward to the next update
generic tekbase is a wonderful way to get ideas
i believe in generic tekbase supremacy
Hey, does anyone know a way i can get brutal doom as an iwad file? or a copy of doom 1993 with brutal doom on it? i've been pretty bored in school recently and have been filling my time by playing doom 1993 on Wad Commander. my favourite mod is brutal doom, but i cant get pk3 files to run in wad commander.
try making maps, its fun
if youre on a school computer i can help you with getting slade set up
yeah, i have been in UDB, but im just not good enought to reach sargent mark 4 standards 😭
wdym?
im just not very good at it. most of my maps have constant problems and tbh just arent great.
you dont need to be great, unless its not fun
no its really fun
hm. thats actually pretty good advice.
yep
and the biggest tip to get better at mapping i can give is play more doom
and test your maps a lot
like i consider myself competent in mapping
to expand on this, just taking a look at wad commander, I'm pretty sure you cannot play Brutal Doom on it anyway, since it uses so much stuff from the ZDoom base engine. All the scripting in it is just not possible on other source ports that don't provide this functionality, which is what I have to assume the website loads.
If your phone is decent, you could be able to run it on DeltaTouch, but that might not be an option. I'd suggest you just download a bunch of cool wads to keep yourself entertained, or do like the others suggested here and make your own maps!
Thanks guys! i didnt really know what this community was like since this was my first message, but everyone who has responded seems very nice and helpful.
i always try to be as welcoming as possible 
doom is for everyone
^
(I'm also new here)
I think less than 200 messages is new, so im new here too lol
i joined just to share my wads i made
and id like to think i made this channel a little more active
I've been seeing you post a lot since I joined so I guess it's true. Haven't checked out your maps yet, though. Will do next time you post an update
huh. Is there a place on this server you can post wads on?
here
oh and also i am being held hostage to play all wads posted here and give them feedback
i'll get back to you when i make one that deserves feedback 😭
if you want help with a map send it here
i wish there were vcs in this server :/
btw, @cloud tangle in UDB how would i make wires? (Or smth similar)
what do you mean by wires?
purely vanity or functional (line specials)
Did you ever figure it out? I saw this earlier but I had no idea what you meant.
he never responded
I return from the void with some improvements. How is this version? Also if you want you can skip level 1 as it is unchanged
Nice, I'll have to check it out tomorrow tho
Okay
oh lmao. i was just trying use wires to give my map a more technical feel, but i just changed the textures and fiddeled about with it so itsg
Im going for a futuristic cyberpunk feel, and i think ive got that down pretty good, i just think that wires would help
cables n shit
Nice, if you need playtesting at any point I'm always game
me too
also there needs to be more channels for classic doom modding, separate the .wads from the chats
A wad dump channel would be pretty convenient, but I think there would need to be some rule about naming so that you aren't seeing firstmap.wad or some variation a lot.
yeah
my mapnames are complete nonsense, with bangers such as
guh.wad
florb.wad
gorb.wad
At least I can tell what they are when I open my files to play the latest thing you made lol
Even something simple like [username]'sfirstmap_v[version number] would help
New and improved florb, now with 50% more health!
pretty much, yeah
hell, even the name filbert figglebottom bottom is nonsense, EVERYTHING I DO IS NONSENSE
Nonsense.wad lol
no dont give me ideas
im just bad with naming things, all my terraria characters are named finfee, or some variation of that (except for herbet but we dont talk about him)
So like finfee 1 and finfee 2?
So terraria lets you add items in text fields, so all of them have an item that represents what run im doing
and theres also finfette
Terraria has builds?
Idk much about it, I never could get into it because of how annoying the cursor controls were
I think I tried it on console or something
Eeuuuhhhh
I can't play Doom in Terraria lol
But more seriously I just don't like the game
I've kinda realized I don't care for building/survival games in general, unless it's something pvp like DayZ. Even with mods, games like minecraft usually get boring to me or I don't feel like building for some reason.
Then I turn around and work on a Doom map for 7 hours lol
my dream game would be a combination of the both
Doomraria
pretty much
terradoom
and the fact there is no reference to doom in terraria is appalling
I like cookies
This has been a while in the making, for sure, since things have been ultra-busy for me. But finally, I'm ready to show off the melee animations for the Crusader's new Arming Sword for Walpurgis, which is tentatively called "Heavensever".
https://youtu.be/VIyRJGgLDWA
This has been a while in the making, for sure, since things have been ultra-busy for me. But finally, I'm ready to show off the melee animations for the Crusader's new Arming Sword, which is tentatively called "Heavensever".
The draw animation needs to be smoothed out; it jitters a bit at the end, but otherwise, I'm pretty happy with how this ...
The draw animation needs to be smoothed out; it jitters a bit at the end, but otherwise, I'm pretty happy with how this is looking so far.
What do you think? And what do you think the other fire modes do with a name like this?
How was it?
I still haven't played it, I'm at work rn 
Okay
in my medical opinion there has to be one more frame of the sword slinging back
swing and thrust animations are fire
lmao. the mod im working on is called ''knobcheeseandhoneybees.wad''
The sheathing, you mean?
the draw animation
Yep, I've actually fixed it a bit since the video, looks better now. It was a bit flickery before, you're right.
Thanks. It's been a long road to 1.0 of Walpurgis, but we're getting there. 😄
I'm using GZdoom Builder And I don't know how to make key doors, and when I try to look it up, it just talks about Ultimate doom builder.
yes, ultimate doombuilder is the current iteration of the doombuilder series
action 13 is what you want though
"door locked raise"
Oh, ok Thank you Ill try it out Right now
@whole blade Ok, It worked thank you! Ill upload a map here In a few days
np
hello
please help, i am i completely new to classic doom mapping and i want to make the playable character move at slower speed, why isnt this working?
game info? is that in the base wad file?
yeah lol
Ill try to find one
i havent found any so far
I found one but do you want the enemies to be slower too
And combat
Which isnt ideal
How and where would i write that?
GAMEINFO {
NormForwardMove 10, 20
}
just write that in the decorate file?
if worse comes to worse and i cant figure this out yeah can you pass me the mod for that please
Yea hold up
Got it
it's part of the mapinfo lump
ZDoom supports a special MAPINFO lump that can be used to define special characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels, intermissions, and game settings.
That sucks
Try looking it up
I bet theres a doomworld forum on there that explains how to do it
ive looked every place online map 😭
okay i got it lol, i had put it in the wrong place
thank you BridgeBurner 🙏
Theres this website called mediafire, where you can upload files and send it to people so that they could download it
zmovement ya sillies
Heres a mod I made a long time ago went back to it to update it
i think ultimate custom doom has that option too but i'm not sure
Yeah i think ive seen it
no, the player speed setting goes in the gameinfo block
oh you got there
np
Hey what's the simplest way to add custom weapons/change properties of the current ones
Might go on a searching trip but I just wanna know if someone experienced would recommend something specific
map02 is coming together 
anybody wanna see some screenshots?
@brave hemlock for modifying the current weapons, download dehackEd4
@brave hemlock and for adding new weapons, download slade3
ah so you can just do it in slade
thanks! maybe ill cook something up over the weekend
Yeah, its fun when you get used to it
Made this machine a couple months ago and finally remembered to put handles on it. Originally planned to use custom middle textures, but I decided to screw it and make the handles 3D as well.
Gotta say. The shape I hate the most is tiny slopes cause of the loophole tricks you gotta do it align them to the T. But hey, it’s there.
holy macaroni
Meanwhile also me: guhhh what is this machine called. I call it cord machine 💀
What program are you using to make this map?
Good ol ultimate doom builder (.udmf)
The key is lying to yourself that this isn’t a doom builder. This is Walmart blender.
Dang for real?
anybody else having a problem where the entire maps ceiling is changed when adding a 3d floor sector?
i haven't been able to find anything online
wait nvm
i've got the overall shape of the room now
Well actually its not a bad way to think. It’s basically like legos on steroids too, considering how everything can be broken down into blocks in the most optimal way.
Well, i use Udm but Im only able to create very doom like structures
@real sigil How are you putting objects over objects
holy crap that's awesome
3D floor function in .udmf format
Thanks my dude
finally i finished the bed
Rad
Were you able to?
what an epic line
nah it's walter mart blender
(walter mart is third-world walmart)
Lol
Welp I wouldn’t put it down that much. You learn a lot by forcing yourself to think in simple blocks and discovering tricks and loopholes to get either an exact result or something with a lil smoke and mirrors
yeah walter mart blender is editing the obj files with notepad
Haha
I've been pretty busy the last few days, honestly looks like I probably won't be able to try it til the weekend.
broom engine
yeah but would it work in a car
Okay
damn i guess no clean car engine i guess
you'll have demons under the mask
just learned how to do custom textures... what have i done...
Lol its okay. I screwed up a ton of bricks that I have no plans to fix in my mod aswell lol
I can resonate with the pain in this image
this hurts me
i should try to add in some custom textures for the megawad i am quite literally 2 levels into
meat map yum yum
Here we also have the final second slot-3 for the Druid, the Protean Seed, which shifts her into a Dryad, also coming in 0.99 to complete the set. In Dryad form, the Druid will access to more nature magic abilities and gets a staff:
https://youtu.be/GIGdsasUAAM
Yep, we also have the final second slot-3 for the Druid, the Protean Seed, which shifts her into a Dryad, coming in 0.99 to complete the set. In Dryad form, the Druid will access to more nature magic abilities and gets a staff.
We show the mostly complete secondary fire here, which is to fire spiky seeds. They work as a pseudo shotgun blast by ...
god damn that staff drawing animation
can anyone help me download a mod?
https://forum.zdoom.org/viewtopic.php?f=37&t=68009
how can i make the revenant work?
mods, who knows how to make em?
youtube is your friend, literally search up "how to make a doom wad" and you'll find some good tutorials
that's how i learned the basics
i can tell you some programs that you'll most likely want tho, GZDoom or any other doom emulator of your choice, SLADE3, and probably Ultimate Doom Builder
i kinda just fling myself into things and rawdog it
this proves nothing except why i get frustrated a lot
you naturally learn while doing so that is absolutely not a bad approach
ah
but motivation is a bitch sometimes
but yeah i went ~10 months going through 2 dropdown menus to increase and decrease the grid size without knowing theres a keybind
well i've used source hammer for a couple hundred hours before taking up doom modding so i kind of had the basics already and UDB is quite similar to hammer in a lot of regards

slade includes a basic map editor but UDB is a lot more versatile and epic
i like it
Is that a good god-damn or a bad one?
i wonder how odd a map drawn whilde high would be
I have a Doom 2 wad I plan to release tomorrow.
Stay tuned.
I finally figured out some form of map creation, this was just me dickin' around and learning how gzdoom builder worked
rn I'm tryna figure out doors which is confusing as hell
Doors are always the first hurdle for new map makers. I'm sure you'll figure it out.
I found out the thing has a built in thing to automatically make doors
one problem tho.
where the FUCK IS MY WALL LMFAOO
it's here on the other side??
Oof
...I forgot my texture-
this shit is weirdly fun
its just fun
When you peaked around that corner I legit thought that was a cyberdemon hiding behind the wall
Looking forward to it
sigil type shit
lmao
Honestly even Romero isn't that evil
now, the Casali brothers on the other hand
At least he waits until later for the cyber to show up or puts them far away
But I've seen his Sigil 2 streams and it's looking pretty evil
e5m FUCKING 2
right after you get the red card
oh god this weed is kicking my ass
Yea but that's like halfway through the map and you can easily telefrag him lol
ok wait one quick question
how do I handle putting a secret sector over a door at the same time
cuz I'm tryna open the door and it's refusing to work??
someone who uses udb help them
You can only assign one action special per a linedef or sector
is gzdoom builder the same as udb or do I need to move platforms
Assign the sector the actual secret is in as 1024 Secret: yes, and make the linedefs the action specials using 202 door generic
i just use door raise/open
GZDoom Builder was discontinued, Ultimate Doom Builder succeeds it
dude i shouod stop smoking i feel wide
will I be able to move what I'm working on now over to UDB from GZDB?
also yes filbert, put the blunt down lmao
I would imagine so
select the wad and add resouces you need, probably similar to gzdoom builder
i feel like im floating
Before you do anything though, type 1024 in the special box and lemme know what it comes up as
it did
Well that's good lol
where I have the soulsphere
should I put a new linedef down to break the two connecting linedefs or
Okay so I guess GZDoom Builder doesn't even have anything for that, interesting
Also you shouldn't need any extra linedefs, just use sector mode and change the action special
the door is refusing to open for some reason
Should say that when you are in sector mode
trigger > player use > on
You should assign the door action special 202 to the linedefs you want the player to use
Also I misspoke, when you want to assign a secret in sector mode, you press this button and open the generalized effects tab
Idk what these menus even are, they are completely different from mine
This is what I see when I edit linedefs
dude.
DUDE.
WHAT WACK ASS VERSION DO I HAVE?????
hold on lemme show my settings of shit
I HAD IT SET UP WRONG
IT WAS SET UP FOR DOOM 2 INSTEAD OF GZDOOM UDMF
Kinda interesting how much less stuff you have on the tabs when you change game configuration lol
Idk why any of the activation flags would be missing in doom 2 format though
Also most recent version of UDB is R4121 if you look at top left
@hexed jungle is it supposed to look like this?
Is there a generalized effects tab when you press the button next to the special selection menu
ok
NOW it looks like it should, glad I spent so bloody long on this only to realize I've been doing it in the wrong format
Right, so then on the linedefs for your doors action special 202 should say door generic
And you should be able to select activation flags below that menu
okay
And if you want the door to do something specific, press the menu button next to the type box
is still not working??
hang on I might
have to have you fiddle fuck with the wad itself cuz I dunno what the fuck I'm doing wrong, no matter what I look at it should be right
What orientation are the linedefs
I wouldn't think so. Also, if the linedefs on the sides are just walls then they do not need action specials
ok
I wish this server had VC or something so I could see this in real time
I could privave vc it to you rq
I'd prefer not
No clue
Alright lol
it works the moment I did LMAO
I can FINALLY MOVE ON
I'm going fucking insane lmfao
Maybe switching configs or from GZDoom Builder to UDB messed something up
yeah
There wasn't really much change here, it's just a few extra rooms with one of them being a bunch of stairs leading to a small room and a secret that had stairs too big for the player to even use. The room with the arachnotrons in the last map is actually not too bad, but you might want to remove some of them so they can actually move and shoot when they aggro. Also the red door at the end of map 2 only opens once when you press it.
@cloud tangle How's the mapping going on your end?
ok quick question, what the fuck are skills 1-8 used for and how do I set a demon to all difficulties
I think skills 1-5 are the base difficulties, don't quote me on that though
Everything else I think might be extra slots or something for custom skill levels if I had to guess
alright
I also wanna know why I'm unable to do the tiny little 16 increments of lines with the linedef tool
I have to do the really shitty freehand thing for specific things
Like what?
it's going by 32 unit increments now, so I can't do little turns like I have here
Also you can change grid size with [ and ]
Also you can use this bottom right
alright
I think from here I'm gonna mess around with things like stairs until I figure it out, thank you for helping me with some of this and making me realize I was on the wrong config lol
Idk specifically how far, but there are stair textures that give you an idea of a kind of standard step height
All the step textures appear to be 16 high
a mistake or two was made LMFAO
i forgot how to linedef im a mental vegetable
Where were the glitchy stairs? How was level 3 in general? I think I fixed the door on map 2. I removed some Arachnotrons on level 4.
Sorry, it was the bfg secret map 3 with the bad stairs. Map 3 in general was alright, there are still a lot of pain elementals though.
Hmm. I will split up the pain elementals some more. The stairs are useable, you just have to jump up them .
@cloud tangle @bitter flame I have some progress pics on the next section of my map if you wanna see them
Sure
Looks nice
Besides the changes that I made or just fixed what else should I change with mine?
I'm not really sure aside from just doing passovers to fix any texture issues or make sure all the action specials are alright
Okay
I will work on the next level sometime soon
Actually, I did notice there was a cage across a lava pit in map 3 that didn't have anything in it. Was there supposed to be monsters there?
That was just supposed to make it seem more like a place (also why it had tunnels). There are a few more tunnels in the BFG secret room (one with lava) that are there for atmosphere and are non functional. Map 4 also has some non functional tunnels in the arachnotron room.
Ah, I gotcha
Did it work lol
Well I thought the cage was just missing monsters, I didn't realize it was more for a sense of place. I was trying to figure out how to get in there lol
Would probably be a great use for mancubi or something
Hmm. I think I will add some there. What about the non functional tunnels in the BFG room and Arachnotron room?
I might have missed the tunnels in the bfg room, but for the arachnotron room you mean the blood tunnels you can't reach?
Yes
You know that would make a great secret, being able to get into those tunnels. I would connect them, add some monsters like imps and hitscanners, and then have them lead to the arachnotron platform so you can actually press the switch. You could even make the switch lower a platform with the yellow keycard on it
Well, if you do the keycard thing then it shouldn't be a secret I guess, but still the general idea of getting up there to get into the arachno room is a good idea
Hmm. That would be better if I knew how to make the switch activate the platform. For the hitscanners do you mean have them in the blood tunnels or the main room?
In the blood tunnels. As for the switch, I imagine you can assign a generic floor action special to the linedef the switch is on, then assign a tag to the sector the keycard is in and link it to the linedef action special
Thanks. I will try it when I add more to the map tommorow/tonight.
good one definitely 😁
top 10 lindef
Released my doom 2 wad!
https://www.doomworld.com/forum/topic/141018-cybercano/
Nice, I'll check it out!
Fixed a bug with a lift in level 4
downloaded, will check it out later
yo so uh
can I have a keycard-locked switch to open a door?
I can't figure it out
I mean open and stay open
@hexed jungle sorry for buggin you but can you answer this question by chance?
Should be an option in the type box under the action special to stay open when used
alright
I was able to figure out how to open a door remotely with a switch like right after I tabbed back in
it is now functional and fully playable
Yea so if the switch opens the referenced sector tag, then there should be a type box for that action special to open it and stay open. The door lock box should also be on that linedef
feels alright too but eh might want a second opinion
Well the floor textures are not aligned on the right side
How close is this to completion
Well if you want you can post the wad and I can playtest and give it some feedback
It's hard to really give meaningful feedback from just that image alone
Gameplay wise that was actually slightly ball busting lol, but I like that. Some of the doors only had one doortrack texture and the last door had unpegged textures without doortracks. The corner of one door is kinda caved in, but idk if that's design intent or not. If you fix those things and make sure the rest of the textures are aligned then it's not a bad first map.
Might also wanna move the rocket launcher off of the ammo as it kinda glitches visually, at least in the doom software renderer
yea I just moved it after I sent it
I went for a little environmental storytelling too by like
having that one marine next to the ssg with scattered shells and a box of shells n' shit
Details like that are good
if there was an exploded barrel I would've put it next to the fuckin flaming barrel but
it is what it is for now
now to figure out how I'm gonna align the shits and properly texture the walls
So if you shift+left click in visual mode, it will select adjacent sectors/linedefs with the same texture
Just press A to auto align, and if you want textures aligned vertically then it is shift+A
yea I did that
also I did NOT notice a wall was gouged a bit lmao
ty for pointing that out, I wouldn't have seen that later
There is a lot of empty space where the soulsphere secret is, might be a good idea to use that as another secret or maybe a monster closet
oh shit actually yeah
I could add an extra challenge for 100% kills....
all shotgunners/chaingunners /j
Inb4 hides a cyberdemon in a linedef tripped closet
fr
But yea, you're makin good progress keep it up
Hey, was the platform with the shotgun supposed to have a ceiling come down when you presss use in that sector?
In map 1
@hexed jungle can you check the secret closet in this now?
I feel like it's way too easy for what I put in there, want a second opinion
also might extend it back and put a plasma rifle and a cell pack
https://www.doomworld.com/forum/topic/141025-the-shadow-episode-final-build/ I finally finished my 32 map megawad!
IT IS HERE: 8 days before schedule- but nonetheless here! This got its final tweaks and updates just a few days ago and is now ready! (So why prolong the release date? Right?) Play with Gzdoom and have a blast! 32 BRAND NEW MAPS! This was decorated with textures from the MBDE pack alongside its r...
nice!
I didn't find the map any harder honestly, there are enough shotgun shells for everything. I'd probably just add a couple revenants or something and compensate with some extra rockets in that room
Also some of the doors are still missing tracks, and the last door still needs the lower unpegged flag checked for the door tracks
that's what I was forgetting
Also might wanna tag the new secret sector, it still says only 1 secret
gotcha
:trollreal:
(I am not leaving the cyberdemon it would NOT be able to be fought)
I might
have to add a couple medkits, I survived with 1 health 6% armor
I am big skill issue
Cyber would be pretty funny, but you'd have to either give a lot more shells or plasma rifle
You could try playing around with the first five skill levels and try supporting all the difficulties
The map is small enough for it
nahhhhh UV supremacy
(while I'm still learning I'm just fucking with one difficulty level for now)
for map 1...
oh wait I forgot there was a thing I needed to fix
@hexed jungle alright last time I'm gonna ping you for now, this is the last edit I'm making for a while
lemme know how it plays
Not bad, I liked the archie surprise lol
The second secret room has some misaligned textures tho
FUCK
Haha
Pretty fun little map though
I made it out with like 173 health and 56 armor
I've done it no damage
at least pre-archie suprise and shit
alright
now how the fuck do I add another map, do I just like hit new map?
I don't know lol
The wad I'm working on only has one big map so far
And it's the only one I've worked on since starting mapping
If I had to guess, new map > name the map MAP02 in the little box, but don't quote me on that
Uhh, idk. You might need to use Slade to add maps to a wad
Save ur current map, make a new one named map02, then when you finished it. Click save to wad
alr
Yeah, when you click file. There should be a button called "save to wad". Then you can choose a wad there
alright
that's so fucking real
I played it too because why not lol. First thing is why are the doors so thick lol. Everything else was good although I would add a few more enemies because I never got below 60% hp on the first map at any point.
Also I did not find any secrets or look for them lol
the mistextured wall:
ngl I did not think about that
Did not find it lol
Looks fine to me.
I am now once again struggling to make a fucking door even tho I'm doing it just fine
I might need to wait til tomorrow to do another map
F
I'm too tired for this
Same lol
Welcome, to the world of doom maping
the linedef deciding it wants to fail being depicted accurately (it's chasing my last remaining shred of sanity)
Nope.
This whole time I haven’t found that one bug. Thanks for finding!
Yea no problem. Also, I found an instance on map 2 of the wall to a switch lowering a soulsphere not opening, but I could still press the switch downstairs in the box area.
Thanks again! Fixed a few switches that could be accessed from far away.
Hey, Does anyone here have a server about doom modding imparticular? this server does great but theres no vcs.
no but we should make one
also @hexed jungle should i release map02 right now or should i wait until map03 is done
If you are close to finishing map 3 then might as well wait
I've got a round idea for the beginning
ill just release map02
rough*
John Romero's server has VC, though I can't post invite links here. You can find the link on Romero Games youtube channel.
There are some floating around. I can dm you some links if you want
i need some wads to play
yeah that would be great
Sent
Por qno puedo conectarme a los. Servicios del juego?
Okay
how feasible would it be to take an obsidian generated map and edit it to add a few monsters of my choice?
you can do it, but i wouldn't recommend it
and if you do, make sure it's really fucking clear that you used an obsidain generated map
im not a huge fan of obsidians mapgen
i doesnt feel doom
and the map design doesnt feel coherent, very 3d roguelike issues
also map03s current top textures are the brown and bronze textures
also bigbrick2
Top Flat Textures FWATER1, CEIL5_2
Top Wall Textures SP_ROCK1 BIGBRIK3 and BRONZE3
if anybody wants to know the starting color scheme
Oh yeah I wouldn't try passing it as my own, I just want to make my own weapons testing map for personal use
Get a map with a layout and monster distribution I kinda like, then sprinkle in whatever I feel like it's missing
for testing weapons it'll do the job i imagine
oh i made one like that i might have a backup on a flash drive somewhere if you want me to find it
oh I'd like that, if you have it still. I am looking for a map to see how different monster and weapons mods interact before actually trying them out on a regular wad
its an empty clearing mainly, but with some fun buildings around ut
Guys am I following the recipe right?
(The grease and the liquids in the bottles are animated but discord crunches up video quality so awful)
you haven't sepcified a type
oh wait you guys have to choose a second amount in udb?
slade just gives you a box that says Delay (ticks) and says goodluck
slade does udmf.
i know this, all my maps are udmf and are made in slade
anyway is 4 barons in map03 pushing it?
and like
5 or 6 hell knights, and mind you not in one single encounter
i think there may have been too large of a difficulty spike
woke up today and felt sadistic
Haven't figured out that quite yet but I got another demon added lol. Do you know how to change the menu background and level names? I wanted to get those figured out at some point too.
menu background → use wadext to get the raw image file, do whatever, put it as a .png in with the same name, and drag and drop it into gzdoom to have it appear
level names → just- dont bother
Wdm by wadext?
look up wadext on your browser of choice
theres some other steps but im sure youll get it
(mainly because i forgot them)
also also i wiped the flash drive, i can make a new one if need be and you don't feel like it
I just made a file named titlepic and made this the background. It worked lol
Ima leave it like this, too funny lol
How do I make the mod go to an end screen after the last map?
I think the last one might be the last one for now
theres a special for ending the game if that's what you mean
Which one?
Then it's been added recently
oh i use slade they are lmaooo
for 8 months i guess
Yep, that would be recently
oh alright
They are not in slade for me
oh
im just going off of memory, usually it serves me well, ill take a look later
Okay
you know any good starting points with mapping
are they all in one room? depends on the room size, pickups, other enemies ig
but id say they arent extremely difficult or anything it's just target prioritization as usual
Congrats!
Do you mean like general ideas for a map theme/design, or like learning how to do specific stuff in an editor?
both
I'd start playing/replaying wads you think are good and looking at things like texture combinations, design gimicks, how combat encounters are done, etc. Like a nice example I just played was Romero's E1M8b replacement for Doom 1 and I think it's the best tech base level I've ever played. It has a really fun layout and the design leans into the limitations of the engine, like how he layers parts of the map on top if each other and reuses space.
Also open up wads you like in Ultimate Doom Builder and see how they did specific things like a trap you might like, or how they designed a piece of a level and see if you can make your own twist on those ideas as practice.
Opening maps is also good for being able learn to do basic things like make switchs or doors, or make triggers for things.
Plenty of videos on YouTube go over Ultimate Doom Builder basics as well
Doom Zero is another good example of playing with access to parts of a level based on lowering/raising key areas on a map
Also @cloud tangle you gotta play E1M8b if you haven't, it's a great tech base map
Ah, thanks for checking. Guess I'll make something on obsidian, then
alrighty
nah they come in pairs in two different encounters
ah then it shouldnt be too bad
yeah, but map02 only had one baron and one hell knight
but also like 5 cacos
im obsessed with the idea of the super shotgun/bfg being sacred so i think i will only have those behind secrets heavily guarded
because i think thats fun
I really like the idea of changing the sprites of these two weapons to make them look more iconic, like Eternal's SSG
i think the og dooms are more iconic than eternals tbb
I mean, of course. But I mean, making them look like in-universe relics
thats not too bad
you can just make a more difficult wad, that's no problem
hard wads can be fun too, fun to overcome all the enemies
i haven't played a lot of wads but one I played was Overboard which was quite a bit more difficult than the base games but it was still fun
One map in particular had like 30 cacos just shooting projectiles at you (there were powerups of course, but still, that's a lot of em to fight at once)
yeah map03 is a big skill spike
okay I think I decided on one thing I want to make my own first mod, and it's a simple thing: I want to extract a bigger and stronger explosive barrel from some mod and make it standalone, to combine with gameplay mods that keep the vanilla barrels. Sometimes it's jarring to be wielding very strong highly detailed weapons and then the barrels go with that little wimpy poom instead of a mighty KABOOM
the only things I've found so far, was a guy who extracted the barrels from Brutal Doom, but kept the specters in it for some reason
and another, is... Nuclear Barrels. Which is clearly in the realm of comedy mods and never to be used in an actual playthrough
I'm guessing this is a simple enough "project", only made easier or harder depending on how the mod I base it on has it's barrels set?
I tried and I got exploded by yhe initial room barrels at the teleporter
i hve accidentally made the most sadistic and confusing secret level
anybody want a very early version of florbeendorb.wad (thats what my megawad)
changed maps
map01-03
map31
ONE SEC do NOT play map31
i forgot to add the enemies i was so done with doing the portals istg
oh i messed up the portald too
Who's gonna stop me 
lol
no far from it
also have you tried map31 because im making it even more sadistic
like a baby that also hate
like my parents neglecting a child emotionally and abusing it so it becomes this hateful entity i call map31
is there a limit of how many maps can a wad have
Theoretically no, I suppose, barring things like maximum number of lumps a wad can contain or map name string permutations (maps can't have the same name and there's an eight-character limit). Though you won't able to access anything beyond 32 without a limit-removing port and beyond 99 without a warp command.
how about pk3? do they have a different limitation?
Assuming you specifically mean the GZDoom one (since different source ports use PK3 for different formats), judging by this wiki page, it doesn't seem to differ a lot from the WAD format: https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
PK3 redirects here. The PK3 file format is the same as the ZIP file format, and is treated exactly the same by ZDoom.
ZDoom allows using several compressed archive formats instead of the traditional WADs. Most notably:
ZIP
A .zip file used as the container for a ZDoom mod is usually given either the .pk3 extension (originally used by Quake 3,)...
So the only hard limit I can think of is the maximum number of lumps a wad can contain, which is held in a 4-byte signed int. (You can't run out of 1-8 character map names before that.)
Question, where might i find doom mods of the strategy variety?
Not a mod but there was a demo of a fan made game called Doom Wars. Didn't really play it a ton but its floating around. Its a RTS, not sure if that's what you were looking for lol
ill see if i can find it..
Does anyone know how to change the names of maps and make the mod end after a certain map?
You have to use a MAPINFO
ZDoom supports a special MAPINFO lump that can be used to define special characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels, intermissions, and game settings.
secondly, did you find all the secrets?, because there is one that may be my favorite setpieces
(in map03)
Oof
The SSG?
yeah
Ye I found it
Only one I couldn't get to was the room with the windows where all the hit scanners were
Also what exactly lowers the green armor on map 1? I still have no idea how I made it lower
when you walk into the exit nook, you cross a line that lowers it
also ive decided im gonna always make the ssg something you have to go out of your way for
Ah, okay. I figured it was probably around the exit area. First time I played the map I couldn't figure it out so I just left lol
Uuuhh, I don't remember lol. I remember a hidden button and a Berserk I think
I think I only found like 2 secrets
oh yeah thats the 200 health secret, soulsphere is hidden there too
its accidentally identical to a secret in e5m2 in sigil
Oh you mean right at the start?
Yea I never found that one either until I saw a playthrough lol
Did you play E1M8b yet?
oh shit i forgot
also shotgunners are the key to 2 different secrets i just realized lmao
You gotta play that shit, you'll love it even though it's doom 1 again
I don't even like tech bases and I thought it was amazing
I think Doom 1 in general has better levels because the lack of enemy variety forces you to compensate
yeah, and the ssg didnt exist so you played differently
He did a stand alone Doom 2 map called One Humanity which also was pretty cool
and the citadel wasnt a map so doom 1 is infinitely better fuck the citadel
i see lemme add it to my backlog
I'd like to do a Citadel remix someday
Also do a remix of Unholy Cathedral
i will absolutely do a citadel remix fuck the citadel it was such a cool map idea too
good ideas the citadel had
- you don't need any keys to explore
- its a fucking castle
- i dunno
How do I make a texture the sky? I am trying to make a outside level lol
i want to run a mod with Wolf3D TC, but there are these errors. can anyone explain them to me and how to fix em?
set the ceiling texture to F_SKY1
and i usually set the light to 200-256
Thanks
ooh so it works like in source
thats good to know lol i never needed to make a sky before
is there any tutorials for from-scratch beginners to doom modding
is there any tower defense mods that have you place towers? Not like Stronghold
bruh that was the first thing i did lmao
@cloud tangle Oh yea I forgot to mention earlier that the one imp on a pillar in map 3 doesn't really do anything when you aggro him
i know and its infuriating
and i dont know why
i dont know why it does that
Oh, that usually happens when it doesn't have enough space to move around on wake up
I had the same issue with the two rooms in my hell temple
Just used the edit sector tool and increment the size until you have the minimum amount of room then just copy the numbers if you wanna make the other pillars the same size
Should be on the right side when you use it
ng'hhh i don't wanna
or i could i just put that singular imp beside the pillad
oh also how is the fight in the chaingunner room
or the 2 hell knight room
(same room)
I remember using the chaingunners to kill the hell knights
thats what i did, too
First time I didn't do that and I basically had almost no ammo left lol
