#classic-doom-maps-mods
1 messages ¡ Page 15 of 1
So you can create a mod for Zdoom, and it'll work for Boom. it'll just skip stuff that Boom can't do. I think that's what it means anyway.
https://zdoom.org/wiki/MAPINFO/GameInfo_definition This should tell you everything you need to figure it out though.
so i should say mapinfo at the top of the text and not gameinfo?
No. I think that's right. That sky1 way of doing it though is not for gameinfo. that's an old way of doing it
I copy and pasted the script you posted earlier and took out all the non sky stuf
This worked for me. So... maybe just grab a copy of F_Sky3 and name it whatever and copy that? It's like an outdated way of doing it though.
i don't have a f_sky3 i just have a sky3
hmmm. hopefully someone smarter than me can chime in on it. i'm not sure how Doom works with the sky.
I thought it should be
gameinfo {SkyFlatName = "MyCoolNewSky"}
Inside a MAPINFO lump, but apparently I'm not reading something right.
I looked inthe wiki and the only thing about the sky i saw was SkyFlatName, but when I changed it the sky stayed the same, but I needed to use a different texture (the one I put in) to show it. I'm sorry about wasting your time I don't know much about Slade and zdoom and whatnot
"Sky3" or "F_SKY3"
sky3
I thought if I just did it like it shows you how to do it it would work, but apparently you have to be one with satan or something
yea looks like the only thing that command does is change what texture you need to use to represent the sky, instead of changing the sky itself
I changed it to f_sky3, a texture I don't have, and when I applied it to the roof it just showed the default sky.
map MAP01 "Strange Worlds"
{
LevelNum = 1
sky1 = "F_SKY3" //or "SKY3"
music = "MAPWD06"
nojump
nocrouch
PAR = 90
LIGHTNING
}
Gameinfo {
SkyFlatTexture = "Sky3" //or F_sky3
}
that works
do i need the map name or can I just leave it out
map MAP01 "Strange Worlds"
{
LevelNum = 1
sky1 = "SKY2"
music = "MAPWD06"
nojump
nocrouch
PAR = 90
LIGHTNING
}
gameinfo {Sky1 = "SKY2"}
IDK
i'll check manually
"Your name Here"
I don't think i my map has a name, when i look in the wad it just says map01
that's how you name it
oh
Whatever you chagne that to will show up on your automap
but it worked. it's the city sky now
should this work?
no. you're missing ys
ys?
sk3 should be sky3
oh
in the map editor i can see the new sky box but there's a script error on line 10
change it back to ZMAPINFO if you changed it to MAPINFO
it's still zmap info, appearently the last } is causing the problem
i made a new line break so the error is on line 11 now
that's unessessary. it's closing something that was never opened
i thought i directly copied you but i geuss not, i added in that }. huh
map MAP01 "Strange Worlds"
{
LevelNum = 1
sky1 = "SKY2"
music = "MAPWD06"
nojump
nocrouch
PAR = 90
LIGHTNING
}
gameinfo {Sky1 = "SKY2"}
ok i can open the map now, and in the map editor it shows the new skybox. ingame though it shows the old one
Hmmm. Lol. Mine didn't show in the editor but did in the game.
Best practice would be to close UDB while working in slade. Maybe reload the resources.
In UDB
i never have both programs open at the same time
OK.
how do i reload resources then
To reload in UDB I think it's tools, but you don't need to do that if you reopen the map every time
Is the map you're working on map01 in your wad file?
yes
it is already
How about if you select ZMAPINFO and ctrl+D until it's at the bottom
still dont work
The way you had it before worked for me in my other one.
Yours:
you're using UDMF format?
the only things i have are the sky stuff and the level num, what impact would the level num have?
I'm not sure. It's already MAP01 so probably not much. I don't think anything necessarily needs to be defined.
yea i just kept it in cuz it looked important
i removed it and it's still the same
i can't understand why it doesn't work. i'm at the, "turn it off and turn it back on" stage with a hint of, "try blowing in it"
yea ima reboot my computer. my monitor was bitching at me earlier about a pixel save mode so i should probably do that
ik, i had a windows update
yea, where are the 110 year old ww2 winners to tell us how back in their day they had to use mouse and keyboard only to make their darn doom maps
Instead of Sky1 in the gameinfo try Skyflatname = "SKY3"
map MAP01 "Into Satans Realm"
{
sky1 = "SKY3"
}
gameinfo
{
Skyflatname = "SKY3"
}
@ornate wraith
sorry, i left to go eat and whatnot. I copied down what you had and it still doesn't work. Only difference is that I had to change the roof texture from f_sky1 to sky3
So, I've made my first ever map.
https://www.youtube.com/watch?v=ulqQgVjB2-U
My own walkthrough, a bunch of cool doomtubers also completed it. Link to map in description .
ăĐ ĐпиŃании ПнОгО пОНоСнОК инŃĐžŃПаŃииă
ăĐĄŃŃНка на канаНă â https://www.youtube.com/@VexedNemesis
ăĐŃи МоНании пОддоŃМаŃŃ Đ°Đ˛ŃĐžŃаă â https://www.donationalerts.com/r/mep4isto ĐĐĐ https://boosty.to/vexednemesis
ĐОК диŃкОŃĐ´ ŃĐľŃвоŃ, на Đ˝ŃĐź Đ˛Ń ŃПОМоŃĐľ ĐżŃĐžŃŃĐž ОйŃаŃŃŃŃ, пОНŃŃаŃŃ Đ¸Đ˝ŃĐžŃПаŃĐ¸Ń Đž канаНо и но ŃОНŃкО, и ŃакМо даŃŃ Vexed'Ń ŃоквоŃŃ
ăVexedNemes...
Does Zandronum not support slopes?
Oh. there's some in the picture. I don't think I've seen slopes like that in a really long time.
Sorry to budge in again, but I think an update may have broke something. I loaded up a map a made a couple of months ago, which has an open sky box. On the edge of the map there are fences, and behind those fences are untextured walls. Before those untextured walls would show the skybox as normal, but now they're all broken
how can i fix this
is dbimpact compatable with gzdoom? also i think the only executable there is gzdoom, so you may wanna check for an update or whether or not you put in the exe or the pk3
i only put the too many super shotgun mode and it keeps saying that it failed to launch the app executable
should i just reinstall zdl and everything?
does it work without the mod?
no
go into general settings and make sure your source port is gzdoom.exe and not gzdoom.pk3, i made that mistake before
I also checked online, and people who have had this error before say it got fixed whenever they used folders or something. That's all I know, sorry that I can't help you more
it worked Thanks a lot
oh cool. i think zdl can only read things that it's in a folder with. i have a master folder for all my doom stuff, and i put the zdl folder into it along with gzdoom, doom2.wad, etc... I may be wrong though
quick question about mapping, since ive never used ultimate doom builder before
what are these pyramids?
Oh, and how do I get rid of them?
Can someone prefer me a map that has easy map design? (cuz i suck at solving finding a way)
Tangerine Nightmare generally gave me no trouble navigating with the exception of like 2 maps.
@old turtle They are for vertices. You can create geometry with them. They can be turned off with Alt+V or with this button.
You can click on them an use theh mousewheel to raise and lower them and accomplishh stuff like this.
Maybe this shows it better.
Thank you!
đŽ
Witchcraft!
Woah
niiiiiiice!
very nice. i like the color combos
I'm still slowly picking away on the archvile pool.
i wish i knew how to make smooth and good gun sprites
any expert here to tell me how
all i've been doing is reskins
(first time doing it tho)
all of a sudden when i go into my map. almost everything that's not a 3D floor has crushed in on itself. the only way to move is to no clip. how do i fix this?
it's lilke everything tagged 0 is squished
holy shit! okay. if that ever happens to anyone it's because you have a 3D control sector that hasn't been tagged. phew. wow!
yo guys, anyone know how to change the skybox in udb zdoom format with zdoom acs scripting?
wrong channel. This channel is for discussing maps and mods for the original doom and doom 2 and their creation
yo enator! still can't thank you enough for your help in my mapping project from a while back.
no problem! happy to help :)
@silver gull dude I finally got it working, I just needed a single script. That's it... Sorry about the wasted time, but thanks a lot for helping me out
anyone know why this might be? The walls, roofs, and walls, dissapear to show the skybox and the ground outside when at a ceritan distance, but when close up it's normal.
Ok i just made the map smaller, i had it really big because im making this map for screenshoting only and didn't want to get the fences that boxed in the map in photos
amyone have some simple custom monsters I could use? maybe even some simple custom weapons too? Not really looking for anything crazy, and more just somewhat fitting into normal doom gameplay
thank you
So, in UDB, how can I be able to see wall textures without using the 3D viewer thing?
switch to line mode, right click on the line you want to inspect
Right click on the line and go on the surfaces bit
If you're on formats such as UDMF there's a separate for back and front
ive added armor to my megawad, It will reduce total damage by 10,20,30,40,50%. The cost of each armor goes up per upgrade.
the currency is slayer tokens. Here is one
Now I take a screenshot of that and duplicate them 
how do i merge mini wads, and how do i make and import custom sprites into UDB? Plz ping me 
Custom sprites are usually stored within the WAD it's self (so in short, use Slade to import the sprites). Merging WADs, I'd need to actually do myself.
I know you need to do it manually i just dont know how
Also, you'd need to put the texture into a different lump group depending on the texture
this tutorial may be what your looking for
https://www.youtube.com/watch?v=huYF2KiilV4
To add or modify textures for your Doom WADs, you will need Slade3: https://slade.mancubus.net/index.php?page=downloads
For more WAD editing tools, click here: https://doomshack.org/doomtools.html
Thanks đŽ
Hey, kinda got a unique issue
Been scrounging around the doom alpha versions, and im struggling with alpha 0.5. I can load it up and play, but I cannot load into maps via commands
oh and using dosbox btw
even with -warp?
not familiar with the alpha version as I can't get my hands on them, oldest version of the engine I got is v1.2
Oh i got them easily, I can send them to ya too if you want, although you need DOSBOX to run them
Is there a mode that can see the screen normal when I get a invulnerable powerup? I cant see anything whenever I use that powerup
got back into Doom mapping for the first time in a while, would like to think I'm cooking something good here
This is looking pretty good! You are cooking
thanks 
I've done only 2 maps before so I've tried to make something a bit more Doomy
Dunno if this should go here but I want to get into doom mapping and Iâm working on a skybox. Do you guys think this looks good? I also wanted to know if I had the proper width and height to be put into a wad file
ooh that looks really good
also I'd say it's a good start, though you might want to try to make the glowing cross look more like it's part of the scenery
DOSBOX, pfft. I got real hardware!
In all seriousness, I found the files so I can help you. How can I reproduce your issue?
Go into 0.5, start it up, exit, and type in Doom e1m#
example
try doing doom -warp 1 2
damn
my problem im having is I dont have anything to load the maps into some sort of builder
Ive tried both ultimate doom builder and slade, and both refuse to load levels because i assume the version is different enough with how it loads maps
ok, I checked one of the textfiles that came with what I found
replace -warp [episode] [map] with -run [map]
doom -run [map]
ohh
to load into level 6, it'd be doom -run 6
did the same and did not get such an issue
show the full output if possible (including what you typed in)
that's the issue
remove map
I hit my keyboard by accident. Anyways.
1 not used
2 E2M2
3 E2M3
4 E1M7
5 E3M3
6 MAP10 (DOOM II !)
7 E1M4
8 E1M2 (rough)
9 E1M6 (rough)
10 E1M3 (partly)
11 E2M7
12 E1M8 (really rough)
13 E2M4
these are the level numbers
edited from the original text file to remove some of the weird stuff it has as comments
hmm i may have the same files
oh yeah i do lol
oh and map 11 crashes
nvm it works... sometimes
Would you happen to know how to load these into a builder?
no and it's probably not possible.
It would likely need to have a builder made custom for it
unrelased, it's still in dev
try playing DOOM II: In City Only with Doom 4 Vanilla
time for a final playthrough of my MegaWadMod, then my next build should be availalbe. I hope to have the final version done by next quakecon. Im going to need help for the final polish. Just to much work for one person. It will be 6 episodes with 6 levels each, and a final and intro level (38 levels total) and a Quake 1 like Hub. This project started in 2015
link available on my profile if you want to check it out.
did anyone say...
Sub-Zero?
bruh what lightning is that. that ain't doom thats... i don't have a joke for that one
your thinking of the wrong sub zero, im talking about the temperature not the MK ninja
Sub Zebro
Someone know how I can put a custom song for doom?, I want put a custom theme for my new map on my wad
Basically, youâll need to get the track you want to use and Slade 3.
Youâll import the track into your WAD with Slade and reference these lump names
Doom 2:
https://doomwiki.org/wiki/Doom_II_music
Doom 1:
https://doomwiki.org/wiki/Doom_music
The soundtrack of Doom II consists of music in MUS format composed by Robert Prince. 21 distinct tracks are present. At least some of these are known to have originally been written for Doom. Two of the tracks are re-adapted by Prince from his earlier work on Wolfenstein 3D.
All of Doom's music was composed by Robert Prince. There are 23 distinct tracks present across the original 3 episodes, with Thy Flesh Consumed not introducing any new tracks.
youâll rename the track one of these names depending on what level you want the track to play on
Unless your wad and Port supports MAPINFO
Hello, Im new to Doom modding. I wanted to play Doom, Ultimate Doom DLC, Doom 2, Master Levels For Doom 2 DLC, No Rest For The Living DLC and Final Doom on GZDoom. Do I need to install all this on Steam ? Or do I just install Doom 1, GZDoom and everything will be there ?
What do I do
Im really noob on this
where did you get the doom 1 from?
steam?
I have doom 1 to 3 on steam
ok, so if you have doom 1, that is the ultimate doom
1, 2, final, 64, 3 and dlcs
doom 2 comes with final doom and the master levels as well
is no rest for the living xbox 360 exclusive still ?
if you install final doom, you will be able to play it by selecting plutonia or tnt in the iwads menu
no rest for the living is included with doom 3 bfg edition
so I just install ultimate doom, final doom and gzdoom ?
and doom 2
I cant have it on gz ?
you can, but to get the wad file that you need to play it, you need doom 3 bfg edition
basically, you know that menu you get with gzdoom that lets you choose a game?
So I install doom 3 bfg and just copy the wads to gzdoom ?
never saw but im gonna watch a youtube video
ah ok
from no rest for the living
just wait a second, let me explain something
all doom content is stored as WAD files. There are two types of wad files, iwads and pwads. Iwads are base games, the iwads that exist are DOOM.WAD (The ultimate doom), DOOM2.WAD (doom 2), TNT.WAD and PLUTONIA.WAD (Final Doom)
pwads are patches that add on to the base game
when you launch gzdoom, you will get an option to choose an iwad, and it will be able to automatically find and detect them from your steam installations if you install doom 1, doom 2, and final doom
however, to play pwads, you must manually load them by dragging the wad file onto gzdoom
you can find the pwad for no rest for the living in your doom 3 bfg edition installation, it is called NERVE.WAD
like those mods with different weapons
the master levels are kind of a pain to load however since they are all stored as separate pwads, and also they are pretty much all terrible and not worth playing anyways
I played them on unity port and you need a phone with youtube by your side to play it
so for doom 1, doom 2, and final doom, you dont have to do anything special, just install them on steam and then launch gzdoom and it will find them
but for no rest for the living, you have to find NERVE.WAD in your d3bfg install and drag it onto gzdoom.exe to launch it
yes, sounds simple
Do I have to do that every time to run it ?
yes
or you could run it from the command line, or create a batch file to run it for you more easily
Thanks
Now how do I set up master levels and (if possible) doom 64 ?
Doom 64 is a separate game engine so it cannot be played through gzdoom
And for the master levels, you really donât want to play them. They are terrible
I want
Why

They are not fun. Itâs not in a âoh this is so hardâ type of way, but in a âthis is incredibly boring and I am confusedâ type of way
Ok well basically itâs kind of a pain
They are stored as a bunch of separate pwads, so you will have to load each one one at a time when you want to play it
Each level ?
Yeag
So I find those files on my steam installation ?
Yeah
Ok thanks
Np
Can someone PLEASE send me a link to a doom mapping tutorial (using slade)
Cause not all of them are bad
Guys Im searching for a tonn of mossy textures like in doom eternal's reclaimed earth or exultia, is there a wad where from I can take it or maybe there is a texture set?
Pls someone help me đđ:
I can call you and explain or dm you with some tips
If your pc can run any of doom builders it is much better to use them, because in slade every single action is done manually
It works weird for me
Go in dm
If you can just dm me the hotkeys to do shit that would work
Im already writing enormous guide for you
Hey, guys
I'm new into modding doom,can you guys give me a quick tutorial into how to make a grenade?
That's more of a modding thing, yes. Not specifically my specialty, but I would recommend using ZScript or something like that
Oh,thank you
So now,I just want to know how do I grab a whole weapon from one mod and use it in another one?
Its from the same mod,but different version's, so that's ok to do
Or just remodel any gun to look like a hand with a grenade and use WhackEd4 to make it shoot remodeled rockets that look like grenades and make more sprites and adjust the frames
???
Export weapon from mod, import to another
I'm trying to port the revolver from countryside to trench foot
Depends on how the gun works. I say extract the sprites and adjust the DEHACKED file
But if your mod works with pk3s, modify the pk3s in an editor
Alright
And add whatever you want in or out
I just grabbed the pages of sounds and sprites and put it into trenchfoot folder
uh
pardon me coming back to myhouse.wad after a while to try finishing it, and I can't really get this working because I don't have a vulkan device or something, my drivers are up to date, how do I switch to OpenGL
Do you get a startup window that lets you select the base game?
IE Doom, Doom 2, Heretic, Hexen, etc.
Guy's,I created my first reload system for a weapon
Let's see if it works, crossed fingers
So, I'm pretty new into modding
And this error appeared
Nope
Skips right to there
I'm pretty new into this,and I may had right fire wrong and I noticed it rn
Let me modify decorate and test it again,wait a sec
Still doesn't work
I learned this code today in Zdoom wiki,can anyone tell me what is wrong?
I'm pretty new,so if it's a easy error I'm sorry
Sit tight, trying to find the steps to set it to opengl
You'll need to share your full code for anyone who could spot an error to see an error
Thanks!
It may be in the wrong place,but as I remember it is in decorate
States need to be in a state block. like this:
States
{
Fire:
//Do stuff here
SomeOtherState:
//do other stuff here
}```
So I need put the "{"and the "//"?
The // is a comment
Only the "{"?
Simply a note to show what would go there
States
{
}```
Sorry
Thank you
Also I would recommend learning ZScript from the get go, not decorate
ZScript on a weapon works very similarly to Decorate
Oh, thanks
I'm learning in Zdoom wiki and from a Russian friend of mine,and he's the creator of Retro zone
But our clock is different,so I needed to improvise and go without a teacher,you know?
It's like,6 am at his city
Like this?
Is it like this?
Or do I need to put one more state in the middle?
you should probably look at some of those files you're including for reference
The "#include" ones?
It's also not mine the decorate,I just used a mod that I like and I'm using to test it
Because if something happen,just exclude and download it again
Oh,you mean Zdoom wiki?
Did you find anything?
Just barely got the answer
Oh,now I see what I did
Navigate to C:\Users\[your pc name]\Documents\my games\GZDoom and open up gzdoom.ini in a text editor. Find vid_preferbackend and change the value to 0. save the file. Then GZDoom will launch in OpenGL
Thank you so much man!
alright next issue
it loads up, but it loads up my freedoom wad and not the myhouse map
same thing I don't get a popup letting me choose my source and map
Did you download freedoom phase 1 or phase 2
did you tell GZDoom to launch the mod
although I also have phase 1
how do I do that? as soon as I open gzdoom it puts me right into freedoom
drag the pk3 on top of gzdoom.exe
Gone and done an updated Doom mod tutorial because I've had a few folks ask me about getting mods working and load orders. So here's a basic tutorial video on GZDoom and ZDL, hope this is helpful to anyone that might need it.
Download links:
GZDOOM - https://zdoom.org/downloads
ZDL - https://zdoom.org/wiki/ZDL#Versions
CONTENTS:
INTRO - 00:00
...
oh okay, thanks!
Also MyHouse was built for Doom 2, not Freedoom. I strongly encourage you to get ahold of a copy
I will, last time I played MyHouse was at a friends with his copy of Doom 2
while it's cheap, unfortunately I don't really have uh
for lack of a better word a job
and while piracy is a word, it's not quite legal, and my ISP is riding my ass for my history with it already
Try using not the steam mods
Most likely just download a mod from mod db,zdoom,doomworld and put it in your mod page
Wad in wads,pk3 in mods
it's due to the fact they're trying to load an external wad with the Unity Port
the mod in question not even working on even limit-removing
Hum,got it
What are you trying to run specifically?
He's trying to run EOA. GZDoom is crashing for him apparently. Got no clue why it's happening as I got no error codes on his end atm.
ah huh
He's (I think) running DOOM.WAD
forgot to mention that
We're live. :BP_MutantThreat:
https://x.com/KNIFERUN_Int/status/1820906958905397627
https://store.steampowered.com/app/3100170/BIOPUNCH_Arena/
Our store page is live! Check it out and drop us a wishlist: https://t.co/wRvXgSV5ng
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BIOPUNCH is a first-person retro brawler game with a harsh edge. Taking place in a dystopian future, you play as Bannon, a mutant pugilist taking on the corporation of thugs and organ harvesters that kidnapped his family. Punch a path through throngs of enemies with your rocket-powered arms in wave after brutal wave, and remember that as tough a...
Coming soon
Is there a only flamethrower mod for doom 2? I think it might be great and mix well with doom
https://www.moddb.com/mods/rabid-flamethrower
Maybe this one?
Also I think Project Brutality 3.0 has a flamethrower
it does
I only want the flamethrower not the other guns, but thanks
I wonder if it's compatible with Brutal Doom
That would be badass
Project Brutality is BD but better
And as I said, it already has a flamethrower
Iâve played it and I very much agree
I donât remember that though
I highly recommend this awesome wad
Can I make the movement slower? I am making a Zdoom wad
I'm not sure about regular Z but I know that there's a friction property you can apply to sector floors to slow players
Next release of my megawad is ready. 5 episodes are playable.
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...
Damn I'll check it out later
I opened a server in zandronum to play with my friends but whenever they try to join my server, they say that there is no signal how can I fix this?
zmovement
but it uses zscript
Why are there so many likes...it doesnt work
I assume itâs for PC.
it's because myhouse.pk3 is for gzdoom
which far exceeds the mbf21 spec that the new port uses
if you wanna play myhouse, then play it on pc with gzdoom
otherwise you're not gonna get the mindfuck non-euclidean stuff
although there's plenty of other cool mapsets compatible with the port, i personally recommend auger;zenith, eviternity, going down, and nuts.wad
I'm not sure why but this wad that has the Sewers level from DOOM 3's Ultimate Doom port doesn't work, or at least, humping the wall like you're supposed to isn't working
The music in my game is really quiet and it bugs me
I suggest overboard. It's full of doom cute, it's short and it's very challenging, one of my fav wads
Xbox how do I Delete mods after d/l? DoomI&II
Disregard. Got it...You just unsubscribe to the mod
Is this about the new doom 1 and 2?
Yeah
It's really quiet compared to all the other sounds. Yes I checked the settings. I shouldn't have to have my tv at 50 to hear the game music
Recently, the new Doom 1+2 enhanced versions came out today and I also discovered you can upload your mods in the game. a dream come true.
Hi, is there a way to make a WAD specifically for DOOM II? I uploaded two music mods to the ingame mod library of DOOM+DOOMII on Steam. The music mod for DOOM (1993) works fine. But the music mod for DOOM II does not work since it starts DOOM (1993) instead of DOOM II.
Is there a way to create the WAD so that it is specifically for DOOM II?
I have used SLADE v3.2.6 and as Base Resource: DOOM2.WAD. The WAD only consists of correctly labeled .ogg files.
What source port are you running because that severely changes things
they're using the doom + doom 2 port developed by nightdive
it released yesterday as an update to the unity remasters
I've got no clue about that then not used it
Can someone explain what moving the ports forward and does the port means the doom 1,2 wad?
you'd need to go into your router and open the port you're hosting the server on
check for the default Zandronum port
then forward that in your router's settings
What is router?
the thing that allows you to actually connect to the internet
How can I go into the router?
So if I somehow open the router and doom wad port that will solve the problem?
probably
The port means the doom 1,2 wad right?
no
What does the port means?
Zandronum port?
and not a port as in a USB port
To say it simply the problem is that my internet is weird right?
So I have to unlock the security system?
I'm just saying this
if you don't know what any of this means, just use All Fear The Sentential
Okay (I didn't understand 80% of our conversation)
And can you give me a link to it?
just a quick question if i put the new updates wad files into gzdoom would i be able to play the new content in that engine or do i just have to play vanilla doom to play it rn?
The legacy of rust expansion uses dehacked to define the new enemy features and is compatible with mbf21 meaning you can play it on gzdoom
You simply have to load id1.wad, id1-res.wad and id1-weap.wad all together to play legacy of rust
You can find those three wads in the game files from the update
awesome thank you for replying! i appreciate it
Np
For creating things or playing them
ok
I don't have to use it for adding new textures, right?
yeah, you don't
MBF adds in new dehacked lumps, actions, and also linedef specials
sweet
You can add new textures in vanilla
i'm seeing a lot mods being uploaded to the new port on behalf of the original authors, which does make sense, as doom modding is old enough now that not everyone can upload their own work. But I'm wondering if there are standards for submitting mods that aren't ours as far as linking to the creator in the description or something
What are you planning to do? I can help you pick a format if you want
I'm planning to make new mods/games for id software like massacre city and lizzie wargon
But I mean what specifically do you want to do? Just custom maps? Or changes to weapon/enemy behavior? Or adding new enemies/weapons?
total conversion
Ah
Well so then you likely either want to use mbf21 or gzdoom
Mbf21 will be compatible with a wider range of ports including the new official steam port, but will be more restricted/limited than gzdoom
Gzdoom will give you more freedom and possibilities but will only run in gzdoom
will mbf21 mods run in gzdoom
yeah
alright
easiest way to do zandronum multiplayer is via TSPG
it's a very good server hosting service
What is tspg?
Port forwarding has to do with opening up your internet connection to a certain address.
you definitely don't need to do that to play Zandronum
put a copy of Doom2.wad into the Zandronum folder. Then open up Doomseeke, right click any server you're interested, select, "Download missing files" and then double click and you should get in just fine.
Doomseeker*
I guess I shouldn't say you deffintely don't need to do it, but that's like some 1998 shit
Better explanation than what I had
Is there other app like zandronum?and I can join the server but I cant host a server
if you're just looking to play Doom, Doom II, Sigil, Plutonia etc. then just use the Doom+Doom II remaster thing that just dropped yesterday on Steam
There is Odamex
that's very vanilla gameplay
Will mention youâll encounter the same issue with it
Is that like an update?
I already have doom 1,2 in steam
yes. free update
Thanks
you can play cross platform. one person could be on the switch, one on a PS one on an XBox and the other on a PC
nevermind it borked
are there any mods where enemies move while shooting
What sprite editor should I use for Doom so far I've used Graphics Gale but it has it's issues
@whole blade do you have any experience in modding if so what spriting program do you use?
Sorry to bother you
i'm not a sprite artist but the program i see most people use is Aseprite
https://www.aseprite.org
(and no worries)
hey guys so im making a map and everytime i try and load it into doom 1 + 2 it crashes with the error z_malloc and the crash log just says r_flatnumforname i dont exactly know what is causing this so if anyone has clue tell me
Just saying this so anyone knows. You got two ways of getting Aseprite.
- Buying Aseprite off of Steam or their website (allows you to sell your work)
- Compiling Aseprite from source (you get the whole application but you **can't **make profit from your images)
hey im sorry if this isnt the correct place to ask this since its technically not âmapâ related. but would it be possible for me to make a custom doomguy skin and use it on the new doom 1/2 releases on console in their mod systems?
Hello! I have a couple of mod questions.
I am posting changes to my Doom2 mod âDoom2X-treme GOLDâ and it use update right away, but now it is stuck on âvalidatingâ and has been for a couple of days.
I uploaded a few times thinking maybe the upload didnât take? So now I worry it thinks I spammed it and Iâm locked out. Am I?
Also is there a way to test updates and changes without uploading to prevent the look of spamming the server? While my mod is 25 years old. There are some long annoying things I want to fix about it, and the resurgence of old school Doom modding with the latest update has inspired me to fix a couple of things and it is a whole process to upload each time.
Thanks for any input back.
And donât know if anyone has been doing Doom mods for 25 years and remembers me but I made Doom2X-treme and Doom2X-treme GOLD. Iâve been around!
Do you guys think this looks good so far?
(Ignore the miss-textured stone pillar things, Iâll fix those tomorrow)
Does ultimate doom builder work with doom + doom 2?
Yeah
Oh cool. I would still need gzdoom and slade 3?
Only need gz if you're using gzdoom or making a gzdoom exclusive map
Slade is used for some stuff but it depends on what
I did want to make a full episode.
You'll need it then
Only ultimate doom builder and slade 3? Sorry if I'm being annoying. This is my last question
I'm pretty sure you'll need WhackEd4 as well if youre making a vanilla map but I'm not 100% on that
Never heard of WhackEd
It's a program that let's you edit stuff as well as add functions, and I'm fairly certain you use it to give vanilla levels custom names and add intermission texts and stuff
Then again it may not be because I'm not an expert on it because GZ just uses a mapinfo lump
If I want to use the assets for the Legacy of Rust IWAD, which files do I need to include as my resources in Ultimate Doom Builder?
Does anyone know?
id1-res.wad
Thatâs only if you are making enemy/weapon changes
Oh yeah no you can use it for this though
In the depths of space, A new adversary approaches: the Autocrat In order to fulfill an ancient prophecy, he must destroy earth In order to save his doomed world, he must doom ours. Penance 4: Arena Penance 4: Arena is the sequel to the wad Penance 3: The retrobution by @SkeletronMK666 and @Bloo....
How do I make doom custom enemy sprites in a more efficient way?
Every enemy has lots of textures and it starts to be very tedious to do
Cut down on animation frames really
Is it possible? How do I do it?
Just make your animations less smooth, having them have frames more like the imp than the archville if you get me
I finished today an Imp retexture. I retexturize enemies I don't make new ones
Oh then like use a colour replacement tool
Has anyone seen anything pointing at Doom 1 + 2 getting community multiplayer mod support? Support options are scarce. The FAQs state only single player, and I REALLY want to put up a co-op megamap that casual users can group up and go ham on.
nah no way bro forgot the secret 3rd option
anyone know what the largest doom map is?
I have modified enemies. I asked how to do it faster because it's a very long process
Comatose is a really large map. When it was released it was as big as a Boom map could be.
@old turtle
He got a caco award and mapper of the year for that one.
Holy maccaronii! This id1-res.wad comes with a veritable smorgasbord of textures.
All the new baddies and things are there too!
I think shall become the new default resource for mappers.
I might be really dumb. But I tried testing a map I created and it wouldn't let me test. I have doom + doom 2.
don't use that to test. it'll take to long. use something like DSDA-Doom to test
DSDA-Doom? what is that?
DSDA-Doom's a source port like GZDoom that stays true to vanilla gameplay
it's a source port. it's often used by speedrunners and it has some helpful features
most notably (to me) rewind (if you die)
https://www.doomworld.com/forum/topic/118074-dsda-doom-source-port-v0243/
You can read about it here.
Hello everyone :^) Introducing the dsda-doom source port, which is a fork of prboom+um. The focus is on tooling that is important for our automation work on the archive, quality-of-life improvements for demo recording, and fun additions to the demo playback experience. The project is over here: h...
there's also a download on that page
what version should I get?
latest, usually
I always tell people to just download the most recent
Of course, you'll have to go into Tools > Game Configuration (or just press F6) and then set up the engine in your dropdown list.
If you need to switch between engines, select it in the list from the test button dropdown list
I'm just gonna throw my 2 cents into here
if you want more visual flair while still being able to test most things DSDA-Doom can run, Woof/Nugget Doom may be a good fit, too
though, for a port meant for testing maps, DSDA-Doom's probably your best option
If you're trying to map for true vanilla, then test with chocolate doom.
How does one even upload a wad? I click upload then all I get is choose a mod. Under it it says create a mod. I did that already itâs why Iâm trying to upload it. No other option is available besides back to game.
Using windows 10 and the steam version of the game.
copy doom2.wad and put it in the DSDA-Doom folder
C:\Program Files\Steam\Steamapps\common\Doom2\base\doom2.wad
that's not the EXACT location (unless it is) just an idea to help you find it
@silver ridge
it's slightly different if it's Doom 1+2
but yeah, that's the general path
Can someone please tell me how do I upload my wad to the new Doom 1+2 rerelease? Iâm on Windows 10 and using the steam version.
Thats neat
Thank you so much!
everything reminds me of her 
lol
oh my lord the lag
Which port are you using to play it?
using gzdoom
I think there would be less lag with a limit removing source port like boom or dsda.
ah okay
DSDA-Doom's the better choice in this case as it has a hardware renderer
also well, it doesn't require DOSBOX lol
another thing, as much as I hate to say it but something like Woof or Nugget Doom will just not work as it's ran completely on the CPU and even on my rig I was only get 40 FPS
When you download prBoom+ you get boom and glboom. just use the glboom exe if you want a hardware renderer. Personally, I like how Boom looks better.
you don't get Boom, you get PrBoom+
Boom's a completely separate port
I think you'll find that when someone mentions Boom that 101% of the time they're talking about prBoom
not always
just more than always
could be mentioning the port and/or complevel
okay
So... DSDA just makes everything gray because it uses Dooms PLAYPAL or some garbage. I can't play my map using ID1-Res.wad with prBoom because I get a fatal error. Honestly, I don't even want to make maps if the only limit removing port you can play them in looks like this. Absolutely disgusting.
compared to hardware.
spend all the time making a map, and then everyone who's going to play it uses DSDA Doom. so all your hard work is for naught.
i'm just going to stick to UDMF. Screw DSDA Doom
thats just how software rendering works
the palette didn't have enough room to fit the dimmer shades of all of the colors
so it maps them to the nearest other color in the palette
That's how DSDAs software rendering works. It looks way better with prBoom+ software renderer.
but ID1-res.wad doesn't work with prBoom+
no thats how all standard software renderers work. it is possible that you have truecolor software renderer enabled in prboom+ which is a modified one that breaks the palette restriction. dsda should have that option as well
they went for a more vanilla tyle software renderer
prboom+ doesn't support mbf21 which the new modifications require
dsda-doom should have an option for the truecolor software renderer if that is what you prefer
but a lot of people prefer the look of the more traditional software renderer
that's what I'm saying. so the mainstream limit removing software renderer makes my wad look like a grayscale nightmare. i haven't been able to figure out how to make DSDA look better or use true color.
thats not just dsda-doom, most software renderers look like that
thats just how it is. Only select ports use a truecolor renderer
I loaded up my wad without the id1-res.wad resource attached and the software renderer in prBoom+ looks better by default.
it might have truecolor enabled by default
can you send a screenshot?
I'll look now in DSDA, but I don't think it can look better
i dont have dsda on my current machine so i cant help you find the setting
oh. i think i must have used glboom. software rendering doesn't look good in prBoom+ either.
not in my opinion.
this is just what doom looks like
i guess i'm not a fan. UDMF it is for me. if someone wants to use software, then they can go out of their way to do it.
Well after I finish making my game for amnesia the dark descent I'm going to make a doom 2 mod. Hopefully I can figure out how to make a full episode for doom
What is .pk3 for? I am making a conversion and I need to know if I should use it or use .wad
.pk3 is the same format as a .zip file-- it only has a different filename to signify that you're supposed to load it like a wad
it's mainly used for gzdoom, zandronum, and other zdoom-based ports. some ports like woof and nugget doom have rudimentary support for it, but it's mainly for gzdoom
So if I put my wad and a deh file in a pk3 I can load them both
yeah i guess
Woof/Nugget really only have support for it for Voxel Doom
you can also just put your deh file into your WAD and name it DEHACKED
i loaded a couple other .pk3 mods in woof and nugget, but i think those were just music mods
this is also the cleaner way of doing it
generally you want pk3 for mods, example brutal doom, and wad for maps, say my house
vanilla mods are usually WADs still
probably shouldve specified more complex
Can someone help me understand ExtraFloor_LightOnly and Transfer_FloorLight
I'm trying to transfer the light of the control sector to the sectors tagged on the map, but I run into errors when I try to compile the script.
The control sector is tagged six, and the line that the Transfer_FloorLight is makred on the 3D floor linedef inside the sector.
I can do it in the editor, simply by disabling the 3D Floors lighting flag.
I don't understand what I'm doing wrong.
I need to be able to point to that flag and uncheck it somehow. but how? anyone?
The linedef that Transfer_FloorLight is refrencing is the red one in this picture.
I've tried putting that linedef tag on the same tag as the 3D Floor linedef action line.
I think I thought of a work around.
Squee! It worked.
i'll have to tweek it so it doesn't look weird. but it works!!!!!
It's so hard to imagine how light is supposed to work. it probably shouldn't even go up this high? still needs a little more work, but that was fun as shit.
https://github.com/Owlet7/wadsmoosh This guy forked WADSmoosh for GZDoom, and he actually managed to make all three Sigil soundtracks coexist through event handlers. James Paddock, Buckethead, and THORR all in one place.
Is there something wrong with this secret door?
because when I boot up the game for some reason it only moves slightly but never opens
texture recommendations?
Not startan
very helpful, 10/10.
inset the walls where the lights are as it does not flesh well with the walls
đ
Yeah adding depth will definitely help
And the specific texture depends on what you are going for
changed the wall textures, is this reasonably good looking?
You could put stargr, sladwal, one of the tech textures
Does it look good to you?
That is the most important part. Who cares what other people think
looks fine, but what I think looks good could make somebody want to pry their eyes out so idk
it looks good, just add doorstop textures to break up differing textures
how do I stop the doortrack textures from moving with the door again?
unpeg the lower
I did that, didn't work, do I unpeg upper too?
oh, nvm I forgot to save the changes lmao đ
what are good textures to use for the bottom of the door?
there's this block one I use a lot
forgot what it's called but it looks like a bunch of gray tiles
chat am I cooking
that looks a helluva lot better holy shit
yippie đŁď¸
maybe make the door to the right a tad bit less thick but yeah, you're cooking
That didn't work
Is the door sector tagged with the same tag? The action is what you want to happen. The tag is where you want it to happen.
No I mean you have to interact with the secret door in order to open it
It's not something where you push a button
I'd send you the map but I'm worried it would violate the rules since it's a modified vanilla map
The door needs a tag. Tag that sector. Then reference that tag, so the action points to something.
If it wasn't vanilla, the sector wouldn't need a tag. But it's vanilla.
Pushing a button and pushing use on a door is the same thing. It activates the action.
How come the other doors don't have tags
I guess I would have to see it.
I don't know the rules, but people share their wads all the time. Feel free to send me a DM and I'll check it out quick.
Check your dms I did
which door is it?
You have your linede like this
You need it like this. That door opens now.
snip
Try to make a habit of always facing those towards the playspace and the player.
Your map isn't Vanilla btw. It's Boom. That's why it doesn't need a sector tag.
@short harbor
Oh ok
The secret door is where you get the first armor
Walk straight ahead once you collect it and interact with the wall
It should open up revealing an area where zombie scientists are waiting to ambush you as you're lured in with more armor and a shotgun
doors don't need tags to begin with
I know for a fact vanilla doors don't need tags as that's all I map in
the only exception being doors that are opened/closed with switches or lines that the player walks over
How do you add light to mods?
Why I ask is I'm trying to play the Metroid mod
I'm not sure if this counts as a door.
It has the door function I thought
I tagged it 16 and put tag 166 S1 ceiling raise to highest ceiling and it works
How do I do that (I'm an amateur mapper sorry)
i'm going to try it without a tag. @onyx scroll thanks for clearing that up. it has been many years since I made a wad in Doom format. I thought Doom was a lot more strict
Okay. That doesn't work without a tag.
are you using this for a door??
Yes
there is a specific linedef special for doors
I think sometimes GZDoom will fix mistakes that wouldn't necessarily flly in the OG Doom engine. Did you test your maps in DOS Box?
use this and NOT that
Yes. That's what he had it as.
and it didn't work. I'm not sure if the level geometry sees it as a door.
send over the WAD and tell me what door's broken
I'm curious what the hell's happening
@short harbor will have to send it to you. i couldn't send someone else's wad without permission, but basically this
This is the, "door" in question.
got it, just waiting on the WAD
I don't intend to play it on DOS since it uses custom enemies
And I'm not trading one enemy for another
I sent it to you
Ignore the missing assets I use a crap ton of mods
Run it with GZDoom
this map is confusing the hell outta me
@short harbor https://youtu.be/kTeCvX-3UJQ here's what I did
sorry about the low volume. i haven't used my mic for a bit
If you don't want to put that extra sector on it, then you couldl just make the secret wall a little bit thinner and make the part on the left the height that you want it to go up. the player wouldn't ever notice anyway, unless they know about it and are looking for it.
it would look like that\
just make sure to unmark the second sector as a secret otherwise you'll have two in a row
acturally, if you do it that way, then you can just make it like a door
no tag necessary
I know what it is.
You don't need these sectors. That's what's making your version not work
It works fine tagged as a door, and you can keep it the way it is. you just need to get rid of these extra sectors. I can't believe I didn't see that.
clean it up.
that works now
@short harbor
could you send me this version
oh
would've never even guessed it lol
it works thx
remember to flip that linedef on that second door if you want the player to be able to return to the starting area
Someone should make a map where you need to get to your date with the Baron Of Hell
You'll have to settle for a cyberdemon in Cyber Dreams
i often distract myself from my main project by doing some silly stuff, for fun and practice
For maximum accuracy, Bomb should begin to explode upon hitting something, though this is pretty fuckin' rad, good job
i forgot about that detail lol
thx though!
I know I've played a wad before with a slingshot in it. I think it has a better animation. You could use that one and modify it, I think it'd look better. But that's really awesome.
since learning decorate from top to bottom i decided it was time to take a whack at making my own custom weapons! I made a slingshot and potato gun đ our favorite childhood weapons now inside doom! enjoy and have fun! frames are faster ingame Potato gun.zip Slingshot.zip
Super Noah's Ark 3D has one in it as well, similar to yours.
the funny thing is, i just asked a discord server for silly weapon ideas, and someone brought up an angry birds slingshot, the mod was never meant to be serious
i see. an exercise perhaps. true. that guy's slingshot is super dope.
Has someone tried making a widescreen version of the beta intermission map with the tracks connecting to each level
Hey how would I combine wads together?
File > Save Into
like currently what im doing for the wads im making is taking the level wad, the .dbs file, and the textures wad im using, and then chucking it into gzdoom all at once
I dont think i can do that just in my folders
like this
If you want Map01 to be map 01, then go into ClassicT.wad, press, F2, then change that to MAP02, then go to File > Save Map Into and the select, MAP01.wad... but it's always good to make backups.
Oh no not like that, i know how to do that kinda. "classict.wad" is the custom textures im using, and so i want to combine that, the .dbs file, and the wad file all into one so when i play map01.wad i can have all these textures working and the map to work.
oh, use Slade3 for that.
alright
There will be tutorials, but most of it will be copy and paste.
thank you
yes i am
@old turtle You'll just open both files at the same time in Slade and then take the files from one and paste it in the other. SHouldn't really need a tutorial.
cheers
hello everyone
Hello @steep nebula
Hey, does anyone here know how to merge PWADS?
I'm trying to port an ancient WAD to Doom 1 + 2 but it has four different PWADS that I'm pretty sure can be merged into one
Looks like the wrist rocket from stranger things
You can open them all in slade and then just copy all of the things from each one all into one
What wad is it
ok nvm I got it
This is a mod for Doom-2 that gives you all kinds of Sailor Moon graphics and sounds.
itâs THIS lmao. for some reason the combined wad wonât upload because of supposedly the archvile sprite or someth
@trail glade https://youtu.be/Iun--rkRAtI there's a playthrough for you. i'll give you my thoughts if you'd like to hear them.
video should be done uploading in a few minutes.
A lot of the fights were just open a door, duck behind cover, or could easily be skipped. I didn't find any of the fights to be very challenging at all. It seems like it was more of a map centered around your custom weapon, and the map was more of a afterthought. I think you need to play more Doom and get a feeling for some good fights. How to create something that's fun to fight. I would recommend playing Ancient Aliens or Scythe II to get a crash course on how good fights are put together. They present a good challenge that will hone in your skills, and they have some of the most beautiful environments out there.
Perhaps you could make some simple rooms, without much detail, but design them around the strengths of each monster. Really think about how each monster can be used as challenge for the player.
In the next map I will do this better
I'm trying to play myhouse.pk3 in the official doom 1 + 2 mod menu but it keeps crashing can any of you please help or make a version that runs
MyHouse will never run on the official port due to the requirement of advanced features from GZDoom
It wouldn't be possible to make a separate version.
90% of the map's features and what makes it even stand out wouldn't exist if it were ported to Boom/MBF standards
Yeah, it is
Thx
However, there is actually a (very stripped down) version of Brutal Doom that can run under vanilla called Boiled Doom.
It's more of a sprite/sound change than anything else, though.
One more question can you put gz doom as a mod
No, not at all.
Ok
You can't upload any source port as one
Thank you for telling me about boiled doom
I take this back as it does change a couple things with enemies and weapons
Is it possible to play gzdoom via ps5 internet browser
I don't think anyone has made a fork of it that can run under a web browser and even then it'd run incredibly poorly on one.
Can you download computer files on ps5
First of all, more than likely not.
Second of all, you wouldn't be able to run any of the binaries on there even if you hacked into the console to be able to run external files.
GZDoom's not officially compiled for any console and is only compiled/developed for PC platforms.
See if a moder could make a website or browser with the pk3s if possible
I don't think the new port can even read .pk3 archives anyways
As from what I can tell you can only upload .wad
I think your right
@rare turtle you can download gzdoom onto your phone and play Brutal Doom. Results may vary depending on the wad compatibility. There are certain versions that allow for different things, and the version of Delta Touch that I have uses GZDoom version 1.9.1. They are around 4.1 at this time so it might work with myhouse.pk3 or it might not. Of course you can use mouse and keyboard and even hook your phone up to a monitor if you have a hub.
- Could I hook up an Xbox controller
- Can you find a mobile file guide, for android.
- Do I have to buy doom mobile.
Yes. Not sure. You simply put the doom2.wad in the file it tells you to. Same with any mods. I'm not sure what DTouch costs. I got it for free years ago.
It's called, "Delta Touch [9 x Doom Engines]" on the Play Store. I don't see a price on it.
From the looks of the Delta Touch Play Store description, it seems like they've updated the engine to a very recent build of GZDoom. If that's the case, then you will not have an issue playing MyHouse.pk3
for the 3rd question, no but you'll be stuck with freedoom
Oh... yeah... shoot. you're on console. Fortunately I think that Brutal Doom replaces every enemy in the game, so Freedoom would be all you need for Brutal Doom.
What do you mean I will be stuck with freedom
you'll need to legally acquire the other IWADs if you with to play mods that require TNT or Plutonia (which is rare but it can happen)
you'll be stuck with those IWADs and not normal Doom 1 and 2
If you have doom2.wad on a PC somewhere, best thing to do is just copy and paste it to your phone.
you can still play things like Brutal Doom and stuff, though
I don't have a PC or laptop
You can find a copy of Doom 2 somewhere if you look hard enough. But I'm not going to risk it for that biscuit.
all you need is doom2.wad
yeah.. piracy is illegal and not even allowed to be discussed on the server
I have a I pad with doom 2 but it's m6 dad's
oops. you just broke the rule @onyx scroll I wouldn't talk about such a thing
that's your ticket @rare turtle
allegedly
well, crap
It is an official copy but I would have to ask my dad
I don't know how to manage the files on Apple
you can't as it's locked down
So close
freedoom1 and freedoom2 are perfectly fine
they'll allow you to run about 90% of the WADs and mods that exist
It's Doom, but graphics are changed.
Hey fam, question.
Just got doom + doom2 on steam (the new stuff) and i see custom wads finally but anyway to play those coop online? I might be blind or sleepy but there's a ton of fun wads to play but i just want to host online rooms to play with friends.
Freedom is a port of doom?
You can't play them online
Freedoom is an IWAD that replaces the copyrighted material
in other words, it's not a port
that's highly disappointing đŚ
a port is something like GZDoom, PrBoom+, and Chocolate Doom
if you wanted to set it up you could use Zandronum
*Source port
So it jailbreaks official doom ports
yeah, sorry for omitting a word
Not with doom1+2 but with Odamex, Zandronum or ZDaemon @amber urchin
no, not at all
You are not forgiven, execution dated for tomorrow
yeah we see that as options now. ty for the confirmation.
Not cross-platform though
Is Zandronum even on anything BUT PC?
literally all a WAD is that it contains the maps, textures, and sounds
Just PC
The engine is open source so when you buy Doom you buy the WAD. Freedoom just replaces everything so it can be free.
Maybe D Touch by now on Android or Apple. You'd have to look.
If not then what does replaces copyrighted material mean
it's not on Apple iirc, though someone made a port of GZDoom to Apple devices.
Any art created by id
Replaces everything that could make Bethesda take it down for being 'piracy'
Basically, it does what it needs to be free...doom 
But mods like Brutal Doom say fuck it... so it's all Doom art.
it's called "GenZD" and it's $1.99
What is your final meal?
this is gonna be good
the uno reverse card on a silver platter
anyways, back on topic
The topic in question being over because the guy went silent
guy's probably just doing something real quick
he's slaying demons, brutally by now
I mean yeah but can't continue the topic without him
@onyx scroll hey, let me play your map?
yeah, but like 2 maps were ever completed and both are horrible
see
I have more technical knowledge than I do experience
i wish i had more experience. i'm sure they're not bad
like I can DM you them if you really wish to play them but they're not good
how about if you need someone to playtest for you, just keep me in mind. though, if you do DM something, I'll give it a shot. I will do a demo, but I'll keep it unlisted since you're not posting publicly\
i'll give you the link, naturally
you can also just send the demo file if you are playing in a port like DSDA
I've never actually tried to record a demo before. That would be a learning curv
basically, in the terminal (using Woof and MBF in this example)
woof -complevel 11 -warp 10 -record speedrun
you can playback the demo by doing
woof -complevel 11 -playdemo speedrun
the commands will transfer over to something like DSDA-Doom
here?
no, the command line
or a launcher's extra parameters box
should be something like this (it'd be in a different location in ZDL)
hi elp most mods i get this wat do i wroong bon doom+doom 2 what do ni wrong
Do you mean "This appears in every mod in DOOM + DOOM II what do I do?"
Did you save over your copy of Doom2.wad?
are you on console or PC?
maybe some people are uploading TNT/Plutonia mods for Doom 2?
pc
via iingame