#classic-doom-maps-mods
1 messages · Page 13 of 1
compiled slade on a fresh arch install and you have to install webkit2gtk-4.1 package specifically, not just webkit2gtk indicated on the wiki. Maybe this will save someone time. Next I'm gonna get udb to run via wine.
if you only copy lines, it will only paste lines. if you want it to paste a sector you have to first copy an entire sector
i see
the advantage of copying only lines rather than whole sectors is it won't overwrite the properties of wherever you're pasting
actually (just checked), if the line you are copying completes a closed sector, it will set up the sector for you. there might be cases where it doesn't do this (previously point about overriding still stands, it'll inherit from the sector you're pasting into)
not it clearly wont..? .w.
well you did say it might not but idk if it ever worked for me x3
Good morning everyone
whyd you put this here- well gm anyway
Sorry I just woke up and typed it 😅
very new to modding
if i want to play a classic doom map/wad do i need to get the iwad separately or does owning the games on steam work fine
the steam installation includes the iwad
most source ports should be able to find it in your steam directory
what do you want to play?
im not sure yet
i like the puzzle aspects of the classic games
hmmm
there arent a lot of puzzle focused maps i dont think
there are some i think, but i dont really know what they are
in terms of choosing a source port, if you want to play gameplay mods, you are gonna want to use gzdoom
i do have gzdoom i just dont know how to use wads with it lol
and in general gzdoom can be a good choice, but if you are a turbo nerd like me who cares about things like vanilla behavior then something like dsda-doom or woof would be better since it perfectly matches the gameplay of the original
you can just drag whatever you want to load onto the exe of gzdoom, or you can launch it through the command line using the command gzdoom -file FILENAMEHERE.WAD
does the .wad need to be in the gzdoom folder or anything?
if you are using the command line method, yes, if you are using the drag and drop method no
oh nvm i think i figured it out
i thought itd show as an option in the launch menu but no i just have to open the right game
yeah
that menu is only for selecting iwads, not pwads
well ty for the help
ig ill just have to look for some cool wads to play
my personal favorite wad is called Eviternity, it has excellent visuals, gameplay, and music
super atmospheric and mysterious
sounds cool
ill look it up
it has a sequel thats also really good
i think i found it on doomworld
whats the sequel called
eviternity 2
ah lol
play the first one before the second tho, second one picks up where the first left off
oh wait you can do coop doom?
probably last question: so i do have gzdoom but if i wanted a source port thats true to original doom (no freelook and stuff) which would you recommend
you mentioned dsda-doom and woof, i guess one of those?
i like woof
it is what i play on most of the time
its compatible with most non zdoom specific maps
and it has a very nice and easy to use settings menu
you can set a bunch of settings in gzdoom to get it very close to the original but thats a lot of work and there will always be slight differences
dsda-doom is nice too, similar to woof but it also has some extra features for speedrunning and it has support for a hardware renderer (enabling freelook and stuff)
but with woof or dsda, if you set it to vanilla compatibility mode, the behavior will be fully identical to the original
chocolate doom is FULLY identical in every way to the original at least to the extent that windows allows
crispy doom is a modified version of chocolate doom to support bigger maps and higher resolution and framerate and some other quality of life features
but chocolate and crispy wont run boom/mbf/mbf21 maps (the format that many community maps nowadays use)
sorry for the information overload
woof can run Eviternity and Eviternity 2 btw
np i appreciate it
good to know
can gzdoom also run them?
yeah
gzdoom runs pretty much anything except eternity engine maps and maps designed around specific port bugs
but the behavior will not be replicated exactly which means maps relying on engine quirks or other specific behaviors may break (this is very rare though)
eviternity 1 and 2 were tested specifically with gzdoom so they will work fine
It’s not classic Doom, but Doom 64 is very puzzley and has a great remaster out.
nice
i have it on steam just havent played it yet
welp, jump ahwn it! Seriously though it's very good and each level is like a big puzzlebox
Im new to modding doom in anyway and thought I could get some help from here. I want to make my player slower and to have a different starting weapon, I tried making a new player class for that. Right now I have a decorate.txt and a mapinfo and I keep getting an error :
Execution could not continue.
Script error, "MAP03.wad:DECORATE" line 1:
Expected '{', got 'MyPlayer'.
I would wish to know how to fix this error or if there is another way to do these
Whenever you have a code error, send your code, we have no way of telling what is wrong without seeing the code itself
Looks like a simple syntax error in a decorate script. It’s telling you exactly what the problem is. At the point in the code that says ‘MyPlayer’ the parser expected to encounter an opening curly brace. But as enator18 said, if you really want help with source code you need to supply it. You did do something else important and at least explained what you are trying to do and most importantly of all, why.
Here is my zmapinfo and the part of decorate the error is referring. I don't think anything else is inportant. The brackets should be all in the right places since I basicly copied this from the doom wiki
Thanks. I've barely scratched the surface starting out too and nothing syntax-wise is jumping out at me here. Probably better to let other people weigh in.
My hypotheses as a total novice would be:
- There's a syntax error with blocks somewhere else in the file but you are getting a confusing error.
- The wrong parser is executing on this script resulting in a syntax error / script in the wrong lump.
- What you pasted from the web aren't the characters they appear to be / some other unicode that's resulting in a syntax error.
- Not sure how the scripts are run exactly but if they are concatenated before parse perhaps another script could be interfering and resulting in a syntax error being thrown on this script.
I'm also completely new to this discord and it appears to not allow links. Sharing the entire code file would probably help people examine the rest of the blocks in the script but I'm not sure what the preferred method for sharing code is here if links aren't allowed.
Kiryu is developing a remake of the classic doom
You have ZScript code in a Decorate lump
Either renaming the lump to "ZSCRIPT" or changing the code to Decorate will fix it
I recommend the former, renaming, as Decorate is now deprecated and is much limitted compared to ZScript
I've really enjoyed the doom builder tutorials on this guy's channel https://www.youtube.com/@Chubzdoomer
he explains things at a very good pace for beginners, mentions other options and why he chose the one he's using for the desired effect
Someone know how I can convert my sprites in a graphic format for doom?
do you have slade?
so once you have imported your images that you want to convert, select them, right click, and select this option
and then set the type to Doom GFX (paletted) and set the output palette to Doom
and then press convert
Thanks!!, how i can solve this error in slade?
oh, you should not be editing the base doom or doom 2
you should be creating a blank wad and putting just the things you are changing in there
Thanks!!, how I can select all the archives?
what do you mean by this?
What I'm wondering is how I could select all the files from a wad to paste them into the blank wad, I don't know if it's necessary to do that for the wad to work correctly
nonono
the wad that you will be working on is called a pwad (patch wad) this is how all mods and maps are distributed, it is something that gets laid on top of the main game wad
it includes only the things that you want to be DIFFERENT from the main game
so it does not need to include all of the files. Just the things that you have changed or added
Thanks!!! :DD
Yeah, good stuff 🙂
Alr thanks very much it works now. I do not really understand why it works but it does so I don´t mind
and thanks for everyone else too
It’s on the main wiki page that explains zscript. https://zdoom.org/wiki/ZScript It replaced DECORATE. You wrote zscript flavored decorate code but you put it in a lump that executes the original DECORATE syntax. So it’s sorta like you put a SNES cart into a NES and expected it to work.
The engine expects certain code syntax in certain lump types.
I'm unfamiliar with the compiler error output but knowing the reason now I believe you had 2 clues you were trying to execute your zscript as legacy DECORATE code, which has a different syntax.
- Alchemist saw that you had a DECORATE lump but not a ZSCRIPT one
- The error output said it was trying to run your code as original DECORATE code
If you really want to learn how to do stuff you should never be satisfied with it suddenly working if you don't understand why the thing you tried worked. The options Alchemist gave you was to rewrite your code to actually be DECORATE code or have the proper parser / compiler run the zscript code syntax you actually wrote. They recommended the latter because zscript is meant to be an ongoing replacement for legacy DECORATE code, which is what the landing page for zscript states on the wiki in the second sentence.
My guess is that you followed a mix of old and new guidance from different places which were incompatible. Not understanding what zscript is and what it replaces (not knowing the why) led you to your problem. Don't be satisfied until you know why or you are DOOMed to repeat these sorts of mistakes when you are getting information (old and new) from different pages / docs / tutorials.
Alr I very much appreciate you explained this in further detail it was insightful
That is very possible
any good tutorials to learn how to use Ultimate Doom Builder (or anyone that can help me)?
just look up "doom mapping tutorial" on youtube and a lot of stuff will pop up
there's a nice video by james paddock
and a whole playlist of content by the great DavidXNewton
Doomkid also offers some very insightful content that is very much vanilla compatible
ok great thanks
👋 Hi every-buddy! I'm new here, and just curious as to how "active" the scene may be for original DOOM ('93) mapping / modding 😄
er, well DOOM / DOOM II (maybe even DOOM III)? I used to make maps/levels for DOOM I & II (as a kid, when they came out); but never personally done any modding or mapping for DOOM III
with games / mods like My House, Selaco, Vomitoreum etc and constant updates to gzdoom and tools like ultimate doom builder and slade I would say the scene is not only very active but also having a renaissance
there's portals, colored, lighting, destructable geometry and many other modern style features in gzdoom and other mods. This is from a year ago https://www.youtube.com/watch?v=9m65I6cUEUo
Because so many people want play this combination and still ask for PREPACKAGE, i finally got soft and make it happen. Download, extract, read this file "! READ !.txt " (everything you need to know is there) and play. 🤘
Download - https://tinyurl.com/muvzv7yb
Slow, atmospheric, dark, beatiful, bloody. This combination is, i believe, true essenc...
Vomitoreum is a little rough around the edges but it's basically a bite sized metroid prime style game with some Zdzisław Beksiński (like Polish HR Giger) inspired environments and art design. There are mobility upgrades like an air dash and double jump. All of it is done as mods on gzdoom. Selaco is very impressive in a lot of respects. Also running on gzdoom.
The kids call us elder millennials boomers now and have labeled our era/style of shooters "boomer shooters". There's been a surge in popularity in that genre and gzdoom is a big part of that trend.
Nice!
There's a crazy amount of youtube and forum resources for modding and using the tools. I'm new here as of some days ago and people here also seem very genuinely helpful. There's probably never been a better time to jump in and mess with classic DOOM / the gzdoom source port in particular.
Wow! that's a major coincidence then. As I stated, I used to make maps (with DCK) when I was a kid when DOOM was still "new"! I am on a general "retro kick" right now myself (downloading all the MAME roms and plan on making a mame cabinet for my garage). Figured I may like to get back into mapping for the ORG doom!
You'll need 3 things to get started I think: gzdoom itself, ultimate doom builder for mapping, slade for constructing WADs
someone just mentioned a few youtubers to look into above. I've also been enjoying videos of chubzdoomer on youtube.
I do have the ports (I am an archiver) but I think for purity I'll actually be using the ORG ORG doom, on DOSBox
not decided for sure yet though
I think you'll be passing up a large world of tools and help trying to stick with OG stuff, personally.
I was actually liking what I saw about the chocolate doom and Odamex port(s)
true
yeah I'll grab UDB !!!
at least give it a shot...
doesn't help that I am in the middle of switching ALL my machines (computers) FROM winblows to Linux
there are a lot of very weird hacks you'd have to do with scripts. Like having decorate scripts put fake items in inventory to pass off objects to other script types. Zscript in gzdoom unifies a bunch of those script types into a more full featured scripting system that addresses a lot of the super hacky things people did back in the day.
you'll need Wine for UDB, then
or compile it from source if you can
I compiled and installed UDB without wine. There are instructions on the site.
sweet!
compiled slade on a fresh arch install and you have to install webkit2gtk-4.1 package specifically, not just webkit2gtk indicated on the wiki.
for UDB I just had to install the mono and mono-msbuild packages as UDB is classic .Net framework (not .Net core)
The devs don't use linux though and I'm not sure about the stability of it there yet
I haven't done much with it so I'm not sure
I suppose I could keep at least ONE laptop/PC for Win if it helps... Or at least have ONE machine set up in a dual boot scenario
although I was really hoping to just get away from Win 100% =\
the github readme for UDB has the linux compilation instructions https://github.com/UltimateDoomBuilder/UltimateDoomBuilder
they are specifically for debian based distros. You will have to find the relevant deps on your distro if it's not debian based but it's not very hard. There aren't many and they are pretty standard stuff
This was far simpler than running it with wine. If I hit stability issues I'll move to windows, maybe in a VM
I'll probably have a few different distros depending on the machine/purpose
compiling gzdoom itself was the most complex of the three: gzdoom, UDB, slade
Ah yes, the VM is a good idea. I remember when I first started on Linux (servers) it was on a Win host in a VM - LOL
I'm just so over (and done with) Win! It's not even worth "stealing" any more IMHO
yeah, I'm there with you especially with all the crap I have to disable on a fresh install and now this Recall garbage
Win7 was the last Windows I actually "like"/"liked"
exactly
OMG
new idea! Why build a MaME arcade when I can build a DOOM arcade cabinet ~ https://www.youtube.com/watch?v=-ZDs15T_bFk
This was one of my first builds and I wanted to see if i can do it.
Its far from perfect but u get the idea....
There are a lot of instructions on YT how to build it....I added a few little things like:
-pinball buttons on the left and right
-a usb port for all kinds of pads
-a hidden drawer (for all controll units)
I can play everything from ne...
It looks mostly doom themed. I think for actually DOOMing on an arcade cab a trackball is probably better than a stick
I would go with a full sized/traditional cabinet though, not a "bar top"
yeah. I have a MERCS cab that was converted to SF that I need to fully restore. The conversion rotated the monitor to landscape. It needs a lot of work but there are service stickers on it. I'm thinking of maybe ship of theseusing it by rebuilding most of it with ply and retaining the historical bits like the service stickers and coin mech.
MERCS is a good one for fighters cause it was meant for 3 players so the control surface is much larger than most cabs and trapezoidal shaped.
nice! I do have an original Lethal Enforcers (real) machine!
that is going to remain un-molested for sure; but I do plan on/think I will do a MAME cabinet and maybe now a DOOM cabinet too!
I was gonna go with a jamma selector to switch between my hyper fighting board, a neo geo board, and a mister jamma
I don't think I'm gonna run console or PC games on it. I have other better ways to do that than a cab
If I do a trackball something like doom would be fun to try though
I do like the trackball idea!
What my favorite painter zdzislaw mentioned :0?
Light test
probably the most popular it's ever been. there's a reason the Cacowards has bene expanded several times over the last few years, so much good stuff being made.
I was really wondering with the "newer" DOOM's out (which I actually haven't purchased/played yet... DOOM [16] and Eternal...
It's definitely good to hear though! It's all too common for people to have this tendency to float toward the new "shiny"!!!
Is this a lighting mod like relighting? Also where are the textures from?
No, they are just a lot of sectors that are gradually lowered in light intensity, and the textures are from doom 2.
thats awesome to know
what are cacowards/where do i find them?
they are a community awards thing that happens every year
where at the end of the year, people discuss the best wads that came out that year in a doomworld threadd
and then an official article thing comes out announcing the winners and each one has a short little article written about it
oh cool
and there are a bunch of awards for just things that are good but then there are also some specific categories
is there a way to keep enemies that i want to ambush the player from getting aggroed by gunshots?
I've very curious about how all these mechanisms work and how much custom work or other mods are being composed vs built into the engine: 3rd person, inventory management, melee combat and animations with 3d models. Do you have a dev log or anything like that you would be willing to share?
Maybe you could rifle around in the code of some other enemy AI mods to see what's possible? https://www.doomworld.com/forum/topic/136847-mods-that-alter-enemy-behaviorai-in-interesting-ways/
ok cool, thing is when i put enemies round corners n such A they don’t actually attack until shot at and B they get attracted by gunshots and so don’t get that ambush thing which i want
yeah, my approach without a direct answer from someone would be digging through various enemy classes to see if there are good ones I could extend and seeking out other people's code that heavily modifies enemy AI
yeah, maybe you could dig through all the monster classes built in for the various games and learn what they do and if one fits https://zdoom.org/wiki/Category:Monster
Here's a list of properties I just found https://zdoom.org/wiki/Actor_properties#Flag_combos
sorry havent really logged anything, but i have been trying to commend the code as i go
is your code hosted somewhere?
animations have been improved engine-side with the SetAnimation function
everything else is custom from the ground up
unfortunately no not right now, i just have it on ym google drive
sounds like heavy scripting. Maybe you have an answer or can point hobgoblin in the right direction
well yeah creating the fundamental systems can be script heavy
once its done it runs itself, you just throw in the variables
just wrote this dialog system today, now i can just throw it a portrait image and strings to chain together a conversation
This looks promising https://www.doomworld.com/forum/topic/117483-how-to-spawn-monsters-with-the-ambush-players-property/. There are sound blocking line defs and an ambush flag to play with. https://zdoom.org/wiki/Actor_flags#AMBUSH https://forum.zdoom.org/viewtopic.php?t=28759
oh brilliant thanks
From what I read it sounds like the ambush flag means they will still hear the gunshot and pursue if they also have line of sight
so maybe you want that block sound on the line def or some combo of that and ambush. It also looks like there's some complexity in making the sound block work properly that's discussed in those threads.
This is pretty funny. You can make enemies back away from you by giving them negative speed https://www.youtube.com/watch?v=54TTvjK2PnM
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This belongs in a DOOM map imho
My House has a mirror portal
This art style with bad CRT convergence could work well in a doom mod https://store.steampowered.com/app/2736710/TOON/
You could do some 80s cartoon art style like thundercats with flat colors and bold lines then apply an effect to the sprites and textures to get this off convergence look probably.
Glad to see people are still talking about this mindfuck of a WAD a year later lmao
I'm glad to see me too
Where should I start if I want to make a map and mod?
maybe looking at Chubzdoomer tutorials to get an idea how to use the tools
Ok
Opinions on MyHouse.Wad?
what kinds of maps/mods do you want to make?
Well maybe simple sprite edits and new weapons
Eventually I want to make a unofficial sequel to plutonia and tnt
those already both exist
plutonia 2 and tnt revilution
Oh
I was thinking about the slayers time in hell
Before he joins the sentinels
Maybe even the taras nabad place where he defeats the titan
is final doom canon to the new games lol?
Oh I thought they were sequels to doom 2
sequels in terms of gameplay
Not canon?
story was not the focus back in those days, sorta just an afterthought tacked on after
Ah
there wasnt really a 'canon'
anyways for making custom weapons for gzdoom, you can look up a zscript tutorial
your image editor of choice
and slade for resource management and to get the sprites from the doom wad
Ok
Nothing good can come from a house fire
awesome map
How do I load a map I made form Doombuilder onto GZdoom? Whenever I do it just starts on the first doom 2 map
some youtube thing said soemthing abput it being a patch .wad but id how to change that
also the weapons I place down are different every time, is there a way to make them be the exact weapon i want consistently
using ultimate doom builder
this shouldn't be happening unless you're using another mod alongside your map
also, how are you starting the game? (using a launcher, using the command line, running the map straight from UDB)
if it's the first two, make sure you are loading in the WAD of your map
there is, i'm using the Starship Troopers mod
running it straight, but i wanna load it in alongside the full STdoom mod (i.e. the hud)
that could be the reason why if the mod has randomization
i'm gonna be completely honet dude i have no fucking idea what i'm doing
ah
I made the map, but idk about launchers or the terminal
I'd say your best bet to make it easier on yourself is to install something like ZDL
basically
you'd start up the program and add in your map and the mod
you'd also add in GZDoom as the port your using
ok cool
and that should be it
it says source port but doesn't let me put anything in there
there should be a plus button
haven't used ZDL in a while so pardon if I'm forgetting anything
oh wait, it's on another page in the application
okay i'm just fiddling
I was thinking of how my launcher works
going to settings
if you have more issues I'll download ZDL to help
okay the issue is in loading ym custom map, i've loaded in but it still takes me to the default start level - is there a difference between wads and iwads
yeah
okay hang on
pwad meaning patch wad right?
yes
sorry if my responses are delayed, playing a game at the moment
no worries
is there a way to change the order of the patch wad in the sense that the custom level would load first?
yeah, ZDL should let you do that with the arrows in the External Files section
it won't work!! i'm gonna try find something on youtube
why do you need the mod order to be different anyways?
because whenever i try to load it the actual level i made doesn't show up. i think the mission's been put at the end or something and on account of there being no mission select i can't find itr
use the -warp paramater in ZDL
you can specify the map your map was made on
OH RIGHT I COMPLETELY FORGOT
i gotta go to bed though bc it’s midnight and i’m waking up to got shoot things with a shotgun at 7:30 tomorrow
I tried to replicate the Doom Eternal Chainsaw Glory Kill in Classic Doom:
Basically the chainsaw's supposed to latch on to the enemy until it dies, and then it lets go of the dead opponent...
Instead, this is what happened:
may i ask something?
what program do ya'll use to make mods?
i've got slade but i'm not really good at using its features
what is the best level/map editor for DOOM 3?
Lacey
Doom Mugshot
Im doing the mod
primarily SLADE3, yes, there aren't that many other options. for making maps, people generally use Ultimate Doom Builder.
my first map, kinda shit but enjoy said shit!
Does anyone know how I start a 2 player coop game with gzdoom? I found the wiki page but it was kinda confusing and I don't know netcode lol.
alright thanks
i'll just try to use that
Doom Eternal Weapons for Doom 2:
DM me if you want to contribute to this cool project of mine...
Here's a demo of my mod:
Lemme know what you think guys...
whoa, similarly someone just made the dark ages shield x.com/CreeperOfSteam/status/1800033013881004087 Blocks, saws, can throw and retrieve
He posted the wad in a reply to that tweet
Now he needs to do the skull crusher gun that shoots skull fragments as it crushes. All about the animation on that one.
i just figured out Slade is only aviable to be used to create textures, instead of maps itself
i thought you could directly make authentic WADs out of it
however i can't find any working links of doom builder
what programming language does doom builder offer?
you should use ultimate doom builder, just google it, for some reason the link is blocked here
well its primary feature is mapping, not programming, but it supports creating level scripts using acs
but thats mostly for doing basic stuff like scripted sequences in the level
Yeah he worked super fast
Ok I need something, does anyone know about a good VHS, crt, or scale line filter for doom. I really want that retro feel
do ya'll relase the WADs on Internet archieve?
Can anyone recomend me resource pack with some techbase orientated textures? Those in otex are not enough futuristic and in eday resources I also didnt really find what I wanted
I need something with d2016 vibes
Hello from Japan!
I’m about to release my Mega WAD for Doom2 within this month!!
It’s first test version, include 2 completed maps.
No we release on doomworld
How about moddb?
No
Well sometimes but mostly just doomworld
That is the place where the most people will see it. Also just want to note that it is not a megawad if it only has 2 maps
A megawad has 15 or more
You could try cc4-tex, it has a good variety of stuff like otex so it might have what you want
Sorry for my bad English, I mean it’s contains 32 maps when all works are finished, it’s first test release and only 2 maps are completed yet.
Ah ok
Cool!
So I’m decided to upload my mod on Doomworld and Moddb!!☺️
yo anyone got a fix for the gate textures lookin like this?
it looks inspired before bionicle's saw shield
I have solution!!
I was struggled with this problem too...
Just a moment...
alright-
If you want to get transparent this kind of textures, don’t set this texture as middle texture, please set it as upper or lower texture, and seeing its height With texture offset (bad English indeed😅)
well about that-
ok uh
taking another look at what you said. its clear idk what im doing qwq
Are you tried to lower texture to nothing?
it's at 0
Ok, maybe this is true solution.
You must set as middle texture for this kind of texture. Sorry I’m also don’t knowing well with this problem😞
First, you should setting this sector’s celling height to equal to it’s neighbor sector’s height.
And set MIDBARS1 as middle texture.
And setting MIDBARS1’s height with texture offset. If you want to set the height of bar shorter, you can hide into lower texture to some texture by doing so.
By doing so, it can use with iron grate, or handrail😊 like this!
but the texture only shows up when its on the upper.
also im sorry if im being annoying q~q
where is the reload script in brutal doom?
i want to modify it so it doesn't take any ammo away
No no, don’t think yourself like that😊
I think it can everybody struggle with this kind of problem once when trying modding ... also I have it, and problems are happen every time!!!😇
You actually setting sectors celling right?
I mean, if the neighbor ceilings are setting to 128, this sector celling is must be setting to 128
It looks like you set celling height to neighbor’s FLOOR
I mean, RED SECTOR’S CELLING is equal to GREEN CELLING
sorry if you can’t understand well due to my bad English
its ok, i might just make it a large like containment tank. thanks for giving me the information tho.
what
WOW. It’s cool I think!’
i didnt even mean for that to happen
you see, the walls that raise up come from you getting the blue key.
it actually looks like this in game
if anyone wants to test this map out and gimme feedback your free to do so.
(note, this is my third map)
Hmmm...
So the thing you want to do is iro grate door? (MIDBARS as a door texture)
its mainly to show "hey, their making something big and dangerous here"
the lore is kinda similar to actual doom, this shows their either
A making these cyber enhanced demons
or
B trying to study them
so yeah, i wanted the grate door thing, but gave up. tho you could fix it if you want.
theres also a set of gates outside where the red key is used for decoration.
Ok, I think grate door is can’t create with MIDBAR or this kind of texture.
Instead of it, it can create “grate-like” door with some thin sectors.
yeah, well i cant do that since i cant seem to find where i deactivate grid snapping.
just lower the size of the grid to like 8mp
you should be able to find the box to change it in the bottom right
THANK YOU
this has been driving me nuts for the longest time-
like this!
and i know it is unfinished and you're going to spend more time for this map,but I think you should choose wall texture more carefully!
Decolations are good, difficulty is slightly easy for me.(I feel difficulty is like a Episode 1 of DOOM)
total mood is sooo"DOOMY"and I LOVE this mood, so if you care more about the details, it can be much mooooore fantastic MAP!!
keep going!!
Server room?
i guess lol
Im a cleaner... Doomer7 is a weapon pack mod for Doom 2 in the GZDoom source port that aims to bring over the weapons and mechanics from Killer7! Play as the Killer7 and wield their iconic weaponry and help them slay their way through a new horde of demons that theyve never encountered before: th...
I'm a cleaner...
Doomer7 is a weapon pack mod for Doom 2 in the GZDoom source port that aims to bring over the weapons and mechanics from Killer7! Play as the Killer7 and wield their iconic weaponry as you slay their way through a new horde of demons!
Features:
- All 7 playable weapons from Killer7 (Garcian, Dan, Coyote, Kevin, KAEDE, Con, MA...
i have updated this map once more. gimme feedback
WAD idea. Cacodemon as a tamagotchi. Have to feed him enemies, clean up after him etc
CACODAEMOTCHI
Showtime Mod: Master wand Shrapnel alt
cute!
Thanks. I'm adding it into the next update of my mod.
Yayyyy! It's new feature‼️‼️🤘🤘
If I use as a format Gzdoom UMDF but I don't use any of the gzdoom features, is the wad compatible with DSDA Doom?
I need to track down some explanation of the features and compatibility for each of those formats.
You could try loading a known UDMF WAD with a good amount of features into DSDA
This seems to indicate that DSDA added (beta) support for UDMF https://www.doomworld.com/forum/topic/136143-dsda-doom-v0262-udmf-2023-06-04/
The github readme for DSDA lists it as UDMF compatible https://github.com/kraflab/dsda-doom as does the DSDA wiki https://doomwiki.org/wiki/DSDA-Doom.
So overall I'd say yes, it is compatible, but it is a different source port so I'd still test the wad.
wheres the reload script at for mods? i want infinite ammo in brutal doom
https://www.reddit.com/r/Doom/comments/6t2oz8/brutal_doom_console_commands_list/
Pretty easily googleable
Soon!
still working on this
(note: the yellow key's area will be made, this is just for this copy
This is the beginning of a project i didn't finish but might return to. I was a bit over my head and I really need to practice good enemy placements
(ignore the skybox it was a place holder)
This reminds me of the icy level (robotics facility) on dark forces. It had canals kinda like this.
Imp.lmp
Confusing
I think 3 Cyberdemons and 1 Spyder mastermind in behind and a lot of archnotoron in front is a bad idea
I Cannot clear...
Except for this, the difficulty is quite good! Or maybe it’s OK if you reduce some monsters.
The level’s curve of difficulty is too sharp, More moderate is better, I think.
The supply volumes of items are ok, but I think if it put on a whole around a map, not aggregate on a one place(especially Shotgun’s ammo), it will be better.
The gimmick that when I got key is very “DOOMy”and I love that, it’s very nice!! Total mood is still great, keep goinnnnnn~
and the last thing is...
I LOVE BARRELS.(oh no there is no barrel’s emoji)
Oh, I also noticed that when I try to get blue key, I move very carefully and I managed to got it with no gimmicks activate. You should reconsider about the place of this gimmick’s trigger line!
yeah the entire blue key room has been remade
i also believe ammo should be spread around more.
if you had any trouble with the mancubus i have moved the main server to provide more cover from him.
instead of making it a line. ill make it a square sector
blue key remade. you now need to figure out good paths to the lifts to get to the skull keys.(there is a bug, and exploit. since i cant make the pillers only unlock with skull keys, you could skip this entire arena if you wanted. . . which i might change. cus i dont want you to just skip this fight, should i change anything?
he is poor, traped in jail with server that too small space for him😂
(also my friend is the reason for the fuck ton of imps. blame neo for that
and he also aciddentally reveals a secret qwq
yeah i saw that😅😅
so hows this?
if you want to create more "locked door", create "remote door"(the door open by switch which far from it) is good solution!
so you should create Switch, instead of put key
ok, thanks thata a good idea
ok, as i was doing stuff. something casued these 4 zombies to turn into 1 hell knight, 2 barons, and one arachnotron. . . somehow-
i got jumpscared by em when i played the map
the arachno got stuck, while the others three were free, gave me a mini heart attack-
arachno is bigger than other daemons, but I didn't noticed that till when I started to create own map
heres my third attempt at a map, second one to actually be finished. gimme your guys honest opinions on it
There are some small polishing touches you could put on it per Romero’s rules for transitions, doorways, etc https://youtu.be/ptHurafdCoQ?si=94mQyac9CmX1r9iN
During the development of DOOM, John Romero came up with eight special rules to make his levels look and play as good as possible. This video discusses those rules and shows how they were applied all throughout Knee-Deep in the Dead, DOOM's iconic first episode.
For reference, the eight rules are as follows:
- Always change floor height when ...
ight, but hows the fighting, are there any note worth parts? good and bad pls
i use gzdoom...
and idk how to do that exactly. I tried making a pk3 file but that didnt do anything lol
Brutal Doom requires GZDoom, so all those sources would work for it
ok but i dont know how to bind a command to give myself ammo each time i fire
im so lost right now
y'know the command to give you infinite ammo or no?
i didnt find one
and the gzdoom option doesn't work either because of the reloading
ah
well, I never used Brutal Doom so I wouldn't know how it's ammo is separate from IDKFA
played it and yeah, IDKFA does not effect reloading
I could scrumage through the PK3 to possibly find the script
it'll take me like a couple days to a week, which I don't have the time for
if Brutal Doom has a console command that turns reloading on/off, you could make a bind in your autorun file
it'd basically give you infinite ammo while turning off reloading
it's actually autoexec (my bad), anyways
it's a file you need to create in your GZDoom directory, named autoexec.cfg
you can put any console commands you want in there and it'll run when you boot up the game, useful for custom binds like I have
if you want an example, I could send over my autoexec
as in how you can make binds and stuff
sadly no
I don't work with GZ so I barely know any console commands
dang
anyways
this isn't my whole file, merely a line of it so I can explain it a bit
bind F1 "echo Advanced Movement On ; sv_jump false ; sv_crouch false ; freelook true ; autoaim 0 ; crosshair 7"
all those semicolons separate each command
the quotes are needed so all of those commands run at once when you hit the F1 key
echo isn't needed for anything but I have it for conformation that I had pressed it
ok i think i understand
if you've seen messages in the top left of your screen while playing (like picking up items), echo will make one of those messages
ahh gotcha
I have two binds for Advanced Movement, the one you see so I can turn it on, and another to turn it all off
it's just because the toggle commands sometimes break
ok
I suggest having a string of commands that turn on your default stuff, like having reloading on and stuff (assuming you run Brutal Doom all the time)
ahh alright i think i could try it. thanks for helping me!
is it supposed to all be in 1 line? it didnt work
show me what you have
a single command is on one line
this is considered a single command
bind * "echo reloading is disabled! ; bd_reloading=false"
bind + "echo reloading is enabled!; bd_reloading=true"
don't have an equals
also, you need a space for the semi colon on the second command
yeah
they will be binded automatically
hmm its seems to not work idk if im doing it right
are you pressing the binds?
yes
also, don't use any keys that require to be shifted (like both of the ones you're using)
oh
wait, it works
i was using numberpad
it might be just because one of them you're using is already bound to screensize
oh
I'd say just use the function keys
actually, save functions are bound to some of them so that might not be the best idea
I know [ and ] work
ok
also, if you want
you can enable/disable infinite ammo in those commands if you want
at least I think there's a command for that
sv_infiniteammo
is there a way to dualbind a key?
like if i wanted to fire and do something else?
yeah, my example does that
infact, your's does
lol im kinda stupid sometimes
you're good man
I spend like 5 days once trying to debug something to just find out a variable was one letter wrong
I made a doom mod pretty quickly. It's not finished, but the idea is to make enemies more tough on their own, but still filling their role (quality over quantity). The name is Quakelike because Quake had less ability to run multiple enemies, so the solution was to make tougher enemies rather than more.
Changes:
Zombieman:
- More agressive
- Fire burst shots
Shotgunguy: - More agressive
- Faster walk
Revenant: - Explosive projectiles
I used WhackEd (Extended DeHackEd).
WOwwww Thats a lot of progress there!!!!
first, I love the entryway to building that add to the very first of the map!! It's incredibly nice stage making!!
but still a lot of work to do with Red door section.
the mancubus's secret area's door's side texture and it pegging setting is looks like incorrect!
and blue keycard is still can get without activate any gimmick.
and somehow... the celling is falling lolololol(see screenshots) it may some bug but personally, I like that lol😂
and I can't get this items.(See screenshots) it is ok to crouch in this map?
final section is just like pure DOOM, or F**KING HELL VERSION OF RIO'S CARNIVAL or something LMAO i love it
gibbing soooo much imps with RPG is one of the most "antistress" moment lol
and the final surprise is... PURELY NIGHTMARE.
overall, you should still work on wall's texture! like setting offset, change texture for better graphic design. but map design is good!
I like your map and work! it become better and better over time!! and it'll more more better!!
Doom x Lovecraft?
ok first of all. yes the lowering stuff are bugs. i just learned to live with it.
yes crouching is ok
i tried to make the secret path large enough for the mancubus to go through, but it didnt work, thats why it looks so wonky.
ok, now thats weird. i made it a square sector. i guess i should just make the whole sector trigger it then lol
yeah, you can thank neo for the shit ton of imps.
ah i see you saw my farewell card >:)
yeah the whole border on texture thing. i didnt really know about it till i watched the video about john's 8 golden rules about mapping.
Which format did you use?
It's days I am thinking which format I should use to make the map playable on every sourceport possible
here you go
Thanks
I think I'll use crispy doom for map testing, so I'm 100% confident it'll work on most sourceports
ok
Yes, lovecraft hell is part of the story
generally, almost monsters are weak on go through step, so make sure flat the way that you want to monsters to go to
I talked about mancubus's problem
I finished the first level, I wanna know your opinions
It's compatible with all sourceports (I tried on crispy doom and prboom+ so I think it's runnable on every major sourceport)
@jolly nymph i'm very impressed your map's "entryway-garden"(the very first section)so I want to borrow your idea to my map!
It's ok?🙂
I like it. Pretty fun and easy to read first level. I could tell where to go quite easily.
Is there anything I could improve?
Still thanks
It is still clear on where to go, and I like that. It sucks having to circle around a map 5 times to figure out where to go next. Though, in this map's case, it's probably easy to find where to go due to being short.
I will maintain the levels as short but still action-packed and fun.
Honestly, I feel like I should have done a first run demo.
That prob could have helped.
its a nice and simple straight to the point first go.
i didnt notice the secrets on my first go. and the chaingunners did startle me at first. but what surprised me the most was the length. but over all. its very nice.
tho something i noticed is that you could only get the teleporter to work from if you went a certain way. maybe change it to be like the second screenshot.
tho this is only the most minor of things i noticed
I made a version 2 of my sandbox map. The change is that I made a room about portals. Feel free to try, and know the level has no exit and it's mainly about messing with commands and stuff. I originally made it because I felt no map was big enough for messing around (other than nuts.wad).
ey, sure, just make sure to credit me
sorry for the late reply btw
So I just installed Doom on my modded "new" 3ds following this tutorial https://www.youtube.com/watch?v=jtAjHdbDh1Y (except with my own legitimately aquired IWAD). It works but I am also trying to add this boiled doom version (https://www.moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate/downloads/boiled-doom-al-dente-v-09). When I start the app there is only the option to play Doom 1 (shareware) or Doom 2. Then it just goes straight to the game with no option to use boiled doom. Does anyone know how I get Doom 2 (and maybe a map pack) it working with boiled doom?
The mod wad and deh are in the same folder as the IWADS. I tried using the ingame menu config and it sadly didn't work.
That's because it's a one time teleporter and I didn't want any softlock or something like that
Thx!☺️
I'll credit you on README file‼️
Fake. I don't know what u.to is, but it seems suspicous
If you have to hide it behind a fake link, it's probably not safe.
its redirect to "steamconmunijty.com".
...phishing!!!
Also, off topic too.
maybe this account is being attack such as steal or virus...
What is their history on this community?
idk but this account joined to this community from 2021...
They've been here for long, but have no messages. Weird.
prob correct
Question for mapping, I'm new, how to i remove the default levels from my wad? like currently when you complete the first and currently only level of my wad it sends you to underhalls instead of the slideshow thing with the monster sprites, whatever its called, as well as a few side questions, how do i change the sky and how do i change the name of my levels??
I don’t think you can remove the default levels at all. You can only replace them. GZDoom or some other modding standard might have something that allows you to skip all other levels and get to the end but vanilla wise, you can’t.
K, but how do i do that? or atleast where can i learn to do that?
I don’t even know if you can. I’d say just do the research yourself
oh ok, also how do i use wall textures as floor textures and vice versa, when im changing the textures for ceilings and floors and whatnot i only see the ceiling and wall surface textures, is there any way to select the wall textures
They’re two separate texture types actually, so you can’t
ok
For your two original side questions, Doomkid has tutorials for both on YouTube
Both vanilla compatible iirc
Though, I think both can be done with UMAPINFO as well, although I’ve never used it so I wouldn’t be able to you how to do it
I’d say UMAPINFO would probably be the easiest way
not mine. its this one. i just showed a fix for the teleporter
if you want my map, here it is
i was looking into a map (that i didn't make) and the sky looks like this: what does it mean? why is it like that? also im using doom2 and Ulitimate doom editor
how is it caused?
R.i.p daisy tho
Fr
you activated the advanced rendering or whatever, and dont have a sky texture for the map
you need some stuff in the mapinfo lump :p
this is pretty good. found the first secret, didnt find the second one tho. my only death was to the baron i had thought the mines would of been a custom map, but nope. tho the custom music was really good.
help, i was trying to edit an old map of mine and now all of the sudden all the doors when interacted with just act as if they are level end doros
this only occured after i edited a bunch and play tested it, but i didnt make any changes to the doors properties or tags, and they arent designated as exits
they're red in the minimap as if they are exits
this only occured after i edited a bunch
Hey, I've been wanting to get into the classic DOOM modding but I really don't know how, any tips?
adding invasion mechanic to my maps. You collect a single rune at the end of each episdoe. The more runes you have, the higher chance for demon invasions and random encounters. This is very tricky to put in
The Hub. If you played Quake 1, you would know how it works
thats sick
theres many many source ports but.. just get gzdoom. for.. ig normal stuff x3
if you want more vanilla stuff get crispy doom or like woof or smth (im not the best to explain source ports)
and then just download .pk3's or .wads and drag them into the gzdoom.exe or whatever port you use
Adding on to this here. If you want to make sure your map will run in the original executables, use Chocolate Doom.
..exactly.
EP1-5 should be available for testing in July if things go to plan. More information at Doomworld. I am updating the promo page right now so ill link it soon
I wouldn’t recommend Slade 3 for mapping. UDB is a much better tool for that.
UDB all the way
wth is gzdoom builder
Yeah, UDB is forked from GZB
I was just adding on to your message but forgot to not ping you
But yeah, Slade’s main purpose is to edit WADs, its secondary feature is it’s mapping components
Slade’s the best for the former, ok for the latter
Name: The Eldritch Runes of Discord Format: UDMF Port: GZDoom: Jumping and Crouching can be used if needed. There should already be barriers where I do not want you to jump but the map can be completed without jumping. Do as you will. IWAD: DOOM2.WAD Game Type: Singleplayer (coop planned) Build T...
It looks neat
How do I make teleporting monsters?
As in they teleport into the room?
Yeah
So first, you need to make a room outside of your actual map and join the room you intend for them to teleport in to that room you just made.
Second, you need to make a lowering floor in the room (triggered by whatever you want to be walked over/pressed for the monsters to spawn in) and make a teleport line.
Third, put the enemies you wish to teleport behind the wall so they don't walk into the line until whatever is triggered.
Fourth, put an enemy in the room where you want the enemies to teleport (to wake up enemies in closet).
The rest is like setting up a teleporter for the player, pretty much
Ok thanks, so I use floor that goes down and not lift?
yeah
so it's a barrier before it gets lowered
because the enemies will get waken up by you shooting the enemy placed in step 4
well, you could omit the wall if you wish
I followed the steps but doesn't seem to work
I would double check your map but I don't have access to my main rig atm.
I know this seems lazy of me but want a mapping tutorial you can follow instead?
It would be appreciated
this video should suffice in helping you a bit
https://www.youtube.com/watch?v=wvUb2hlhh8c
100th video!
If you've played a Doom map in which you enter a seemingly empty, lifeless room only to be hit from every direction by spawning monsters, you know just how frightening and intense the experience can be. In this video, you'll be taught how to create such ambushes by using "peepholes" that monsters can see through but the player c...
I can try to find another one if it doesn't
everyone needs to start mapping with chubz
his videos are excellent
80s?
Didn't you mean 90s or something like that?
80s doom gaming
could someone tell me how to install brutal doom to doom 2
i would like to know that as well
First, you’d need to install a port called GZDoom.
Install a launcher (like ZDL) if you do not know how to open/use a command line.
Find the ModDB page for Brutal Doom and download it. Extract the archive if there is one, you should get the .pk3 from it.
Grab the IWAD of either Doom 1 or 2 from your download of the game. Put into GZDoom.
If using launcher: search up how to use it and launch with IWAD of choice, GZDoom as port, and Brutal Doom as an external file.
Using command line: navigate to GZDoom and type gzdoom -iwad (name of IWAD + extension) -file (name of brutal doom pk3 + extension)
I currently cannot help debug anything that goes wrong, so sorry for that.
is a mancubus in a tight hallway that can only fit two mancubui in the first level where the player only has the shotgun, pistol and chainsaw a good idea? what could i use alternatively?
Oh god, 'nother problem, i was using ultimate doom builder and i accidentally hit a few keys and now my grid is resized and its not dynamic with the zoom anymore (NVM, FIXED)
I think it's fine, SSG can take them out in like 3 shots so 8 shotgun shots should be fine to take it out. For a first level it's a decent challenge
thanks for your advice :D
how do i make custom intermission screens?
what is that?
as in the background I’m assuming?
no the text
umm i want to be able to put in my own intermission screens inbetween levels that normally dont have an intermission screen
oh, that intermission screen
that’s something I have absolutely no clue how to do or if you can do it
I know how to change the text of them, but not add in new ones
k
I’d assume ZScript has something you can do to add in custom screens, though
what is ZScript?
a scripting language for GZDoom
one out of the few you can use
Yet again, as it’s not vanilla it’s not something I’ve ever used. There’s documentation for it on the ZDoom Docs Github page
Scratch what I had said, did a second look through and it appears a lot of it is not finished
The ZScript Language section appears to be complete though
ok
Ok yeah, double scratch it. The repo has not been updated in 5 years.
I would say just look up YT tutorials for exactly what you’re looking for and see if it’s possible
I wouldn’t trust those docs for modern versions of ZScript
Really sorry for my lack of help
nah its ok
goin good, dont have a name for it yet though.
uhh wydm?
its a multi-map wad
also, i don't know if this is frowned upon in the community but its like, a total overhaul of another persons map, kind of like what black mesa did to half life, except its a doom wad, its also my first attempt at a good mapset
i think its a good place to start and learn skills
oh
how do i become able to click this stuff, why arent i able to interact with it
how do i get started with map building?
what format are you in (iirc those features are only supported by gzdoom)
idk how to make my format gzdoom
its made for GZdoom but i dont know about thaet
that expression of light
no
does anyone have any idea how to give enemies their own sounds? i dont want my reskined enemies to share sounds between eachother. could anyone gimme some help?
Could you explain why? I’ve only ever used DBX and UDB, both of which are portable archives, which were easier to me
Never used the installers personally
I’ve always preferred portability with a lot of stuff
Sadly no, at least in a vanilla way. Don’t know how to in GZDoom either.
Make a custom weapon that’s just him giving monsters a thumbs up
That’s definitely a way to do it lol
a power up to give two thumbs up (dual wield) and “shooting” makes him say Borat phrases like “great success!” And “very nice!”
I guess you could make an invisible weapon that does nothing
its my dog
Asking the same question
hello fellow slayer
just CUT CUT CUT the SECTOR like shredded😂
Press F2 and check. It's also in the bottom right hand of the editor
how do i install brutal doom mod
Watch this video
https://youtu.be/JhOaie0Z5UE?si=C09RJeys7hTX5Ki4
This is a how to guide to get Brutal Doom from scratch.
Here's some helpful links:
7zip if you don't have it:
https://www.7-zip.org/
GZDoom
https://zdoom.org/downloads
Doom WADS
https://archive.org/details/2020_03_22_DOOM
Brutal Doom Mod
https://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v21-beta
Brutal Doom Soundtrack
https://...
What are some good doom pk3/wads are there (not including brutal doom and myhouse or corruption cards)
now it's time to scripting~~~!!!
You can change the setting of enemies and weapons such as damage, moving, or HP... with some script.
IDK much about that but I think it can with DECORATE script.
I liked Tangerine Nightmare. Only 8 maps, though.
I just go into gzdoom recently thats why I'm asking (been a fan for a while)
Oh, you want stuff that utilizes GZ’s features?
Sadly I wouldn’t know anything due to my lack of knowledge on GZDoom maps.
Tangerine Nightmare’s still a good WAD if you ever want to play it, though. Just be aware it was designed around vanilla.
I'm just want some pk3 files to play mods or wads for decent maps (not including brutal doom or myhouse)
i mean.. yeah but i dont wanna play mp rn
play doom infinite :p
Ok thx
doom Infinite. Hyper incredible mod but i think It has a very little bit of unstable game balance and bit of "Luck-game" like things.
it is super incredible tho
decorate? ive heard that term before, do i need a seperate thing, or can i continue to use slade?
You can use Slade for it
ok, do i need to make my own decorate file, or is there one from the original wad's i can just yoink. cus im new to this.
You need to make your own. The original executables had no support for any scripting language
What you need to call the lump, I wouldn’t know
I’d assume call it DECORATE
Apparently, it has been deprecated and ZScript should be used instead
If i import a directory like a texture pack to my WAD in Doom builder, will it still work if the directory is no longer on the computer? i mean currently i imported my textures into my wad with slade, but im not exactly how sure how well i did it
i mean i can see the textures and when i play they work 🤷♂️ but if i dont import it to slade will it still work?
also are there any decoration packs you can find similar to how you can find textures?
HELP HOW DO I IMPORT CUSTOM TEXTURSE IT NO WORK, when i run my map with custom textures in the doombuilter test, they are there, but when i run it with doomrunner, the textures are errors. i have the folders in slade too what is wrong
Those files are the textures
honest to god if i can figure this out this might just be the best first wad ever made
do custom textures even work in a .WAD?
I mean, i learned to do a custom sky and it works no matter what
does anyone have default doom monster templates?
my reason for asking is so i can add code that gives them their own sounds, so they dont reuse sounds like the mankubi using the zombieman sounds or every other demon (caco's to cyberdemons) using the pinkies roaming and pain sounds.
watch the chubzdoomer videos and read the docs
The best first wad ever made is called DOOM
Several playtests to go on each difficulty and my megawad should be ready. Episode 6 will not be completed until next QC 2025, and i hope to have it 100% done by then so i can focus on a new project
ok i knew that but i need help
omg
i did it! i lean to import custom texture! :D
take that john romeo /j
its a roguelike.
ofc theres luck elements :P
but yeah it might crash a bit especially with the newest version of gzdoom i believe
does it generate / randomize the maps? If so I'm curious how they achieved that
looks like maybe it's just monsters and guns that are randomized
sort of
it takes all doom 1 and one doom 2 maps and randomizes aspects
so.. acid rain, giant fucking eye in the sky that inflicts debuffs over time, water turns to mud or lava, ceilings turn to sky, that sorta thing
yeah, would be interesting to read the scripts for it
I see that zscript has a random function but I'd like to see how they are slotting stuff in
probably something similar to this from a random search https://www.youtube.com/watch?v=XQB_qIQQ8uY
Full Playlist:
https://www.youtube.com/playlist?list=PLcUid3OP_4OVvFYYrai9LQyMl2KMjdy_M
Examples:
https://gitlab.com/metalx1000/Doom-Zscript-Examples
Join this channel to get access to perks:
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I haven't explored enough to know what boundaries zscript has on the engine. I think gzdoom still uses the bsp data structures but there's also some destructability. It's unclear to me atm how much you can script if any to influence level geometry, relocate sectors and lines, make new sectors and lines, delete them, retag, etc
The wiki said there was an attempt to use dynamic data instead of the bsps with the build engine support effort but that eschewing bsps for direct sector definitions in wads was abandoned
it looks like helion may be trying it or has done it https://www.doomworld.com/forum/topic/132153-helion-c-0930-624-goodbye-bsp-tree-rendering/
Hello everyone, Helion is a new port developed in C# using .NET Core by WChrisK and myself. The main objectives of Helion are to have readable code along with good performance. Usually these are counter-intuitive but we put a good amount of effort to hit these goals. Its my hope that those intere...
The performance numbers Helion puts up seem impressive. I'm still skeptical that a game engine built on C#/.Net might have intermittent performance issues.
of course SLADE has its editor
Now I researched about what is rogue-like.
Well... maybe it’s not match to my preference cause I don’t like luck elements.
It’s feels like very unreasonable for me... come to think of it, I hate Mario party. It’s LUCKY AND UNLUCKY PARADISE!!😇
but yeah, DOOM infinite is very nice and fun to playing it!! I playing it every single day🥰
Hey guys how do you create a trigger that changes the music in ultimate doom editor? is it even possible?
If you search around for “doom mod dynamic music” there are several forum posts and YouTube videos so I’m sure it’s possible. I saw a great one that changed tracks seamlessly when a power up was collected but I’m having trouble finding it. Not just switching tracks but it was like a different version of the same song that continued precisely at the same moment in the track
Maybe look into this https://forum.zdoom.org/viewtopic.php?t=72207 https://youtu.be/n9pYiZKoV1k?si=SvqlyuWz31cuSAQ8
Showing and demonstrating how the dynamic music mod works. Its pretty straight forward as long as you understand the coding and arrangement of the music.
DoomDynMus mod: https://forum.zdoom.org/viewtopic.php?t=72207&sid=98ed5f701bc13bd4b9995224c8dfa04e
Some people have forked it and riffed on it https://forum.zdoom.org/viewtopic.php?t=79111
i dont think that this is necessarily what they were asking for. they just said they wanted to change the music
what multiplayer doom mods do you play?
deathmatch or coop
both ^^
well idk for deathmatch but I played my favorite megawad called Eviternity coop with my friend and it was fun
it has extra monsters/items that only show up on multiplayer
doesn't eviternity requires GZdoom tho?
and the designers added extra fixes to make sure players that respawn are not locked out of future areas or dont have to spend stupid amounts of time running to come back
no, it works on any mbf compatible source port
i prefer to play on woof for singleplayer but my friend and I used odamex to play it coop
not sure if it wouldd work for zandronum
cool. might give it a try then. i'll see if i can grab a friend to try it out
i am using Qzandronum nowerdays.
it has built in fps limiter AND a parameter for all hitscan and projectile to hit right in the middle of the crosshair !!
it was created for QCDE but it does work well with anything zandronum compatible
yeah but im not sure if this is zandro compatible either
i'll see
ah ok I thought they wanted some event to change music
yeah i think so too
but i just meant i dont think they were asking for some sophistocated smooth transition thing
you can change the music pretty easily using acs if you are doing gzdoom. Or if you are doing boom ports you can do it slightly more annoyingly but still pretty simple using MUSINFO
what source port are you creating for?
I figured if you looked at mods that did the fancier one it might have some interesting ideas. How often do people just load up other people's mods in UDB to learn?
I do this very often with maps
Also someone who’s a mod delete the scam
lmao its not even close
you can buy things in shops and come across things like modpacks to heavily buff your guns
and across 10(?) different versions of zombies
@royal wave :p
👍
silly
HELP! i opened up slade this morning and now many of my textures are fucked up like this: WHY IS IT HAPPENING? How do i make my textures normal, the day prior i put in a few custom texture packs, but they weren't like this!
if you need more information, i will gladly give it
this also seems to affect Ultimate doom builder!
The patch names are totally normal
The "TEXTURES thing in slade is red, what does that mean???
The graphic files are fine too, but it seems to specifically effect the texturex files
When i play the wad using DOOMRUNNER its fine... werid good god this makes me want to burst into tears
help i deleted all my textures and re-added them now its fixed ✨ 2-3 hours well spent 😭
NOW MY MAPS ARE SCRAMBLED
IM SO DONE WITH THIS MAN SOME OF THEM EVEN JUST GOT DELETED
New raw gameplay video featuring the past few months of progress.
https://youtu.be/eRzVfVCWCkE
Still at it, making a game about mutants, pugilism, and family. Have a look at what we've been working on over the past couple of months. BIOPUNCH Arena alpha is available on our Discord in its earlier form, soon to be updated. Grab two fistfuls of demo right now: https://discord.gg/NmX8Z9zEsR
Twitter: https://twitter.com/KNIFERUN_Int
YouTube:...
If im making my wad should i be going over every little detail so its perfect? or am i doing it wrong
make it however you like
Started making my first ever map. Udmf, gzdoom format. Mapname will be "voidwalker" .
looks awesome!
There will be midi by Psyrus - Eclipse. That will help to understand the vibe of my map
That moody🤘🤘
If i remove a palette that a texture set adds with slade, will there be any issues?
will it revert to the default doom pallete?
bc i dont like it because i feel like the shade of blue it has is too cheery and bright for DooM
voidwalker kinda looks eerie when it looks dark and spooky, the maps looks like something from Heretic
Yes
It depends on what the palette changes
If it is just like adjusting the blue or green to a slightly different shade then it will probably be fine
yeah thats what it does
But if it is making more drastic changes stuff may look wrong in the default palette
Can I see the custom palette?
okey
oh wait, i dont think its a palette, slade says that its a colormap, there is GRAYMAP, REDMAP, BLUEMAP, GREENMAP, & YELLOMAP, i dont know if a colormap IS a palette, and i didn't add it, it came with a pack of textures i downloaded and inserted into my WAD
I'm working a really big megawad Doom mod
But I'm not sure if we're allowed to discuss like full on mods in this channel, but I'm looking for playtesters and no one on DoomWorld or in Entryway seems to be interested in trying it out
It probably has a colormap and a palette
ah i see
Does it have a colormap just called COLORMAP?
no
Ah ok
Yeah don't worry about those colormaps then
Those are just for colored lighting effects
Just delete the PLAYPAL lump. That's the palette
are secret levels NESSECARY for people to like your wad?
No but they are very cool and people like them
Watch this video if you want ideas
A short documentary about how the secret maps from Doom, Doom II, and Final Doom established unspoken traditions in the Doom community.
MUSIC:
"Funky Stars" by Quazar, arranged for MIDI by James Paddock
"Hiding the Secrets" by Robert Prince
"Sign of Evil" by Robert Prince
"Creep Jazz" by Jeremy Doyle
"Hitfloor.mid" (whistle version) by Music Me...
secrets are a rich tradition
similarly if you make an old school action RPG like Tunic and there are waterfalls there better be cool shit behind the waterfalls because Zelda
When there isn't it's a little bit of a let down and when there is players are like "hell yeah!"
Also, when you discover secrets it needs a satisfying sound or jingle. Again, tradition.
just gonna bring this up since it seems they didnt get the problem resolved :p
nah nah i got it resolved all i had to do was replace the maps and textures
okay
i just didn't say it was fixed because i have a suspicion that Slade is sentient and delibertiely toying with me
save backups / versions of your files when you've tested them
even better, use a revision control system like git
I hate caco.
whats tha
how do i add that?
well my wad is 18 or 20 levels that take like maybe 2-3 minutes per map, i find it fun, because its a fun little 40 minute thing
also how do i make good hell levels or levels in general, i am running out of ideas fast
whats your guys opinion of doom 3? i've never played it but it just makes me feel... icky
how do i add a custom secret jingle and also how to do i add something that when pressed, displays a custom message
custom message more than likely requires scripting, custom secret jingle is just a lump which name I have forgotten
it’s DSSECRET
just rename any file you put into the archive to that and it should work
oh, and is it possible to make a trigger that plays a custom audio file???
dunno
man doom mapping is so tiring
like nobodies gonna like my wad anyways because each level is like 1-3 minutes long, the secrets are the dumbest shit ever like a single health bonus, and YOU know that some corruption or error is gonna occur, the only reedeeming qualities about it are textures and decoration, which nobody cares about anyways
i mean yeah it might just be me being tired
i found an early demo of DOOM2.wad and i don't know where to leak it i found it on a weird website LEAK.NET that shut down recently and i got this file from it. it requires a passcode that even i dont know
what do you guys like more? Brutal Doom or Project brutality, for me its Project Brutality, aside from the fact that doomguys voice in it sounds like scooby doo
brutal doom
yeah
is there like a visually remastered version of doom 2?
no official one but you could probably use one of those RTX ports plus Voxel Doom
thats not what i mean, like has someone made a wad that is almost the same as doom 2, but like the levels look better
google "remastered doom ii mod"
why are you frivolously atting the entire channel?
Don't do that
Do you guys have any mapping tips on hell levels and how to make them good?
i'd say my wad is 70% done
Well there are many ways to interpret and visualize hell so it depends what you are trying to do
A crowded Costco on sample day
i just found the password its ID DEMO
https://www.youtube.com/watch?v=0fiy2zX5y4o Finally released chapter 1 of URBAN MAYHEM SYNDICATE SIEGE! It's made by a bunch of amateurs but we hope you enjoy!
Play the first chapter of URBAN MAYHEM SYNDICATE SIEGE!, a DOOM TC created by students from the IES Ciudad de Jaen in which you work with the FBI to put an end to one of the largest mafia syndicates in the world! But be careful, they have a mutagen that turns people into horrible monsters! Fight your way through the first 4 floors as Mike, Sam, ...
The download link is in the description, it's advised to use the shortcut given in the folder (gzdoom but we renamed it to make it a bit more accessible).
Else it will bug out and the keys won't work
if i convert ny wad to UDMF, will it break things? how do i know that its UDMF?
also, should i be using GZDOOM builder or ultimate doom builder?
also, i was playing a cool horror map called "My house" and i notice it had some crazy shit like stuff that looks like sectors ontop of one another and slopes in doom??? how do i do stuff like that?
I typed in the action for line mirror and it says its unknown, 182, does my wad need to be UDMF or something?
UDB is the successor to GZDoom Builder, so just use UDB
ok but how do i convert my wad to UDMF without breaking it? if i convert it to UDMF will i instantly get all the cool shit like mirrors and whatnot
Just change the format when opening the map in UDB and see what happens I suppose
make a backup i guess????
I’ve only really worked with vanilla compatible maps (with one exception) so I don’t exactly know what would happen
Without a doubt always make backups no matter what you’re doing
is making backups just saving another wad? like going into slade, selecting your wad, then /save as, and put in a new name?
or is there an actual way to make backups
You can do that, or just copy/paste the WAD in File Explorer
I personally just do the old reliable and duplicate the WAD and rename it “asdfghjkl” or something like that
Thats what i do , my wads name has gone through many beautiful iterations, beginning with fsdijfussd, moving onto HELP ME GOD.wad, and now, backup.wad
would you say that UDMF is more unstable than others, i've converted my wad and it seems perfectly fine, other than the fact that ultimate doom builder is trying to use the gzdoom.pk3 on my onedrive instead of the one in the gzdoom folder 
I wouldn’t know honestly
omg all this new stuff is so exciting
Portal are quite fun to experiment with
i haven't tried them out yet
Just an fyi, keep enough space behind the entrance portal so you can actually go through it
okay
The only time I’ve messed with UDMF was to debug someone’s map that had that exact problem
help! i am using ultimate doom builder on another computer and instead of all the customizable options its just stuff like D1, W3 and whatnot with very specfic uses! how do i use the version with actual options??
i made a whole map (mostly) around them
wanna try :3333
oke
so uh, this isnt one level
this is a wad of 6 levels atm i think but the level i ment is level 4
i.. did dude
dummy check your messages
:3c
theres a messages thing..
oke
I would but I don’t have my main computer at the moment, only my underpowered Linux box
damn
I’ll have access to my rig tomorrow, just DM me the map when you have the time
Is freelook, jumping, and/or crouching needed?
WAIT SINCE WHEN COULD YOU HAVE UNDERWATER PHYSICS IN DOOM???? HOW???
I’d assume that’s apart of UDMF somewhere
from what i'm looking at, UDMF can also remove the sector on sector limitation
yep, gzdoom adds 3d floors
holy moly
basically gzdoom isnt even the doom engine anymore, its just a completely different new game engine with none of the original limitations that just happens to be backwards compatible with all of the doom assets
wait, which is the specail that makes a seamless portal
Try checking out this video on portals https://www.youtube.com/watch?v=oUCji83Xt50
Learn how to make awesome, Prey-like portals in Doom Builder--no scripting required!
00:00 Intro
01:29 Shaping the Portals
05:40 Implementing the (Static) Portals
12:45 Testing the Static Portals
14:26 Switching to Interactive Portals
18:07 Testing the Interactive Portals
19:23 3D Floors Warning
22:38 Testing 3D Floors with Portals
24:15 Bonus ...
what the HELL is that
Elder Cacodemon from my megawad I been working on since 2015.
Here is the cover
EP1-5 will be playable on next "build" i plan to release in july. I hope to fully finish it by QC 2025.
ambiance i made for doom wads
ONO
It's map that I create. run on BRUTAL DOOM
It's going to first release on July 1 for public test!!

This mod is not serious or meant to be balanced. I edited Imp fireballs. I don't know what I did before to make this mod, but that was the newest change. I won't say how. Prob needs ZDoom or GZDoom. I used Extended DeHackEd mode on WhackEd 4. I'd like to see first play demos (-demo (insert demo name here)).
There are probably gonna be many more changes later.
What game/level do you want played for the demo?
dum
MEME THAT NO REASON
: )
Not important, but feel free to make a demo of your first playthough. It won't help with level design.
Mod works best in doom software renderer imo.
Spoiler: ||The exit is the wall behind you when you start.||
i changed cyber cn's front sprites. how do they look?
theres also the old ones for comparing
I made the Evil Hand from Evil Dead as a weapon...
looks like more stronger!!
hi guys, why cant i see all the w\g\s variations for the door open linedef action? im using udmf, ultimate doom builder
look at the bottom half of that panel
where the red text is
its all split into flags now instead of being a 'variation' on an action
so in udmf you just tick what activation method/s apply
guys i opened up udmf again after a week and now when i select things in visual mode theres no orange thing or any indication that im selecting it
press H
it toggles highlighting. This is useful if you want to see what a part of your map looks like without the highlighting to get in the way
thanks :D
np
My Unfinished Doom Mod
Includes new maps, new monsters, new music, new weapons, new textures, new sky, new sounds, new all
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Finally my doom wad is release!!!
It is very first test version so pls let me hear your opinions!!!!!!
Check it out in MODdb
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yayyyyy!
hope you enjoy it☺️
Thick and many bloods looks good!!☺️
diego is that you?
hm. i didnt know of this diego character, so no, i didnt take him into consideration when making cyber cn. its just a coincidence heh.
hes from a game called system shock, a really ahead of time immersive sim that has similar 3d trickery to classic doom, just more advanced
Hi all,
i want to show my DOOM2 wad here. 😄
https://www.youtube.com/watch?v=3pDiHRrQG90&list=PLhGm8HVSslyD27qboG-Q_AOj2HSuTm3_Z&index=1
Spongos erste Doom2 wad.
Bisher elf Levels, die alle klassisch gehalten sind.
So empfiehlt es sich auch das klassische Gameplay zu verwenden.
- Nicht ducken
- Nicht springen
- Nicht mouselooken
- Einfach DOOM spielen
Hier herunterzuladen:
https://euroboros.net
wad ID: 5227
https://allfearthesentinel.com/
wad ID: 47968
Um die wad zum laufen z...
hey hey heeeeey!! looks soooo freakin' cool!!!
Is this from some mod?
nah its from https://store.steampowered.com/app/410710/System_Shock_Enhanced_Edition/ the original system shock
For the first time ever, System Shock has been rebuilt from the original source code as a FREE update to all owners of the game! Re-discover what made System Shock the first of it's kind, a ground breaking immersive sim that would inspire a generation of games to come....Twenty one years after its first release, System Shock is back!System Shock...
$2.49
1514
85
what was the name of that wad that basically managed to put ZDooM features into classic doom?
knee deep in zdoom
its a reimagining of doom 1 episode 1 using a bunch of zdoom features
Thank you very much!
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I'm looking at getting into map making, and I want to at least start with basic, vanilla-compatible single-player maps. Probably test them in Chocolate Doom. I'm looking at SLADE 3 for a map editor since it seems to be the biggest one with Linux compatibility if I understand properly. SLADE is asking about node builders and options for them, and I'm having a hard time finding clear information on what I should be choosing given my target. Are there any good resources I should be looking at?
Or resources for anything I should be aware of trying to make VDF maps? I think VDF is the right abbreviation for it
I... think if I understand what I've seen properly, I can just use ZDBSP for the node builder, ignore the options for now, and as long as I set the port to "none" in SLADE when starting the map, I should be limited to VDF? And SLADE should just keep me in line on its own?
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i kinda used this mod and it's a fucking banger
My first Map
what IWAD and complevel?
it's for Doom 2
I'm just assuming GZDoom then due to the lack of info on what complevel it is and the fact it will not load on Woof due to a lack of sectors
works with gzdoom
I can tell now
It's decent. However my main gripe with it is that the border for what key the door needs is hidden by the door its self.
