#classic-doom-maps-mods
1 messages · Page 12 of 1
You’ll probably need to make a ZIP archive (and how that’d be done on Linux is beyond me) and rename it to a .pk3 for the sources
Maybe GZDoom can load folders, I wouldn’t know
I rarely use the port to begin with
I guess I can try again tomorrow
I suppose. I’ll come back if I got anything later
I’m more used to standard mod installs and well, not this
Yeah. Saw this as a video and thought it'd be fun to play portable
Thanks for the feedback! Also, I'm planning to add the frag grenade from Doom 3...
And Uzi's railgun from Murder Drones (Secret Weapon)
WIP:
Doomguy's new ability: Archvile Sorcery
I'm currently working on the sprites rn.
What if Doomguy has the archvile's ability to burn stuff?
Sweet, can't wait to see it.
Sure thing!
@onyx ice I’m currently just kinda dead with this honestly. Run GZDoom in the terminal with the mod order you’ve been using and DM me the full output
I thought it was because I was missing the pk3 of the doomrpg things
I don’t honestly know really
I’m guessing it’s that back I’d rather have a full output of what’s happening rather than just “oh this broke lolol”
Oh, well idk how to do stuff in terminal...
All you need to do is type in gzdoom -file and follow -file with the exact path of each file you intend to load
Oh dear. That sounds a bit complicated
It is
But blame GZDoom for not giving me anything to work with
I’ve made assumptions off of the very little information I’ve gotten
Ok, I can try, but what file am I suppose to run?
All of the files you’ve been trying to run
Hell, even try the folders you’ve been using
And it must be in the same order as you’ve been doing them in ZDL as well
Separate each file/folder by a space and contain any path that had a space in it with double quotes
Oh, that sounds very difficult
Well, that’s terminal work on any OS for you
For me it’s second nature as I work in terminals often. So pardon anything I say
Just for a test should I just try to run gzdoom in terminal first?
Yeah
Afterwards run it with the -file parameter with what I had explained above
Ok, I tried just gzdoom in the konsole but nothing happened. Guess I did something wrong. I'm not good at understanding these types of things
Well I got it from the discover store
Great, now I have to figure out how the hell that works
I have a video on how it's setup
KDE Discover?
Seems about right
Then yeah
Need you to probably install GZ from the AUR if I can’t figure this out
And actually, can we move this over to DMs? We’re kinda clogging the chat
Sure thing
Doom: Arsenal Ascension is a new vanilla enhanced experience Consisting of early concepts to scrapped content with familiar mechanics from other doom franchises. Slay your way through with a new roster of arsenals, items, and enemies.
Download: https://www.moddb.com/mods/doom-arsenal-ascension/downloads/doom-arsenal-ascension
Song: https://www...
Been working on a Doom TC for a while: Urban Mayhem: Syndicate Siege!
The story: In 2035, 4 people rob a bank in New Miami (a rebuilt version of Miami after a devastating earthquake), and give the money to the biggest mafia syndicate that volunteers to hold their money temporarily. However, 2 years later they still haven't seen a single dime from them. After being interrogated by the FBI they discover that they stole their money and put a bounty on their heads. The FBI offers a way to be absolved of all crimes: Go inside a building the mafia had rented from a company that went bankrupt and kill the boss, collecting all the evidence, money and more on their way! However, the building is stuffed full of goons and baddies, from various places and classes, that want nothing more than put a bullet between your eyes. To make matters worse, the New Miami Mafia Syndicate has recently hijacked a shipment of a dangerous mutagen with unknown effects on the human body apart from being able to be mind controlled. Get to shooting in 30 floors of stacking chaos!
Some screenshots here:
why doesnt this teleport work ;w;
Hello everyone, does this look decent for an outside map? This is my second ever map that I'm making and I'd be lying if I said I knew what I was doing LOL
It always baffles me when people can put so much detail in their levels, good shit man
You probably made one of your linedefs impassable that’s right before the teleporter line?
no
Baffles me why you can’t go through the pathway, then
Wait, never mind, it’s GZDoom mumbo jumbo
Anyways, wait for me to get home and I’ll take a better look
So I’m not on this phone screen
Also, in the mean time send me over the WAD if you can
Easier for me to debug, honestly
Your videos (don’t take this as disrespect) don’t really include much useful information most of the time
yea, understandable
nmap02 is the one with the tele
also, do you know how to get rid of the "map01"? its just a copy of the nmap03 that i made when making some mistakes saving the thing
these?
Yeah
If I’m correct it should be everyone from MAP01 to ENDMAP
Make a backup of the file just in case I’m wrong here
mm
@hollow inlet what IWAD?
nmap02, like i said -w-
loading doom2 made me have missing textures
I figured out why
I needed ZDoom UDMF, not base Doom 2 UDMF
ah.
this sounds stupid but where the hell is the exit point for that portal?
found it, nevermind
silly
if you ever ask yourself that question with other things, just highlight the linedef. itll show a pointer.
it didn't for me
so I had to do a full on search for it in 3D view
only shows if a linedef affects a sector, which is annoying
well it works for me so idk
ok
you need more room behind the inital portal
though there is a visual bug when exiting the portal, trying to fixx that as well
Ok
two things you'll need to do
- Make the entrance teleporter's length the exact same as the exit teleporter's (to fix the visual issue)
- Make the wall behind the teleporter longer (to fix the main issue)
if you need a reference (or just want to call it a day) I'll send the WAD over
also, one change I had made was to put a texture on the front side of the lift so you don't get a missing texture when looking through the portal
i see
thank you
actually, I did move the player so probably not
I did try to move the spawn back to where it was but it's probably not perfect
nw lol
also i can always just move the player spawn back
no need to send tho
oke
Is there a way to make enemies not attack each other? UDB, GZDoom
Trying to make a demonic city
I am uhh, I'm impressed
this looks hella sick, great job
nicee!
Making a Doom Weapons mod...
I'm planning to make it compatible with CherubCorps's Angelic Aviary mod...
And KontraCommando's Fridaythe13th mod...
Lemme know what you guys think...
Yoooo...
This is epic af
well shit works now
epic infight lol
What video recorder did you use for this?
The NVIDIA thingy
ALT + Z
or
ALT + Y
How many GB does that take?
depends on the resolution, framerate and bitrate
Does it also run on low-end computers?
If you have a capable GPU?
i cant really tell you what the minimum requirement is, i have a 4090, so it better do be workin

works on a 970 so..
u need a dedicated NVIDIA GPU for it to work tho
long as you have an nvidia gpu it should work
there u go, thanks @hollow inlet 

Is it a pre-installed program or downloadable content?
What GPU do you have?
Should be installed together with your nvidia driver
btw I'm working on a DooM mod right now...
And I'm working on the pistol's reload frames...
Um, I have an Intel HD Graphics...
At least that's what it says...
We can stop talking then, no nvidia gpu, no geforce experience for you
Lowkey love that self effort

trolle
Yeah I'm terrible at device stuff like that...
But I don't really need it.
I was just being curious on how the hell someone managed to post a 60-fps video, prolly cuz' he has Nitro or something.
hole.
15 sec clips at low quality are like, 20 mb tops.
The DOOM Server has a default upload limit of 100mb for everyone, cause Partner Discord
Yeah ik.
I tried to post a preview of my Doom mod here...
Screw the upload limit tbh...
Oh ok...
why are my songs always synced to the pistol
Perhaps it is just coincedence... or is it actually fate?
well, no.
all of my songs have been 150 bpm
i should probably change that lol
well doom midis i dont only use 150 bpm lmao
New update(s) on my Doom mod:
- New Weapon (Assault Rifle)
- Pistol overhaul/Redux or whatever it is...
Yo...
Do you think that the reloading feature would be a bad idea for the DooM mod?
no no reloading is a fine aspect
as long as you balance out the reload time with the clip size
looks very nice btw
Hey thanks...
Btw do you have an account on Doomworld?
just made one 
well, would
sadly they dont seem to send the email.
Hey, if you have some time...
Can you please check out this cool forum I made on Doomworld?
https://www.doomworld.com/forum/topic/144621-murder-drones-damnation-a-wip-doom-project/
This forums strives to port the Youtube series Murder Drones into classic DooM. Who knows? Maybe we could port the entire series into Doom. Edit: This is currently active right now. If youre a Murder Drones fan whos also a DOOM fan, then Id say we may need your help, dear viewer. So dont be shy a...
Just checked out the forum and it looks great! Especially the weapons concept art!
how do i-
Thanks!
outside of uac base i suppose
because doom sprites need a pallete to have the right colors...
maybe you didn't copy-paste the pallete too?
oh it doesnt do that-
yeah true theres a palette at the top...
thanks
Okay did it work?
fellow 970 user 🤝

didnt try and cant until in like 6 hours lmao
but seems like it should work
Hey, I also noticed...
Maybe you should set the base resource to a doom wad like doom.wad or doom2.wad
You see that base resource option in the upper-right corner?
It says "<none>".
Maybe you should tinker with that part...
So that the software will always borrow assets from that wad...
okay
Take a look at this screenshot for example:
Look at the part with the drop-down menu on the upper-right corner...
yeh
Thanks!
Those are voxel models, some sort of 3d models used in some build engine games that are available for Gzdoom. You model them, export them with slab6 and you set up the Decorate/Zscript as if they were sprites. Makes it a lot easier to add details, while looking consistent with Doom's artstyle
I'm running into a problem where basically, I have MAP01 and MAP02, I merged MAP02 into MAP01 using UDB's "merge into map" feature and both maps show up just fine in the level editor, but ingame the WAD ends after the first map. What am I doing wrong here?
I'm using GZDoom (UDMF it says in UDB as the game configuration) and UDB as said level editor
check the end line def
is it "end game"?
change it to end level or whatever then or i think end normal.
oooh my god its end game
silly you
LOLLL my bad
nw
Aight I just started Doom mapping a few years ago...
This is my first attempt...
I made it like two years ago...
Lemme know what you think...
I think it's terrible...
got nothing better to do so I'll have a go at it
As your current works are (in my opinion) impressive I don't think you'll take this too hard
Yeah, it's pretty bad
Still a higher enemy counts than any map I've ever made, though. lol
yeak ik right
it's got a badly designed window lol...
and also the cringe dark room hahaha XD
so many missing textures on my end, sadly
oh
maybe loaded the wrong IWAD idk
its a doom 2 map
huh... weird...
i never used any custom textures
eh, maybe sourceport related then
I picked it up
Anyone know anything about UI/HUD stuff? Having trouble trying to play a mod because I can see a lot of like they way the video I was had set up
I cannot get the original hud, but I did figure out how to at least enable the ammo and health stats
Press -
I guess I forgot that still worked with it
Oh well I see something, granted I don't know what I need to adjust
is it no hud at all or is it just the doom rpg hud?
I think the hud is kind of like RPG, I'm just trying to get it to look like in the video, but rn everything looks off
I'll send a pic
had to break my neck to view that
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 tried to use the .uni actually, but my game wouldn't load when that happened
you could mess around with the settings
I wouldn't know where to look, though. Not at all familiar with the modpack
ok, there is a DoomRPG Hud options menu
best bet to find all HUD options is to search up the name of the mods within GZDoom's settings and checking them out
I just searched up "HUD" and I found DoomRPG's HUD settings
I tried adjusting things but nothing happened
you do have to exit the menu to see changes
and it did change for me
Ah, RN I'm stuck in a supply crate menu. It say menu to exit but I can't exit x.x
goofy ahh monster closet
blue door
How do I remove inputs in controls?
Oof, too many input on the same button trying to figure out how to remove it
backspace
simple thing ig but uh,
how do i get the sky to work? (without the render sky option it just repeats the small texture over and over)
ive gotten it to work before but i have no idea how
Currently making a Doom mod based on a Youtube series called "Murder Drones".
I even made a logo for it, though it's just a placeholder for now...
I want to make the "Damnation" text a bit more glowy...
But maybe I think it's good enough...
Can anyone tell me the basics I need to know before modding/making Doom maps?
I'm making a custom Doom Weapon...
I'm using a sketchfab model as a reference for the sprites...
I recommend some tutorials such as those made by DOOMKid and DavidXNewton (both prominent members of the community). It's how I got my start. Then, just start mapping i guess :/
hehe, redux
so uh, I traced the stat bar sprite, 1 to 1, imported it into slade, and the sprite just.. gets bigger? anybody know how to fix this?
TLDR: The Master Levels suck, this build script fixes that. Welcome to the Elf Alchemists Master Levels Masterpack, the ultimate version of the Master Levels for Doom II. The infamy of the Master Levels in well known and undertood, many have critized the level design, the repetitive (lack of) mus...
I made a little thing for the master levels for doom 2, a build script that bundles the maps into a proper megawad
it improves the play experience significantly, by actually structuring every level as the original authors, more or less, intended, making some of these maps actually fun to play
In doomrpg rogue like, whats the red/pink number in the top left next to credits and skill points?
WHY DOESNT THE SKY EVER FUCKING WORK
did you just set the texture on the ceiling to that sky, or did you set the sky to F_SKY1 and then use mapinfo or similar to set the sky texture for that map
i made a custom sky (recolored the f_sky1 texture and just left the name as that)
yeah unfortunately thats not how it works
but even with the normal f_sky1 texture, it doesnt work properly..
even tho its worked in previous maps..
and the other 3 skies dont work either
what source port are you mapping for?
gzdoom, udmf format
ok
so, what you want to do, is you want to name your custom sky something else
doesnt matter what it is, just anything else. Then you want to create a MAPINFO lump in your project, or if you already have one, edit it
mm
to?
and then in the mapinfo lump, put the following:
{
sky1 = "SKYTEXNAME"
}```
and replace the xy with your map number, and SKYTEXNAME with what you called the sky
and then put the regular sky texture on your ceiling
yes, wait why is it NMAP?
actually i guess it can be whatever in gzdoom so that works
actually question on that, if i name it MAP01 ect will it remove the "hell on earth" episode?
since rn i had that and my own episode
i think so. I don't map for gzdoom so I dont entirely know how it works but in other source ports the only way to make new maps is to replace the existing campaign
nice
Can you all recommend me megawads without custom weapons/enemies to play?
are you okay with light custom enemies that are similar to the default enemies, or do you want absolutely zero custom enemies
It's fine if there are not much of them, i plan to play it with Project Brutality
ahh ok
maybe try valiant: vaccinated edition. Valiant is an excellent megawad that has a lot of custom enemies and weapon changes and stuff. However, skillsaw created a separate version called vaccinated edition that removes all of the custom stuff and rebalances all of the fights to work with the vanilla enemies and weapons. it was intended to be used with gameplay mods
how do i make this lil guy invisible?
Ohhh thanks
define invisible
like think of plutonias completely invisible bridges
as if you were walking on nothing
oooh
I think you can make a 3d platform that is just very very thin
or theres a texture out there that makes it seethrough im an amateur at best at this myself LOL sorry
Open up the map in a map editor and see for yourself
You can open the IWADs in editors
okay true
however i make a 3d platform..
(yes yes dummy sectors or smth ik)
Thats a whole nother can of worms that I havent looked into yet LOL
fair
theres guides on it
hey guys, how do I get rid of bevel on ultimate doom builder
nvm, found it out
hey if you find a solution, could you actually say it
for the default controls, its ctrl + mouse-wheel up / down, to increase, or decrease the bevel while drawing a sector
most wads with custom enemies are not compatible with overhaul mods
whats bevel-
it adds angled corners to sectors.
this
(I also use UMDF format Ultimate doom Builder)
well.. its not in udmf so
You can still do old tricks in UDMF, right?
well it still isnt the same
Well, best thing I can say them is look at what you have and see what you can do with it
mm
Is there a way to "dissolve" vertices and linedefs in UDB without having them delete the entire sector?
Hey guys, hope all are doing well.
I'm looking to start my first doom wad, which is mostly a recreation of my dreams / inspired by my own dreams that i get when im sleeping. The issue is, I just need a name for it
I'm open to any suggestions (hopefully non-violent suggestions, because most of the dreams im planning on recreating hardly have a good amount of violence/fighting. But that doesn't mean that my wad will be completely non-violent of course)
guys where to find the right download of ultimate doom builde
got some
virtua
dreamcatcher
ataxia
adrift
backspace.
OOOOH MY GOD
x3
hmmm. Ataxia sounds interesting, but that would be chosen if my dreams were more of nightmares instead 🤔
add some lights maybe
maybe a ceiling that lets you see the sky maybe some water or nukage or lava
maybe including a wall where you can see the liquid flow down
i like the basic structure of the room
id like to make it so that youd be able to walk through the lava but take damage
but i have no idea how
i know the damage part just not the walk through part
ive gotten it to work but im not sure how
try messing with the doublesidedness and or check like the impassableness
if that stuff doesnt work, try lowering the floor/vice versa with ceiling, then making it not doublesided
it should you a missing texture and when you add the texture it should be passable
dont make the lava pillars walls. still draw the linedefs, but give the lava texture to the "middle" slot and make sure that "impassable" is turned off. this means you can walk through it. be sure to set both sides "middle" textures to be lava, or youll end up with see-through lava 🙂
some visuals cause i suck at explaining stuff. just swap the red texture for your lava texture
oh shit thanks ill definitely try that
i might bite the bullet soon and learn 3d platforms
cool. i still dont know how to do that, but im sure ill learn some day
i think its important to focus on getting the basics down on designing a fun and visual appealing map first before going into extras like that, but i guess thats just how i map 🤷♂️
whats important is to just map for yourself at first, dont worry about appealing to anyone else. happy mapping!
i have made two other maps before this
thanks man
sweet! are they published? id love to try them
i have one of them published but thats like my first ever one
same
im a little mixed on it now but heres the link
https://www.doomworld.com/forum/topic/144883-my-first-ever-wad-criticism-appreciated/
NOTE!!!: the first two screenshots, and the rar called MAP01, is the older version. The newer version is the 2 new screenshots, and the rar called MAP01VERSION2. The text under still applies. I am keeping both versions up so that I can see my progress. (If that is allowed) I dont have a name for ...
yeah, ill give that a go later. just playing some destiny 2 right now, and ive got some other bits
yeah no worries man, would appreciate a ping when youre at it
You think anyone has done a map before that depends on the minimap
like the level itself is just pitch black
lol id upload wads i made but doomworld doesnt wanna email me
i think you might have to email mordeth still. there are some hurdles with doomworld registering, and its not well explained
hmmm
Somnia...Slaughterhouse?
actually yeah might choose somnium
👍
(Dw I’ll credit ya lol)
how do i (efficiently..?) get an mp3 of a doom midi im making
since just exporting an mp3 or whatever obv doesnt work
I am making the Doom 2016 supershotgun in classic doom
You can definitely use Audacity...
that
that doesnt help
can i record my system audio?
Wait
I think there's a Midi editing software where you can export it as a mp3 or something...
mm
yes you can...
:o
Or you can just send me the midi file and I'll record it as an mp3...
no no
or you can just search up a youtube tutorial on how to record system audio using audacity...
idk my audacity settings are like this:
This allows you to record a high-quality mp3 file...
Something like that...
Or whatever...
okay well i instead used a converter but..
its using the normal windows midi soundfont so..
dude is that slade?
thats.. audacity?
ye
ok...
how bout this?
just send me the midi...
then i'll record it into an mp3...
sounds fair?
well it wont sound the way id want it tho
(soundfonts)
No...
It will definitely sound the way that you want it...
wdym
i've tried it once and it worked fine...
go fuck yourself vega
anyway, no it wont, since its a different soundfont
look at this...
I recorded it using Audacity
WAIT THE SONG IS CALLED THAT
Yes...
Apparently...
well still the soundfonts will be dfifferent
im not using the default windows-
No it doesn't use soundfonts...
What soundfont do you use btw?
Virtual MidISynth?
yes
that doesnt help tho..
you still dont have the actual soundfonts
nono i actually wanna see what you end up having it sound like
i mean you could just tell me how to record it myself-
you think a concept like this is fair for a doom map? the point is basically to just run across to the other side while picking up health
i mean if its JUST running + health and thats it then.. kinda boring but as a mod concept with custom mobility shit or smth that seems cool
it doesnt seem unfair
nicee
i love the mastermind stuck inside her child lol
WAIT NO NOT IN THAT WAY

worth noting that this is like a week seperated from each other
just playing doom mods (for example shrine II) just makes me so inspired and makes making maps so fun
wdym?
nothing
As a question, does anyone know how to remove background, extract and separate sprites into different images or do you know someone who knows about that?, I would appreciate the help
Ok
So you install Audacity...
Then you set the audio input to your computer speakers device...
already have that x3
ok did it work?
oh, INPUT!
well uh... the speakers arrent listed...
you open another tab...
then you set the audio input there to speakers...
then you press the record button...
then you play the track from another tab from Audacity...
then you come back here if it worked...
is the shotgun like ... a basic human right in doom mapping?
or should it be pretty scarce compared to the other weapons
first off, compared to other weapons? def not. its usually the first gun you find
second off, most people like using the shotgun.
but for like the first level, maybe dont give the shotgun instantly
what is that other tab lmaooo....
depends on the map and your own mapping style. i personally give players a shotgun off rip, but thats because i hate just using the pistol (especially on imps). however, some people when designing a megawad or an episode may hold off the shotgun until later in map 1, whether that be in a secret or picked up from shotgunners. overally, you should take a look at your map, weigh up your options and simply playtest to determine these sorts of questions.
Finally finished my stage magic themed weapon mod: Showtime!!!
Another audacity tab ofc, you silly...
Eyyy...
Lookin' good, man...
Btw I also played your Angelic Aviary mod, it's also great...
i- :<??
Ugh...
So you do it like this...
Two Audacity tabs...
Custom Doom HUD Face...
it looks like normal shit
Ugh...
I mean this!!!
mmmhm?
so you open your midi file in one of those tabs...
yes
then you record on the other one:
basically it's supposed to be like this:
wtf?
welp...
at this point i can just say there's nothing we can do about that anymore...
yikes...
no no it didnt crash when i imported the midi i was just trying to check smth cuz literally the first note sounded off lmao
ugh...
you want me to help you or what?
just get straight to the point...
cause i am not in a good mood rn...
no no
no fucking shit youve been in a bad mood since yesterday
News flash: I am very pissed right now...
oke
You know what maybe I'm not the right person to teach stuff like this Audacity crap to other people...
Maybe you should find other people who can teach you better...
oke
Doom Mod WIP: Murder Drones
Glad you like it. Thanks.
Imagine if someone turned Doom 2016 and Doom Eternal maps into custom WADs.
hell yeah
i think there is a quake project for that
they have
there are many such mods for gzdoom
oh i misread it, didnt see you specified maps
was gonna list a bunch of gameplay mods
Some of the maps have been remade in classic doom.
a fellow davidxnewton viewer?
oh i remember watching that vid
yaya
forgot what it was about x3
How to make a good Doom map
yesss
im pretty sure hell be playing one of my maps soon, so im excited for that
hell?
he'll
@onyx scroll sorry for the ping but..
so the extra parameters.. uh..? (no the extra parameters button doesnt work x3)
i dont think thats a button. you type your extra params into the box
Black = Use
Blue =

Red =

Green = Switch
Yo, are you planning to add more monsters in the mod?
@pure karma I think this is a scam
Yeah the account is active after 2 years mysteriously
I got the Hud dialog to show up
@haughty flower At some point. All my energy is focused on Showtime at the moment so it will be awhile before getting back to AA.
does someone have the mp3 of the icon of sins opening speech? i only have this
(or ig how do i convert it)
Yeah, it ain’t a button, that’s a text box
mm
I’ll answer this when I get home if someone hasn’t already, I haven’t messed with Slade much
kk
You can convert it to WAV by right clicking it and selecting Audio > Convert Doom Sound to WAV
You’ll need to export it yourself from there
ye
Hey, maybe you should add a custom boss for Showtime, maybe an evil Heidi or something...
I should add more Key Cards To my WAD
I want to avoid adding enemies because then the mod can't be played with custom enemy packs.
I did made an enemy mod however called Angelic Aviary and some of the enemies have special interactions when played with Showtime!!! Same with if you play it with the enemy mod Versatile factions.
tiny
Omg that hud!
yes? :3
It looks cools :3
mhm
What's the name of the HUD? :3
Wait- omg is that Doom Infinite
im trying to make wolfenstein in the doom engine (creative, I know) and I'm making this sprite where the gaurd unholsters his pistol, but it looks uhh...
odd to say the least....
hmmmmm
jorkenstein
huh
maybe move it more the the side of him >.>
oh nice what mapset is this? are you gonna publish this soon?
Hmm?
I need to make a title screen
And an intermission screen
custom HUD
that looks nice
any plans on releasing it or nah?
im making an entire megawad, so maybe 🤷
I also found this disk in the files, which I might use as a replacement to the keycards
I do suggest to make it a widescreen HUD if you can
how exactly?
lemme check how other widescreen HUDs do it
okay 👍
it appears just to be a larger than usual status bar
at least with the one I'm looking at
you can look at some widesceen HUDs yourself and see how you could implement it
but everyone I've looked at just now is literally just this
also for this you could make it so the doors are controlled by external computer terminals that you can inject a virus into with the floppies
hmm, yeah, thanks for the idea :)
custom medical sprites
In the Doom 2 files?
whats the max resoloution width wise
in like, literally all doom sourceports
I wouldn't know to be honest
right
I don't mess with custom textures often
Oh damn
I don't know how to make custom textures
Other than TITLEPIC, INTERPIC, CREDITS, and HELP or what ever that one is called
Doomkid has a tutorial for it I think
in game picture
that looks about right
looks better now with the extended HUD imo
also, got bored and decided to kinda make a mockup thingy for that idea for the floppy
nice :)
not gonna use it more than likely because I'd still have to make the statusbar version of it but whatever
I just recolored the disk sprite, I'm not good at making fully custom sprites
heres a little glimpes of the first map i'm making, Its not fully completed yet
just did this
I will tell you trying to make something that looks like a floppy that still fits will be a pain
mines barely does because I had to increase it's sprite size
I mean, the stat bar keycards, just look like floppys, but longer, and flipped on the side
I guess
what I had done
don't see what's wrong
unless my tired mind just can't see it
I really don't know why I'm spending time on this, I'm not even making any maps that'll use it
Eh, I guess I might in the future. In that case I'll have a base for the rest of them
making a wolfenstein "inspired" wad now, because sticking to one thing is to hard for me
its literally just wolfenstein, but in gzdoom, and theres no space magic
working on a Freedoom TC for my Masterpack
so that's what you meant by Freedoom TC..
also a PSX TC that I just showed on #videos
saw that just now
its pretty cool
I really need to get into mapping
i got the blessing of aubrey, and am gonna include music from the 20th anniversary extended albums into the masterpack psx tc
I just can't create anything that plays or looks good so
so that's prety nice
i dont map at all, the masterpack just bundles a bunch of vanilla wads and glues them together with that good ol' UMAPINFO glue
ah
its just code my man
but still, I need something to do other than bash my head into a keyboard in hopes of my half-baked project working
get to it. once you are done with 1 map show it off, talk about ideas, make something more.
just like code, its baby steps until you get something big happening
make anything
my best playing map was probably the last one I made despite its low enemy count
anything that keeps you going will get you there
I need to remove myself from low enemy counts, though
my highest enemy count was probably 90 or something
now, make a map with 100 of them heckspawn. and then try 110. and keep going.
I wouldn't have been able to make anything flow well with even 60
the 90 I had felt kinda horrible to play with
kerblooey
Nice
I am making a midi. It is not finished yet, but if anyone wants to use it in a wad or anything, feel free. Just credit me for the song if you do.
how the hell did you get a wav of that
Currently making an Evil Dead mod for Doom...
Audacity, Timidity, Touhou Soundfont
Anyone a doom mapper here?
A lot of people are lol
I rarely make doom maps, and the only one I put here was a map that was meant for messing around, like a sandbox with commands map.
yes, I think 90 percent of the people in this channel are.
Anyone who isn't a beginner
that is a lot of people. If you have a question, just ask the question
fr
Level 2: Warehouse
Goal: Find the YELLOW CARD and get to the Exit Door
(It's not finished yet)
and it'll be alot more windy?
Curvy?
Card shield. Still in beta but functional. Can be stacked twice, cuts through enemies, passes through walls and doesn't blow up barrels.
I made a custom Doom sprite...
Gonna use it for an Evil Dead mod...
This...
IS MY BOOMSTICK!!!
I need a mapper for my doom mod cause I think the pace I'm going is too slow
W
does anyone know why my zscript code doesn't work? every time I launch gzdoom with it it just says very fatal error and doesn't tell whats the issue. i've tested it and the issue didn't occur when I didn't have the code enabled. (also the tabs appear glitchy without pressing the view whole file button on discord)
iam new to zscript and programming in general and idfk what iam doing
the code is supposed to be a shotgun guy that has ammo and has to reload its weapon when its out
Showcase of a map im working on in my upcoming megawad, if you have any suggestions to make the map better let me know. Sorry for the quality had to compress it
you could change brightness and steepness level more often if you want your map to feel more alive othervise it looks good, short and catcy
Feels way too empty
Thanks
so.. where the fuck are my walls?
i simply drew a sector like normal.
also... why do you wake up??
Your celling height is at the same hight as your floor so go underneath the floor and start scrolling up, begginer's mistake
Also you don't have block sound on for the linedefs that are making up the wall
but if you directly shoot an enemy and their pain state appears, they wake up regardless
why does it do that with completely random sectors???
forgot to say -
i cant hit the chaingunner through the like wall, only through the teleport
it doesn't, you make the door first, in UDB, making a sector automatically matches the height of the floor and celling from the one connected to it
block hitscans
but i did first make a door 
exactly, that's the problem
thats.. thats what i did.
hmm
oh
nono i think its the block sound thing you mentioned. i made it block sound on the inside of the divider wall
okay
anybody got some good wads that don't expect gzdoom?
i very much appreciate how crispy doom feels to play, and i wanna try something that lets me use that
does anybody know how to make good doom midis?
i use fl studio and that works very well, but you do need to pay up..
er, I don't want to pay anything..
yea..
i did find some free midi software hold on
someone recommended openMPT to me, it did seem fine
i didnt use it much but you have a piano roll and also music notation i think
it didnt feel too clunky from the 2 min i tried it before realizing i could use fl studio .w.
is it safe, the website looks.. funky
uhhh
that doesnt even look like the same software..
lemme check stuffs
oh, thats that one. lemme check smth else lol wrong one
and yes it is safe but that one also felt kinda clunky
if you wanna try trackers, sure ig
Aria Maestosa. thats the one
does the software allow me to open other midi files?
idk lmao but aria should be easier to work with
but you should be able to import other midi files, especially on aria (which is the one i used for 2 minutes so im just making educated guesses here)
is this the right website?
yes
why doesnt the last teleporter work??
its literally the same one, just with its tags changed
Tangerine Nightmare, despite its short length if you just look at the amount of maps
If you want to switch to Woof (which feels just like Crispy but with complevels), you can also try Overboard
funky lil room
189 dollars 💀
dude, its a daw
every daw thats used sorta professionally is as or more expensive as that
they usually go up to 500 euro i think unless theyre a subscription
(and no i dont use fl studio to only make doom midis lol)
Oh

nice use of 3D floors?
Nope, portals
ooooh!
guitar harmonics kinda sick tho
what software is that?
Attempting to make a Doom sprite from scratch...
Thank god it's starting to look like an actual shotgun...
Gonna use it for my Evil Dead mod...
fl studio
Ah ok...
:3
Hey btw do you think that the shotgun sprite looks good?
defenetly
thanks
the wood looks a bit off tho tbf
a bit too.. chocolately? maybe make it a smidge brighter?
okay
Does anyone know of any slenderman makes in Doom?
Like it be cool if there was some slenderman Doom mod in like a forrest and all
I'm not sure if one already exists though, if someone knows of one I would like to play it!
hi
amazing
thats awesome ngl
:o
did you make that with ultimate doom builder?
yeh
i also have a part that looks like theres two rooms above each other (using teleports ofc)
i really need to figure out how to do those teleport things
trying to make a doom wad (design has started on a sheet of paper, but nothing in terms of modelling the actual levels)
i can explain it to you chat or call wise if you want
oh and if you mean the basic teleports with the green smoke..
yeah idk either lmfao
gotta make sure its seemless lmao
currently learning on youtube on how to do basic doom wads
so the static portals like the one in the video
i mean tbf the static portals arrent that basic lol but yeah ig theyre not that hard either
hopefully i can learn it quickly lol
i have the idea laid out in my head clearly, i just need to execute it
i can send you a screenshot in.. an hour lol
you shouldve prolly gotten it by then
alternatively you can just search static portals in yt and stuff
now that rock.. thats somethin
unfinished wad that i be making :3
"Groovy..."
"This... IS MY BOOMSTICK!"
woa
is there any way to make a door openable/open only if you have killed every enemy in the room?
not unless you use scripting
yeah im fine with doing that but how
i have zero knowledge or experience so maybe its too advanced of a question
i have no clue either lmao
are variables a thing in whatever language gzdoom is in?
i was thinking like, every kill would add one to that variable and the script would constantly check for a number and if it meets that it would trigger the door
GZDoom has two options for scripting: ACS and ZScript. ACS is older and more limitted. There are many tutorials online about ZScript, a quick search on YouTube should reveal it all, I recommend DavidXNewton's youtube channel as a start for it, but there are plenty.
3, decorate exists
4, dehacked exists
you use acs for that afaik
does it do level scripting, as well? i thought it did mostly for enemy states?
also can dehacked even achieve such a thing?
acs is designed for level scripting, you're thinking of dehacked
no but i was being pendantic since you said "scripting" and not "level scripting"
no no, decorate, i asked if decorate mostly did enemy states, but i see your point
"Doomguy's bad day", what a little heck-spawn murdering can't do to de-stress a space marine, amirite?
A preview of my upcoming Evil Dead mod...
Boomstick WIP...
@solar brook since you like to ask how mappings going.. yeah its pretty good lol
got like 4.5 maps now :3
with custom songs on each thing so far :p
feedback on this map layout I have so far? I can give an in-game view if you want to
what about it? gameplay wise or visual wise
What do you guys use to make doom maps?
Ultimate Doom Builder or Doom Builder X
Thanks
both. but mostly gameplay wise
Ultimate doom builder for map editing slade for resource management, and decohack for dehacked modding
Ultimate Doom Builder for sure. Has the most features
progress 
Okay I will use Ultimate Doom Builder
Yes, it's the best in my opinion. But don't fear to try something else if you want, maybe a different one fits you better
I've been trying to make a pwad with custom textures, however I am having troubles trying to keep it compatable with Boom. It currently functions fine with Gzdoom, however whenever I try running the wad in Boom I get the error: "r_TextureNumForName: SW1BRCOM not found"
Maybe because there is no SW1BRCOM in your wad?
well in terms of gameplay, a top down view does not really give a good idea, the only way to really tell is by playing it
I can upload a video and/or the map (with a demo) later, I'm currently not home
Even watching a video of you playing isn't really going to help
The only way to get an idea is to play it yourself
Playtesting is an important part of the process
Yep I'll upload the wad file later. I never really asked anyone to playtest my maps. Only like my dad but that was a trash as hell map
there you go
it's obviously not finished yet, so after you find the blue key, it's already over for now
Il try it when I get home :)
cool, thanks!
what map format?
cool
that means vanilla in this case, or if you make the map too big/complex, it would be limit-removing
but it doesnt look like you are near that territory
uhh the map crashes when i try to run it
are you using an gzdoom specific features or something else?
yeah seems like this map only runs in gzdoom
oh nevermind now its fine
oh strange
it works some of the time and crashes other times
weird, it doesn't work in crispy doom or chocolate doom either, but they both give different crash messages
oh i see the problem, for some reason nodes are not being built
what level editor are you using for this?
ok
can you go to your game configurations settings?
it seems like your editor is not using a nodebuilder for some reason
go to this
and see what it says for these two settings
your map does not have any nodes which means that some source ports which don't have a built in nodebuilder will not be able to run it. It should be an easy fix though
ZenNode normal and ZenNode Fast. I noticed tho, that I always get a "failed to build nodes" error message, but I never had problems by myself (I use GZDoom and my stuff always worked fine). I didn't know that it would cause any major issues, sorry about that
oh interesting
means you must be doing something weird, or something is wrong with your setup
looking in the editor, i don't really see what could be the problem
if you are making doom format maps, it can be a good idea to test in some other ports to ensure compatibility
dsda-doom and crispy-doom are a couple of good ones to test in since they are widely used
there should be repositories for them on your linux distro
yeah, I never really thought about that. I never really had the intention, to share my maps to others until now.
well anyways
technical issues aside, the map is fun so far! My one suggestion is that that room with the imps on pillars could use a few more enemies.
maybe some pinkies running around on the edges
Thank you! Yeah, I'll look into that.
additionally, I personally don't like to force the player to run through damaging floors, but if you are going to do it, I would put a decent amount of health pickups on the other side
yes, I know my health/armor/ammo pickup placement is pretty thin, but I don't wanna exagerate and do too much. Still haven't figured out a good feeling for this
Thank you for you feedback tho! I really appreciate it!
thats okay, it takes time. and really the best way to do it is just testing testing testing. Just put some, if its too little, put some more, if its too much, remove some. And thats what sending it to other people is for
im trying to figure out why the nodes don't want to builddd
yep, I'll look into that. I might send a complete version of the map, when it's done
could just be a linux problem. I might post a bug report on github if there isn't a fix already
nope because my udb wont either
mine doesn't give an error message, but it wont build them either
sounds weird... maybe the map has been saved incorrectly. I can't remember correctly, but I think on my older windows laptop (my first computer) it worked fine
oh i found a problem maybe
im not sure exactly what, but something is fucked here
i googled it and someone said to use udbs built in map analysis tool which searches for problems in this map. and the only thing was a couple of unused upper/lower textures (which don't matter) but it found a bunch of problems in this one corner
yeah there is something weird with that line
I don't think that's it. I got the error message when I made the first room already.
i drew over that line with the line tool, and now the nodes build fine
so i think that was the problem
maybe something about the way that you map causes problems like this and you had a similar problem in the first room earlier but you solved it by accident?
or a defect in the editor
I'm really confused rn 💀 which line do you mean exactly?
but basically there were somehow multiple lines stacked on top of eachother but not connected in a weird way in that area
could be an editor bug
with the linux build, that creates these defects
but thats definitely what was stopping the nodes from building
yeah idk really, I don't have that weird ass line there
maybe you fixed it by accident? or its an editor bug
probably editor bug
so your editor doesn't know its there or something, so it wont get rid of it
worth making a bug report about, you could put this video in
yeah I'll check that
I also have some instances where the editor just straight up crashes, so it might be one of those buggy features.
i think in general, the linux build of udb is incredibly unstable, or so ive heardd
nice, I'll make sure to check it out
this is how it looks atm
that's actually really nice. I see, you're a better mapper than me, but I also try to be a bit more in style of the original doom and doom 2.
not really, i just have way too high standards for myself so it takes me absolutely forever to make anything
and i spend like weeks on a couple of rooms
also yeah you are using just stock textures and this is using a very fancy texture pack (OTEX)
also, your map does a good job at doing the classic style and i think it looks very nice
I know about otex, at least I heard of it. The textures on their own are nice, but I think they don't fit my purpose
thank you!
fair
i have never actually released a map because i can never finish one
same bro xD
but hopefully il finish this one
yeah I often forget about my projects/lose interest in them. The same with software development. I program in C++, but often there's an error that I don't know how to resolve or the project just becomes boring or something and I just forget about it. I should definitely stop this habit, because I have some interesting projects laying around
literally same
mapping/modding for doom, minecraft, portal, and other various games, programming and game development, minecraft redstone contraptions, music composition
with music, I'm a little more consitent, as I play in a band. but the other stuff is just as inconsistent for me
same lmao
sounds nice
:3
A new update for my WIP Doom mod...
I apologize for the delayed audio, it's a recording issue and it didn't sound like that while recording...
guys we have massive progress
Great
thanks!
looks great!
Thanks! That'll be the first level for now. I wanna make a full series out of it.
cool!
is the level complete? If so, if you need some testing, send it here and il play it when i am home
Yep, the level is done. But until friday, I'm not home, so you'll have to wait a bit
ah
nice, good work. if bandicam is giving you issues, you should try OBS Studio is the go-to these days for video capture, unless you already knew that and have a reason to pick bandi.
The mod looks amazing so far
I look forward to getting to try it
I’d playtest it too if you want
Yeah, I'll prolly give it a go too, y'know, to give feedback
ooh, nice shot!
im too stupis for obs
That looks awesome
Looks awesome. I like the layout, but personally not a fan of the slopes, because I go more vanilla style with my maps
I also really like the maps in that style, apart from the nostalgia.
you should make the top of the db show two barrels not just he a flat surface
Well someone got hacked
i got a quick question thats been really confusing for me
im not quite sure on how to find stuff like the marines or really anything in the other catagories
Can you clarify?
see how in the first image theres things like Marines,Bridges and Slopes
i dont have that stuff in the second image
and i dont know how to get that
Those are gzdoom only items
You have to be using the gzdoom: doom 2 (UDMF) game configuration
To get those, and only gzdoom will be able to play your map
https://www.moddb.com/games/doom-ii/addons/memeaids-custom-midi-selection
My first ModDB upload got approved.
Made a sort of "Personal Playlist" wad out of tracks I love, initially only for personal use, until I got the idea to post full credits, and publish it for others to use as well!
Obviously this is Fair Use lol-
hey i have another question how do i see servers with skull tag
nevermind i got smth workin
guys I'm home
I'll tune the map a bit (monster count, pickups etc etc) then I'll upload
please use GZDoom, cuz my node builder is having massive diarrhea and won't build my nodes. (there will probably be some problems with other source ports). game is doom 2
I can confirm the map at least runs on Woof
Well that's good. I never tried woof tho (I never even heard of it tbh)
Thanks for testing, also!
Woof's good for vanilla, pretty much
also, this happened after I had interacted with the otherside of the silver door in the same area as the red key
either due to the node builder issues or due to the linedef
as the entire map is now broken
if it's linedef it's due to the tag
yeah, it's the linedef
lemme check the map for the weird problems that were in the other version causing the nodebuilder issues
because again i dont think its an issue with the nodebuilder, but its an issue with your map editor itself
because it creates these invalid/broken lines
oh interestin
this time, udbs map analysis tool didnt find any broken lines
wonder why the nodebuilder still isnt working
oh i see the problem here
i dont know why its doing this, maybe you tagged the wrong sector, but when you click the backside of the door, it opens the room as a door rather than opening the door
not my map btw
yeah ik
also, that's exactly what I assumed
oh not only the room, it opens the entire map as a door
yeah
yeah i see what happened, you used a switch action with tag 0
so it activated ALL sectors without a tag in the map as if they were a door
ignore what I had said
other than that the map was fun though
Okay imma check that, I don't have that problem.
okay I fixed it. At this point, I had some trouble with the monsters behind the door, they would wake up when I shoot at the pinkies infront of the door and to prevent them from "leaking" into the other room, I made an improvised door out of that sector with tag 7 and the two door sides as switches to open sector tag 7 as a door. I know, this isn't best practice, I also made a block monster linedef there, but yeah. that's just me being stupid
imma just send this 4.5 map wad in here if anyone wants to try it. (gzdoom, doom II)
4.5 as in the 5th one is unfinished :p
oh and missing skies on map 4 and 5
no they're not gzdoom-only items...
They work with zandronum too...
It's also in UDMF format in general...
And also in classic format...
And hexen format,,,
that looks like a toy blue glock or smth.
.w.
reference:
sounds really nice, maybe work on the loop tho.
so uh.. is there a reason udb doesnt fill a sector if i copied atleast one of the linedefs? (sorry for the music i just decided to clip this rq)
you have to use the sector making tool. It's the square with the star in the top right corner, right under things mode on the left side.
If that's what you're searching for
That's the sector making tool
but.. i can just draw lines with the linedef tool
yeah but you have to remove the line afterwards, which can break your sector again. You can remove the line with backspace and preserve the surrounding geometry and sectors but it's faster and better practice to use the specific tool for it
