#classic-doom-maps-mods
1 messages · Page 11 of 1
did you install it with a package manager or did you install the portable version on the website?
I got ubuntu
I asked if you were running a different OS a while ago that would've helped to know then
Oops
ok
navigate to the directory where you have the brutal doom pk3 file
open up the terminal in that directory
replacing [filename] with the name of the brutal doom file, type gzdoom -file [filename]
So how would I write this it’s in my files > Linux files> new folder
just use the visual file explorer in Ubuntu
there most likely is a option to open the directory in the terminal
Oh how do I do that
if not you'll just need to CD into the folder manually
I don’t get this 😔
I'm not sure where the "my files" folder is in Ubuntu
I just found something interesting
so I cannot tell you at all where it is
how were you even able to run and play GZDoom, then?
IDK
whatever, must be defaulting to the software renderer then
the vulkan thing isn't an issue right now
if you can run GZDoom it's defaulting to something else your hardware can support
Hmm
can't you right click and press something like "open in terminal" when you have a folder open?
or is that just not a thing in that DE's file manager?
I don’t think so
great
It’s fine dw
there might be a directory bar in the file manager that you can get the current directory from?
if so, just CD into that in the terminal
i have invented my own randomization system using just the decorate and mapping tools
no scripts or anything
it can pick out any letter of the alphabit randomly+ mickymouse as a 1% chance
I have prepared a visual video to show how it works
Should be ready in 4 minutes
Uses only the GZDOOM decorate (No scripts), sector wind, 3d sectors, and linedef pass actions. Letter Displayed is determined by the letter actor passing line-defs that raise and lower the 3d sectors of that letter (all letters 3d sectors are under the white letter display area by default out of view, and are raise and lowered in/out of view b...
But yeah thats the system i made, i might upload the wad its in but idk if i will tho.
okay bye guys!, tell me what u think later!
found an interesting way to use the icon of sin's monster spawner and a couple of cyberdemons, only tested it in prboom so prboom recommended
i finally got it working
i can get any mod working now
ANNOUNCING - AARRGHH! Redux
An upcoming mapset made by yours truly that aims to take the 1994 WAD "AARRGHH!" (https://doomwiki.org/wiki/Aarrghh!) and revamp, keeping mostly the same layout as the original maps but now a little more detailed and rebalanced. I originally started working on AARRGHH! Redux a while back, but gave up while experiencing burnout. Now I'm back working on this second instalment in my Redux series. Some preview screenshots of the first map:
Aarrghh! is a Doom PWAD by Oleg Tolstkhine and Alex Korobka that was released in June 1994. It was intended to be a full episode replacement for Knee-Deep in the Dead, however, only four levels were completed, with the rest being placeholder maps.
Also, here's the first in the series for anyone curious: https://www.doomworld.com/idgames/levels/doom/Ports/m-o/origwadredux
I'll be posting progress updates on this server as I continue development, so stay tuned if your interested! Also, feel free to ask questions, as I'm still quite unsure of the series' future myself lol
I'm terrible
Flamethrower Marine
gzdoom on steamdeck feel so good with gyro OMG 
Ghosted - DOOM's Most Disturbing And Psychotic Mod.
In today's Doomsturbing episode, we are going to dive into one of the oldest, and most insane DOOM mods out there on the internet. Enjoy.
Get 10% off Gamersupps here: https://gamersupps.gg/Midnight
Join The Patreon here: https://www.patreon.com/midnightspartan
Video:
Ghosted DOOM
Ghosted D...
HELLOOO DOOMWORLD. This is my first post! Anyways, so I had a cool idea where I would make a Doom 2 Map out of your ideas. Inspired by that one gmod map. Well start with a map with nothing in it but you will comment suggestions and ill add them into the map!! every day (or whenever i feel like it...
so im making a doom wad out of people suggestions
you can suggest on the forum topic
Use more gun. and more gun. and more gun. and more gun. and more gun.
oh hey guess what, new mod: https://darsycho.itch.io/modohextrafun
happy april 1st. :)
PeerTube Mirror ► Coming soon...
#gzdoom #doommod #doommodding #doom2 #doom2mod #modding
My social links 'n stuff:
Mastodon: https://m...
SUPER PISTOL
That’s the shotgun with extra steps but ayy lmao
Are you prepared?
Pleased to announce, BIOPUNCH Arena is now in alpha and coming at you hard.
No joke. Grab two fistfuls of demo on Discord starting April. Join up: https://discord.gg/NmX8Z9zEsR
Code: @DoomKrakken
Art: @Golemrider
Level: @Zanieon
Music: @Nabroc
Advertising: @wyl
[This game is in alpha, in development, and changing daily. Th...
[made in GZDoom]
a level i made. here is wad
(was made in slade and tested with gzdoom)
for doom 2 hell on earths
recomended you lower music to 1/4 the max volume before play
why is everything transparent tho
Cheers!
Thanks!
https://www.doomworld.com/forum/topic/144261-fucking-unfair/
If you're up for a challenge
APRIL FOOLS Enjoy 7 brutal Not Even Remotely Fair map remixes! Use of saves is absolutely recommended... ...although these maps arent unbeatable without them. FU.zip Runs standalone, includes FU-Widescreen.wad for widescreen graphics and complete demos for each map.
i love this title
For study or for a project?
admins?
I hit report but it did fuck all
👍
Got a question, I guess it would go here. When making midi's, if I wanted to pitch bend them, how would I do that in FL? Cause I'm not using a midi piano, just keyboard and mouse.
are you using midi out channels?
Yeah, I'm doing it a bit different tho, instead of all the instruments in one channel going through fruity LSD, each instrument has its own separate channel with LSD
I know how to make the middies, cuz I've been doing it for a little bit now, the only thing that I am stuck on is the bending part
anyways, you can just do a pitch automation clip as you would normally in FL
Like I have an idea of how to do it but I feel like it's wrong
God I'm an idiot, I was just blindsiding that, thank you for pointing out my ignorance lol
make sure you have this enabled tho
Oh. Never noticed that, and then I'm assuming that's what the knobs are in those???
no idea what those knobs are. never touched them, never have had to lmao
Gotcha. Keep not touching them lol
probably some outdated feature that was used by certain midi devices back in the day
Would I have to have a separate channel specifically for bend parts, or do I just put that on the channel as a whole in case I want to bend any parts in that playback
Empire using the wrong terminology cuz I'm not in my desk at the moment. I meant the pattern
Let me go to my computer real quick to get a screenshot of what I'm talking about
would the bends go with my rhythm chanel, or would i make a new chanel specifically FOR the bends
nah just do pitch automation on the channel for the instrument that you want to bendd
just make sure you put the pitch back to normal after the bend, and you will be fine
like these are some bends from a non midi fl project of mine
just right click on the pitch knob
the parameter you are automating is fine pitch, not note
no problem
no fkn way fl studio mentioned
also if you want it to be automatic you could make a peak controller on any empty mixer track and fiddle around with the LFO values
then link that to controller
does anyone know if you can add custom textures to eureka doom?
Depends what Eureka Doom is
it's some map editor apparently
Damn I thought it was just a wad
Yeah idk if I'm gonna be able to help Damashi here
where would I be able to download NoRestForTheLiving so i can run it in GZDoom
Use doomworld
just use udb
to this
They might be on Linux, if so Eureka is almost the only map editor that can run natively on it
UDB is apparently not that stable running in Wine
oh right
i thought udb had a native linux version
yeah there is
idk if there's a binary but building it doesn't seem super difficult
Forgot about building from source my bad
compiling c is so much easier on linux
that i do agree with
compiling anything on linux is easier because you can just get packages and libs from your package manager
on win you have to download them from websites or idk use scoop or nuget or whatever but thats more janky than linux
or yknow wsl
thats a good idea
hi all, just had a quick question
for umapinfo bossactions, does it wait until ALL of the monsters of x type are dead or does it wait for just one?
I'm trying to make my final boss basically just 3 cyberdemons, but dont want the bossaction to start until all three are dead
I'm using DSDA/Boom so theoretically I could script it myself but I want to make it as "vanilla" as possible
Nevermind, turns out this was literally just as simple as adding bossaction = cyberdemon, 11, 666
it does indeed wait for all three to be dead before calling the linespecial
suppose i could have tested this myself instead of asking an inactive discord channel at 1:30am :KEKW:
all
Lol your emoji doesn't work
Presenting raw and uncut gameplay footage of BIOPUNCH Arena, the first-person brawler game from KNIFERUN Interactive.
If you like what you see, join up on Discord to download the demo files: https://discord.gg/JFRqFgfJdH
Twitter: https://twitter.com/KNIFERUN_Int
Patreon: https://www.patreon.com/KNIFERUN
#BIOPUNCH #gaming #games #indiedev #bru...
i beat the impossible challenge in after doom after about 375 tries and all i got was this
the fact that beating it is not enough of a reward already is kind of sad
games used to be fun
what
its a funny impossible challenge in a mod 😭
maybe I didn't word it correctly
i think this cool ass screen is enough compensation, it's a personal message from the developers
What is THE hardest WAD you've ever played? Here are mine:
Sunder - only gotten through to level 12
Combat Shock 2
Scythe 2
Italo Doom - still haven't beaten it
played or beaten
played is okuplok and profane promiseland
beaten is like, first few maps of slaughtermax
hey everyone, been a little while since I announced my latest project AARRGHH! Redux, but ive made some progress on it. ive actually been on holiday, so i couldnt work on it for a while. i work off of feedback, so im going to publish an early version of the wad here; when i say early, i mean really early. yes, im aware the map isnt finished, but i just want feedback on what ive done so far.
I test in GZDOOM, so I dont know how it will play on other source ports. Enjoy, and I welcome any feedback you may have.
thanks. ill try yours out in a bit
just so you know, it does work on Woof.
good to know
Okay, just finished MAP01. It's pretty good so far, nice texturing, albeit the dim lighting makes a lot of textures difficult to see. Also, this room is softlockable, so be careful. I think one of your door open line actions isnt quite working.
Also, this secret is impossible to obtain due to some invisible barrier.
And lastly I believe this is also softlockable (the "lift" thingy didnt work, so it may be broken.)
I found your usage of floor raise and lower actions compared to regular lift actions perplexing, but interesting. They certainly caught me offguard. The arena area is fun, being able to zip around with a secret super shotty, but i feel that it could use with some detailing (theres one wall thats completely bare, maybe some pillars?) and also the way to the arena is a little obscure (i only found it after iddt). There's more I could say, but I don't want to give too much feedback, so ill leave it here for now. Great work!
one last thing, were these maps designed to utilize GZDOOM's jumping and crouching? just curious
yeah didnt add the flashlight in the pack right?
it intended to be played with the flashlight
i see
nice choice of texture pack too
overall, great experience. i look forward to seeing how this wad does in the future.
thank you for the feedback! i really appreciate
i dont have much experience and still dosnt know UDB well.. but im learning everyday and i love this so much lol
yes
its should have a text files attached that says so. but maybe i didnt add it
Hello
are you referring to this room?
possibly
you need the red acces key to acces.. or jump across the window
its intended to be locked after you enter
okay. thats good as long as theres a way to get out even without the red key.
hi
How you doun
yup 🙂
that why the door where lies the yellow key is locked on the side you come from but will be open from other side
doin fine n you?
try asking in the doom 2016 channel
Just working on my latest maps (go to original message for more context) and just wanted to check with you guys on how it looks. I think its okay, but I want to know what you guys think
looks good man
oooh this looks pretty interesting, giving episode 1 vibes
That looks so 
been working that map tonight again.. deleted some elements.. added some portals...
also added googles at certain location instead of relying on flashlight mod
thanks for all the positive feedback, it really does help motivate me to keep going with my projects. ill update you all in the future.
since im in a positive mood this morning, i thought id release another early version of the project, this time with the room from the screenshots and a new outside area i made in about half an hour. I'm also releasing another version since I didn't get much feedback with the last one. Yes, I know the map isn't finished, this is just for feedback. Thank you in advance, and feel free to request feedback for your own WADs, I love playing newcomer maps.
also, im about a third of the way done with E1M1, so you know
Anyone know any Good mods for the first doom game
I’ve heard praise of Doom Infinite if you want gameplay mods.
Sigils 1 and 2 are pretty good and challenging maps as well
Thanks I want to try doom infinity
For the first DOOM Game, there's also Base Ganymede, a three episode megawad if your looking for more of a challenge.
I also just tried DOOM Infinite for the first time, and its fun! But tough... Can't even make it 5 maps...
Can't wait for the full version!
I got my mod working on the doom mod suite!
what happened was, I had to set the format to boom map format in order for it to work on both prboom and the doom unity port
You need the essential tools
-Ultimate Doom Builder
-Your copy of doom
-Slade 3 (Optional)
- Open doom builder
- New map.
- Set Map format to Boom (or else it won't work on the unity port.)
- Make a map, yo!
- Place the wad, you've made into the saved games steam folder for doom
- open doom, and when the wad is show on the mod suite, togg...
GZdoom ---> extract and drag both files over gzdoom.exe.. setup key for flashlight in menu
reworked both map, let me know what you guys think
thanks in advance
how do i turn the front side of a linedef?
select the linedef and press F
I'd like to thank
@TimGaukerToons
For encouraging me to make this mod.
how do i make sky textures not look like shit?
i have this line def (tag 2) and a door tagged 2, you walk over it, the door opens.
well, ment to
why doesnt it work ;w;
did you check the trigger properties of it?
Also, doesnt look like they are properly connected, check if you assigned the correct tag to the linedef
ok the room isnt ment to be tagged too ignore that
allright
well, it appears to be connected now but it still doesnt do anything
actually, maybe the linedefs just arrent registering?
The void here might be the problem, but its been a while, i could be wrong
oh, yeah, you need to pass it with your whole body
yea
just lower the platform and see if it works
it doesnt
i always only ever used zscript for all doors, platform height etc.
Allowed me to control actions so much better
well what now
wanna send the .wad here? Im actually curious myself why it doesnt work
gzdoom udmf right?
Raise the ceiling in that area in 3D mode, its on floor level
@hollow inlet
THe door as no "Ceiling Height" to open to
ah.
oh, is that why the first door (where you spawn) takes a short moment before its out of ground
cuz you open it and its in the ground for like half a second lmao
uh, wdym
haha got me puzzled too at first
Your welcome! Glad we got it fixed 
yea ^^
nvm, it fixed itself?
yesterday the sky textures were all.. well crappy im gonna say lol
Sky textures are dark magic to me lol
yeah
in tried to understand them, change them etc.
Its just a nope for my brain lol
awesome! it works now (the door thing)
yeeey 
oh also, it works like this too
Takes some time to get into, but you can do multiple things with one linedef, which is pretty cool
mmhm
uhhh dunno, the "brown poopy void" in the middle isnt something u can change rly. You would need to replace the sky texture with something different.
Keep in mind, they were made back when "looking up" wasnt even a thing yet
what was the question again?
the door is in the ground
the ceiling height is lower that the floor height
Doors are basically just moving ceilings and not "actual doors"
yea
Fly "under the map" in 3D mode, click the ceiling and scroll up, until its on the same level as the ground
cant see anything, if i look under, theres just black

yeah
do you even fit through these?
actually.. maybe i should just like, test that lol sorry
ok better question, how do i actually align these, the upper-unpegged thing doesnt do anything :3c
What you can also do, to make doors look better is something like this
so they dont go all the way
oh did you make two ceilings next to the door to make it only go so high
yeah :D
i see, nice :3
can i like, dm you or smth incase i need help again or
just ask for help here in this channel or try pinging me, i try to keep my DM's as clear as possible, nothing personal 
aight fair enough
oh also small thing but is there like a button or smth for unselecting everything selected
C > Clears every selection (At least in 3D mode? u gotta try if it works in normal 2D mode too)
And
CTRL + A or SHIFT + A was it? Selects everything/multiple things
its been a while since i played around with making maps
C works in both
thanks :3
Ur welcome!
@royal wave is probably one of the most skilled mappers that i know, but that bloke is always busy with something
btw. hi kevans :D
well there he is
I'm definitely not a skilled mapper, lol
He helped me learn the basics of mapping, great guy
maybe not mapper, but you know how all that stuff works pretty much no?
Yeah, basics. That's all I know. I'm a programmer, lol
Hows the gardevoir project going?
what ceiling do i use here aaugh
i hope i spelled that right
i believe you did
Uh it's been on version 1.4 for over a year and I've moved onto other things
Try to find a "theme" of your map and keep it consistent i would say, try yourself out
well so far its.. uh.. rock with sky lol
You could always mix some stuff
But I'd say it's good to keep 1-2 themes in your map
Technobase + Rocky Mountains, les gooooo

Classic Doom tends to do stuff like that
awh hell yea
Techbase + castle comes to mind easily here but you can try some more outlandish stuff
This was my latest project release: https://www.youtube.com/watch?v=vcSJdVDNLZk
Requires GZDoom 4.11
Support me on Ko-Fi: https://ko-fi.com/kevansevans
Download on Itch.io: https://kevansevans.itch.io/gzchaos
This is a chaos mod made for Doom and Doom 2
but otherwise, been a code monkey for other projects. Working professionally on Relentless Frontier
haiii uh
how do i make this an elevator?
(unless theres a button for it like for doors lol)
not at home right now
nw
for modding beyond simple map-making, do you guys ever have to deal with jank code and setups when doing stuff?
naturally
oh boy
You should see boom voodoo doll setups
how do i make a teleporter?
theres no height difference, so it cant be because doomguy is too thicc and it doesnt register.
yet it doesnt work
you know theres plenty of tuto online right?
then why have this chat in the first place?
You probably already found resources but if you (somehow) still didn’t, you want to make the linedefs of the teleporter have one of the two linedef specials for teleporters and set its tag to the same one as teleportation location thing you intend for the player to teleport to
lemme send you a vid
(the things on top are just stuff i tried out, not sure i need em lmao)
the linedefs also have the same teleport special and teledestination tag thing
That video honestly shows me nothing
...fair enough
Hold on, gimme a second to remember this mentally
The sector that the teleport destination is in needs the tag as well as the linedef that triggers the action
Not at home right now
ah, allright
But yeah, go into sector mode and go to the sector the destination is in
okay, so.. now?
It looks fine
augh
Ok, what’s that thing within the teleporter seen here?
It does not look like a destination point at all
It has one in the top right one, not the one you are centered on
uh..?
Remove that sprite in that teleporter
That might be causing a clash but I could be wrong
And not that destination
okay
so remove both sprites/things in both teles?
oh (also yea it didnt work)
That thing is apparently a destination from what I can kinda see
I’m not familiar with GZDoom mapping at all
oh i see .w.
Just look up tutorials man
okay
You’re honestly just gonna waste your time here trying to waiting for adequate help
allright
do you know how to add a song to a map tho? (sorry if this is annoying you or smth)
since i renamed my wad it just doesnt have one atm .w.
You’d wanna put the MIDI into your wad using Slade
allright
And then look up the ingame track name for the level you want
kk
You’re mapping with Doom 2, right?
oh also one last thing, the uh map name on the menu screen or whatever, how do i make it not unknown
Map name on the menu screen?
yknow, when you finish the map and it shows you the name
I gotta remember that all
ah okay
All I remember is that you change a sprite using Slade
kk
But anyways, use this as reference for the lump names for the tracks
The soundtrack of Doom II consists of music in MUS format composed by Robert Prince. 21 distinct tracks are present. At least some of these are known to have originally been written for Doom. Two of the tracks are re-adapted by Prince from his earlier work on Wolfenstein 3D.
GZDoom can also run MP3s if I’m correct so you can use those as well
kk
Hey looking for help on getting the brutal doom soundtrack to work.
I watched a video on how to do install everything regarding the brutal doom mod, yet for reasons i do not understand when i play brutal doom i'm not hearing the brutal doom soundtrack i am only hearing the vanilla stuff, i'm wondering if the video i watched skipped a step.
Can anyone help me with this?
Brutal doom does not come with a soundtrack, it is simply a gameplay mod. There is no one official brutal doom soundtrack, just a few unofficial ones that people have made, so you have to find the download for the specific one that you want
does anyone know the reason for doors "opening" like.. this?
Lower/Upper unpegged on the texture?
lemme try
it has lower unpegged
ah, thank you
that was your issue.
yea
oh btw that wad is done now ig (except for the teleporter which i dont understand..)
apart from maybe some lighting
I think i know what you're saying, i just need to find the one that works, thank you.
What I'm saying is that there isn't just 'one'. There is no brutal doom soundtrack. There are multiple different soundtracks that people have made for brutal doom
So you need to figure out which one is the one that you are looking for
Nevermind i got it fixed and found the issue, thanks anyway!
seems like it could be doom
My main inspiration for this map is E1's tech bases
seems like it
ohhh i like it!
Old project of mine
Sadly lost to data loss :(
And yes i totally had permission to use andrew hulshult's music for the video 
Note that it's made in Vanilla Doom format
pog!
oo sick
Not feeling so great today, so I thought I'd publish another early version of my project in case anyone wants to try it out. I'm looking for feedback both positive and critiques. Thank you for your time, it really helps my motivation and the project improve.
uh.. what are the causes for walls sometimes not.. existing?
but when i do that, the door goes up with it
it could be that the sectors are joined. when you select it, does it select the sector and the door?
lemme check later .w.
Custom Face Sprite
Uzi from Murder Drones
nice hehe
Noice
alright, i need help with smth
been playing that Postal: Red Letter Day mod, with GZDoom. The weapons require reloading, and I cannot for the life of me find the key to reload. I pressed my entire fucking keyboard I'm going nuts. It's not in the mod's custom controls either
It really has been 8 months since I posted here, hasnt it? damn. Anyways, heres dumping of some things Ive done over those 8 months, shall we?: New name! Since the old one was pretty shit (POSTAL was always 3D technically, and I think this portrays its going to be a brand new experience more) (al...
https://www.youtube.com/watch?v=8jL3ZskbTLg&t=4s interesting mod/level.. 'Doom 3' doom 2
Walkthrough of the great wad with D3 designs. Mod converts all enemies, weapons and items into those from Doom III. Works perfectly with that wad.
Also there was no proper replacement for Arachnotron and Baron of Hell, so I added a few lines to the code and now you can encounter new Arachnotron and Bruiser naturally.
The reason why I dodge and t...
anyone know how to enable coop enemies in gzdoom? preferably while running a mod like brutal doom
i'm trying to use windows powershell as explained in decino's multiplayer enemies video but i can't access my GZdoom link on it ("C:\Users[user]\Downloads\GZDoom")
Is that the exact path you’re entering?
If so, that’ll be invalid
i can't even enter that, that's where i'm TRYING to get (i think)
it's showing me "PS C:/Users/[user]>
i have no idea what im doing ngl
if anyone is familiar with mbf21 dehacked, im struggling with something
im trying to make an enemy that throws grenades
but when I call A_MonsterProjectile with a projectile that does not have the MISSILE flag, but the BOUNCY flag instead, it just drops straight down instead of going at the player
i could use A_SpawnObject instead and give it forward velocity
but then it wouldnt be able to vertically aim at you
That's not DOOM. Oh you silly goot
how do i fix this
im trying to play gzdoom but this error always appears
what is your graphics card?
idk but its integrated into my laptop
you can check in task manager
go to task manager, go to the performance tab, and see what it says under GPU 0
and if there is a GPU 1, what that is too
AMD Radeon(TM) RX Vega 10
huh, seems like it should support vulkan
try selecting opengl instead of vulkan on this screen
how do i reach that screen? i never see it
how do you start gzdoom
i launch it through steam
it doesnt appear
even when you run from the exe instead of steam?
yes
huh
On Steam:
Rightclick on it > Properties > Launch Options > +vid_preferbackend 0 or +vid_preferbackend 1
@finite silo
Based on the launch parameter documentation here:
i did it but it gets the same result
yes? it goes with my laptop when i got it
weird
though the name doesnt seem to show up in the site u sent
I know that it did not work when invoking it through steam, but
Navigate to where you have GZDoom installed in the terminal and type in gzdoom +vid_preferbackend 0
I very much doubt it’ll work but it’s a good idea to just try in case that steam passes arguments differently for some reason
Thats literally what i suggested to him already lol
Doesnt matter if via cmd or steam launch parameter, it doesnt work
but yeah this seems like a driver issue
especially looking at the "Vulkan device: Unknown AMD GPU"
looksl ike you have old or bad or wrong drivers or smthn
i looked up this gpu and it supports vulkan
Yeah, my guess would be the laptop only came with the default windows display drivers installed 
lol
I mentioned that you had said that, I was just throwing that out there for the off chance Steam does do some trickery with arguments going into the program
Actually, I hadn’t explicitly said you did
I take that back
how do i make the bottom texture invisible? (same would go with the top one since its just the sky texture), trying to make a floating thing
There is no texture mate
It literally says "Missing"

okay tbf its not a black void like i expected, but the red lights do go too far down.
then up the ceiling?
okay x3
But im glad youre still on it and learning! 
well its too long and...
Tutorials on Youtube also help a lot to discover new things, get cool ideas etc.
thanks x3
Remove the sky texture from the ceiling of the pole
but.. it has no texture
like, this (looking up the pole from below)
Let me guess. The floor is still "attached" to the ceiling?
If you want it as a floating pole, there is no reason to raise the floor (with the missing texture) to the ceiling level
not sure this helps but uh..?
oh also side note how do i make it not impassable despite being not marked as unpassable
Render Style: Translucent???
if you mean make the ceiling of the pole additive, that didnt work
Still related because it's about making a DooM mod.
i was trying to make a corridor, it connected to these walls, deleted the ones that were connected.. what the fuck?
What software do you guys use to record fullscreen GZdoom gameplay? Both softwares that I have tried just glitch out when I try
im guessing you have tried obs?
Nope. I tried the free trials of banidcam and debut. Got them both to work for other stuff, just not gzdoom
ah definitely try obs then
thats mine and most peoples go to recording software
for everything
I will try it. Thanks
im working on this map and im trying to decide if this room needs more decoration or not
in my opinion it looks fine as is
nvidia lol
I'm new at this, any tips guys?
Added some pillars and funny stairs that go to: ||nowhere!||
<@&162901871168585728> sorry for the ping but the above message is a phishing link.
👍
Thank you^.
git gud
jokes aside I would reccomend looking at other games for what their design principles are and what doom's design principles are, both new and old games
and obviously experiment with what looks good and plays well
E1M1 IS COMPLETE! Finally, after about a month of development (busy with school, therapy and seeing family), I've completed the first quarter of the project. I urge anyone intersted to give it a go, even if they played v0.3, since I've a whole 'nother section to the map. Check anything that seems out of place for secrets, and be sure to give feedback, pointing out neat things in the map, or even critique the map harshly. I know I'm rambling, I'm just excited.
turns out the 0.4 had an error with a door, but i fixed it (its midnight right now, but mapping must be done):
A new update on my WIP spritesheet
Uzi status bar face for classic DooM
making coffee, then ill try it 🙂
okay. be sure to give some feedback. i wont be able to respond immediately since im going to be out for a few hours. hope you have a good timem 🙂
ive tried it multiple times.
i like it, but i do enjoy alot more everything past the blue key. the cyberdemon feel a bit weird when you realise that if you rush the portal it insta kills it for you and then the blue key is right in front of you, rdy to take after only one jump. i like the corridor in the red themed area! but it seem to repreat it self alot. to be able to not die in there i had to cheat ammo. once i did it was doable.
i like!
the very last room feel a bit out of place but i really enjoyed the past blue card like i said 🙂
this is where im at with this... mostly a mash up of things i learned and i tryied to experiment.. just drag the zip file over gzdoom to launch
THANKS FOR THE FEEDBACK! I really appreciate it. By the way, the Cyberdemon is MEANT to be tele-fragged, that is intentional and then you're meant to get the blue key straight afterwards. That section seems to be a bit awkward for people to grasp, and its been mentioned a lot, but I get why. I thought it made for a cool dodging rockets section. If you ran out of ammo, it may be because you used it on the Cyberdemon. If not, I'll give my map a playthrough without collecting any secrets and see how that goes. The red, cathedral like corridors may be quite samey, but thats what I was going for. Overall, I'll remember you're feedback and apply it in the future.
dont get me wrong, i had fun playing it 🙂
btw.. i do play 50
50\50 desktop \ steamdeck sry
anyone tried gzdoom or zandronum on the deck with the gyro? 😛
well even eternal is damn good on the deck!
I'm glad you had fun. On a secretless playthrough, I didn't really have any issues with ammo, but I guess it may be different for other people.
At least I have the generosity to give a Berserk.
Deck's a powerhouse for sure. Great stuff in you wanna play eternal in the park haha
you do!
oops that reply was regarding the beserk
Wait, actually... Just realized theres no ammo in the red area
whoops
I call it the Berserk Area!
LOL
ive seen many variations of this baron texture in various projects, but where did it originally come from
how do i load like multiple mods at once
as in custom maps and like rl arsenal or smth
you just put in multiple mod file directories when using the -file parameter
yeah... right..
I recommend you use DOOMRunner, a DOOM Mod launcher that allows you to load as many mods as you want on top of each other.
kk
why? and (can) how do i ig compile them into one thing so it works or can i just ignore this warning since i havent seen anything bad so far
why do you even have several IWADs loaded in?
too get plutonias and tnts textures..
it could possibly cause some issues but if nothings popping up you might be fine for now
as Doom 2, TNT, and Plutonia all share some textures
yea
how else do i get the other doom games' textures :p
I know where to find the resources to figure it out but I'm not sure if distributing the textures from an IWAD inside your PWAD is techically copyright infringement
probably better not to take that risk
guh
couldnt you say making maps (using code and textures from doom) is copyright infringement too..
the engine is open source
well the textures arrent and im still using em
and PWADs (from my understanding) only call texture names
hence why you need to specify the IWAD
so is there any other way i can not get that warning?
can i like.. fuse them or whatever lol
I'd say if it can run on other machines without an issue I'd say it's fine
okay
honestly don't know what you're wanting me to look at
also, I don't know GZDoom line specials that well
oh right...
he's making a stair builder, not normal stairs
yeah.. i saw that...
oh
I read "make it manually" and thought you confused a stair builder for just normal stairs
my bad
its all good mate 😛
yeah..
no
just to be clear im trying to make a line special that triggers stairs to appear hehe
im trying to make the bars close down behind me and.. ????
the linedefs are only set to the tags of the bars, theres no ceiling infront that has one of those tags
I modified the original doom chainsaw.
Now you can swing the chainsaw to kill enemies. Deals 2x the normal damage of the chainsaw.
Here's the sprite I used
I'm making a Doom sprite
The Sprites pretty good! Are those the Shotgun hands on the sprite?

It was entertaining, good wad wip
thanks
in this area still receiving acid damage btw
nuke slime infected it
By the way, don't know if you know this, but there is actually a 1994 WAD called Return to Phobos as well, lmao. I'll give your WAD a go in just a moment and give some feedback if you wish.
Okay, so E1M1. Very nice, sweet and short, but still packs a punch in the dopamine department with the fodder enemies - my kind of DOOM Map. Texturing, while sparce in some areas, was on point and never looked bad. It was even quite creative at times with the computer monitors (pictured). I do think that maybe the textures on those stairs (pictured) could be improved a little, such as alignment and stuff. Due to its short length, the map was obviously not confusing, but it may be worth making that notch on the wall next to the blue door a little bigger (2 blue rectangles maybe?) just so its immediately noticeable - you could also make that notch a little brighter if you want 🙂
I'll rename this mappack, and do some minor tweaks, as well as finish remaining maps
A little weaker than E1M1, E1M2 is still a fun romp through another micro techbase. I liked the creative barrel conveyor and the use of the step ladder texture. Although, for that Pinky/Spectre fight, it would've been nice to have a Berserk, but I can understand why that could cause issues. Lastly, the outside fight is a little redundant due to it's proximity to the exit switch and slow trickling of monsters; maybe use multiple teleport destinations across the area?
P.S. Sorry if I sound too harsh and stuff, just trying to give feedback. About the name, you don't have to rename it if you don't want to, I just thought it was a fun fact. I look forward to the finished version!
Well, that doesn't sound harsh at all, and thanks for feedback
You're welcome. I won't give much feedback on E1M3 other than that it's pretty good too. I liked the broken ceiling detail and how you used the TEKWALL textures. Again, with the teleport fight, maybe sprinkle some of those monsters throughout the rest of the map too to make it a bit more interesting.
question:
why can it load in the core thing and the maps, but not the assets?
and how do i fix that
ask the mod author lol
how should we know whats bodged in his stuff
;w;
is it usually possible to load in multilple mods?
hmm
well, it seems rl arsenal and corruptioncards works together.
so why doesnt the asset stuff work with the wad its ment to be in?
Try changing the load order
wdym? they all go at the same time
Easiest way to do that without entering the terminal is using a launcher
They still load in their own order
uh?
Basically
When you drag the files onto the port, it passes along the file paths as arguments
They’re loaded in the order as they’re seen
So you could either specify the paths in the correct order with the -file parameter in the terminal
Or more preferably by most people, use a launcher like ZDL
Anyways
When an error pops up and it isn’t related to engine versions
It’s usually because the load order is wrong
so...
i need to try out different orders bx renaming the files? :p
(or i could just do the launcher stuff lmao)
You don’t rename anything
okay so uhm launcher
well cant really do anything atm but idk tell me stuff about it or smth rn ig if you want lol
I will tell you there are several different launchers
is there one youd recommend or
The main two I’m aware of are ZDL and Doom Launcher
whats more.. popular? idk if it really matters but
Personally no as I use my own
oo nice!
But I’ve used ZDL as well and I’d say it’s pretty easy to understand
It’s also easily portable, which is pretty nice
Basically
do you just drag in the wad files and shit into it like youd do with the desktop shortcut and itll do smth or
Nah
You’d open the launcher and add in your port and IWADs
And you can also add in the mods you wish to use in the External Files section
That’s where you’ll mess with the load order of the mods
I can’t tell you what order it’ll be
So just mess with it until it works
so like you add all the files you have once and instead of dragging a certain file into gzdoom everytime you just open the launcher and launch a mod
If I’m correct yes
kk
Im more familiar with my own so I can’t remember ZDL as well
alright
@pure karma yeah uh sorry for the ping but yknow

Sorry for late reply, but no they're not the shotgun hands. I just used some random hand template I found on the internet.
Also, another update...
You can now rev the chainsaw.
Hello, am I allowed to post links here?
It's gonna be about a doomworld link for my WIP Murder Drones mod for DooM.
ye
I see, they looked similar. Just asked out of curiosity. Looking great so far!
how do i deal with this fight in scythe 2 map23
how do i make this lil guy transparent
Should be, already. Try running the map in it's current state, and take a look in game.
for a middle texture to be transparent, it needs to have a sector on both sides
m?
put a sector in the midddle there and it should be transparent, or just make it be a single line instead of a full rectangle
discord needs to remove the ability to create links that have different text to what the link is
Fun fact: They were the ones who added it "as a feature"
Bruh
part of a project
STARTAN
wow
you people know a whole lot about doom map modding and I don't know a single thing
Trust me, I've been like you once...
I almost thought Doom levels were made through sorcery.
Hello, I can see that you are interested in my chainsaw. Thanks for the compliment by the way.
I modified the code of the chainsaw to be a bit more "cool" and added some sprites.
You can download it here.
Let me know what you think.
Also about the chainsaw:
You can now rev the chainsaw using reload button, and it has a new alt attack that unleashes a devastating damage to enemies.
Zombieman plays a new death animation when cut by the chainsaw.
you can learn
Would've looked better if you replaced the STARTAN with a stone texture ngl.
Hello, do you know who's TypicalSonik.oFan?
chainsaw revving noises
Rip and tear, until it is done, Slayer...
the arch sure does look like black magic
Yeah, like how the hell was he able to use a texture that fits well with the arch?
A spriter
And a contributor for Brutal Doom
Yeah
Kinda funny to mention...
You have the same style of username as him...
Maybe uh...
shrugs
Well...
Only God knows...
hehe
hey would you like to try out my doom mod?
it's a work-in-progress tho...
uhhh sure
Great!
I want you to test the new stuff I've cooked up!
I made a new attack for the chainsaw!
The zombieman plays a new death animation when you kill him with the chainsaw!
You can try it out here!
You can also rev the chainsaw by pressing reload button
aight
well ill test it when im home
i can call you if you want a live reachtion lol
ok thanks
Is it easy? I have an idea to make a backrooms-thsmed WAD.
yeah definitely easy
just look up some simple tutorial s in youtube and you're good to go!
how people create weapon sprites for their mods?
there are many methods
you can edit existing weapon sprites from doom or other games
you can take screenshots of weapons in other fps games and then crop out just the weapons
you can make a 3d model of a weapon in 3d modeling software like blender
and then render frames of the animation from the player pov
you can draw them by hand in image editing software
alr, thanks
so uhm, i made a one way path
hehe
the sync tho (my song™️)
He just turned Doom into a rhythm game.
Anyways, the track sounds pretty good actually
thanks ^^
alltough ig id hope so since its the main thing i do hehe
why dont these work
From level editors, I'm only familiar because of Super Mario Maker. Is it as easy as that or a little harder?
..doom isnt 2d
its way harder
good enough. I can try.
oke
A little harder but still easy to learn...
Just have a good computer mouse...
I'd assume because of that, I need a mouse with buttons 4 and 5?
I really never use the extra buttons on my mouse for really anything, so it’s more about being more accurate than a ball mouse pretty much
You’d need the linedefs as the same tag as the lift if I’m remembering this correctly
Actually, it might be the other way around
Yeah, it is.
hm
Unless for some reason GZDoom has some funky stuff and has a weird option for a sector special that’s a lift. Couldn’t tell with how fast you were moving in that clip
Had to watch it 20 times to attempt to pause it to even get an idea what was what
No not really...
It's just that some level editors need a right-click to draw the map layout...
Like in my case, I use GZDoom Builder...
Which ususally requires a mouse to draw stuff, like linedefs, vertices, etc...
Ok, did a final rewatch. Yeah, make the sector the same tag as the linedefs
...
Oi, nice!
they.. allready were
hm?
I think I know what’s wrong
hm
wait, no i think it wont lower, the nearest ground is the secret room
The weird way you made that lift is just hurting me
Like why aren’t the lindefs lining up with any of the vertices?
Unless those aren’t linedefs and I’m confusing them for some GZDoom feature or a feature in your map builder of choice
Great, I might need to learn GZDoom linedef specials within 2 minutes
Wait, do I need GZDoom to edit maps?
i believe so
Only if you want advanced features
wdym?
The lines inside the lift sorta appear like linedefs that don’t line up with any of the vertices and I’m trying to figure out what they are
As I’ve mentioned in the past, I don’t make maps with GZDoom features
I work with vanilla linedefs, not even Boom or MBF specials
?????
Ok, yeah, they’re gone later in that clip
if you mean the blue arrows..
they just show that the linedefs are like.. "interacting" with a sector..
I should’ve just assumed smh..
silly you
Change it over to a standard lift linedef maybe?
Instead of a generic
Well, assuming that’s a generic due to its settings
I’m working with little knowledge on GZDoom mapping here
... .w.
Great, they’ve even renamed whole sections
And they had to rename it to the most annoying thing to search up because Google interprets platforms as in OS platforms
Oh my god ive been such an idiot
flip the linedefs
real
OH MY FUCKING GOD YOURE RIGHT
I’m over here trying to view this on a phone screen in 6 in the morning
I couldn’t see the bloody pegs
I’m so sorry for wasting your time man
no i did
Doomguy goes Chainsaw Man mode:
why tf are the sizes-
love that animation!
Oh yeah, I forgot to give feedback. I love it, it makes the chainsaw incredibly fun to use and it will be cool to see what other new death animations you'll add (if you, will that is). Also, inside the WAD file, I spotted some other guns 👀 So I'm looking forward to that.
the rev is really nice and so are the animations btw
the.. zombiemen have a new death animation? looks really cool!
the sounddesign is nice too
then how else do i change the titlescreen music?
(the second image is the mapinfo for doom I and since doom IIs thing doesnt list anything about titlescreen music stuff i just did that)
are you using slade? it should highlight the keywords correctly
hmmm, it should be "titlemusic", are closing the curly brackets correctly?
better yet, can you send the wad file to actually see what went wrong?
right...
i forgot the brackets.
yeah
"unknown top level keyword" is an almost dead giveaway for these types of errors
thats incorrect, there's gameinfo the lump, and gameinfo the block in mapinfo
see the link i sent earlier, they are different
what
you added this to a separate lump, called "GAMEINFO"
as per this screenshot
when you need to add it to a "MAPINFO" lump, like the following:
oh.
but why? it shows the titlemusic thing withing gaminfo
gameinfo
{
titlemusic = "$MUSIC_INTRO"
}
as i said there`s two different 'gameinfo' in gzdoom
mm
a separete lump and a block in mapinfo
as in, you should add this in the MAPINFO lump
i-
whenever i delete the titlemusic thing in gameinfo
and save it,
it just fucking doesnt??
like i click off and save and its back again??
okay i got it to work but
(also brb)
sens the wad over, it´ll be easier
why cant i just have the song now .w.
so um.. this is what happens when i run a map that used plutonia/tnt textures outside of udb
in this situation the GAMEINFO lump helps, since it specifies the iwad as well
hmm?
https://zdoom.org/wiki/GAMEINFO for reference
GAMEINFO is a special lump that is parsed even before ZDoom starts loading fully. It can be used to influence how the game loads.
oof
so do i enter like iwad = "doom2", "plutonia"?
just iwad = "plutonia.wad"
and if i have/want plutonia and tnt? (which i do)
also after doing this the texture here still isnt loaded (yes its a plutonia texture)
I'm late to this but attempt to convert your map to just one IWAD., preferably the one where the most textures are used from
Next thing is to probably just make your own textures to replace what is missing
Or well, find textures online that you have the right to use
freedoom is a good source
since their stuff is entirely free to use
with credits of course, all else is permitted
^
Anyone familiar with modding doom 2 on the steam deck?
modding on the steam deck? or modding for the steam deck?
since the deck is running on linux you can easily run SLADE for wad file manipulation, GIMP for image editing, I'm not familiar in any level with music production so i dont have any pointers for MIDI production on Linux. you just cant, however, easily run Ultimate Doom Builder for Doom maps
although UDB (and SLADE, for that matter) does run easily on windows so you can make maps right away on MS Windows
I was trying to do doomrpg/RL mod playthrough but I couldn't figure it out. I have the video if you're curious what I'm trying to run
ah
that is specifically a mod for the GZDoom source port
it does not run on the official port, if thats your question
but you can easily download gzdoom on linux and run it on the deck
although at that point its a matter of knowing your way around it
I got gzdoom from the discover store
which i dont have a deck to give pointers on
Actually I have everything but when I try to run I get an error
Like someone about decorating parsing
I follow 2 videos, one on how to setup up gzdoom and zdl. The other was the mods themselves
i see, can you show screenshots of the error, as well as the versions of gzdoom and the mods you are running?
I'll see what I can do
Idk how to tell what version of gzdoom I'm running
Uh. I think 4.12.2?
Here's the error and mods
try getting a more recent of GZDoom because I doubt that store has the most recent version
Second thing if that doesn't work is to see if changing the mod order fixes it
lemme check real quick hold on
well, that is the most recent version
so try changing the mod order I guess
I have them set up in the way the video said to do x.x
what video?
220 weapons, 91 armors, 33 boots, new monsters, randomized maps and so much more content!
leave a like if you enjoyed as it helps a lot, thanks!
Mods:
Doom RPG (click green code button, then choose download zip) https://github.com/WNC12k/DoomRPG-Rebalance
Doom RLA https://forum.zdoom.org/viewtopic.php?t=37044
Doom RLA EXtended https://forum.z...
I'm looking at WNC12K's DoomRPG fork and it does mention it requires GZDoom v.4.10
you could possibily find it on the ZDoom website and going to the archive for GZDoom
yeah, could be due to engine differences
your load order looks correct (going off of the repo)
I'm trying to look to the 4.10 version
I'm trying to figure out where the bloody WAD is so I can test my theory
talking about DoomRPG
I look at the GitHub, nothing
I look at the DoomWiki, also nothing
ok
I tested it with 4.10 and it worked
gonna test it with a more modern version of GZDoom real quick
and it still worked
well, mind you I am running just DoomRPG
Probably a conflict with the mods, gimme a minute
I mainly need the mods you actually used out of the ones shown in the video
may I ask why some of the files don't have extensions?
for me that usually indicates an executable file on Linux
I've been taking a look at it and I just can't figure out exactly what's wrong
I'll try to look at it tomorrow if you can't fix it, I'm tired at the moment
Oh, I think that because they're folders
I wasn't sure what was supposed to be added
You should add in the actual files and not the folders
I didn't know what file to add
Unless Linux has some weird mumbo jumbo with folders (which I doubt), it could just be breaking due to that
I wouldn’t know, either
There was a lot
Wait, did you download it from the GitHub?
I think from the site
If so, you most likely downloaded the source and not the actual file
That was recommended
There is a link on the repo that takes you to this file archive
You can get the actual files by going into the Delta Touch section of all things
Mind showing me the contents of it?
Or at least telling me the names of a couple of the files
I have the file, lemme find the link
This is what I added from
Yeah, I think I'm just missing the ones with the doomrpg label, so like5
You do only have the source
Hold on, you’re gonna be in your own until tomorrow because I wanna go to bed but I’ll at least direct you to where I had gotten my files
Ok, hopefully I can find them
Great, I can’t even find the link
Me either. The GitHub page is just source stuff
Well, you could use Wine and try running the windows executables and use the instructions per the GitHub
It might work
That’s the only idea I got right now
I guess until you're available to this the pk3 files
I’d say try what I described above and see if it works at all
You’ll need to do some terminal work most likely
I don't even know where the executable is
It’s the DoomRPG.EXE seen here
It won’t run natively on Linux, hence the need for Wine
The instructions also call for a launcher called DoomRPG Launcher or something on the lines of that
The instructions you’ll be looking at would be the “Installing (build)” section
Doesn’t go into how you’d install Wine, though
And using Wine is merely a band-aid solution in my opinion
The lack of easy downloads for this mod infuriates me
Oh I did get that to run but it was quite laggy so Idk it there was an issue there
