#classic-doom-maps-mods

1 messages · Page 17 of 1

lofty creek
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Do not waste your time. I've found out the issue on my side...my overclock was not stable...on all games I have it was stable but not in doom 2 ray traced. I've decreased GPU clock by 10mhz and now runs fine. It was really hw issue you suspected at the beginning. Thanks

shut crane
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Ok I found out there is Doom Builder 64

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Idk if I should show my progress of my Doom64 wad here or not. Because this channel is for classic doom

royal wave
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Ask the creator if they're willing to port it. Otherwise, don't be uploading wads you didn't make

trail glade
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Can run Doom...?

onyx scroll
trail glade
onyx scroll
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so sadly, no Doom on the Odyssey

trail glade
hoary lotus
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Anyone know what this is and how to fix it? Tryna play my house.wad but it won’t let me every other kid works fine tho :/

onyx scroll
hoary lotus
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That’s unfortunate :/

onyx scroll
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Same with mods like Project Brutality, Brutal Doom, GZChaos, or any mod that requires ZDoom or GZDoom to run.

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the only things that'll run on the port are Vanilla, Limit-removing, Boom, MBF, MBF21, and ID24 maps

zinc quest
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anyone know why my script is not working?

ultimate doom builder with zdoom acs

cobalt tree
# trail glade Can run Doom...?

Hahaha I have asked that one before, I mean, I you put a Doom paper in the TV and make the dot like some kind of pointer that flashes the screen, I would consider that as a sucess

keen valley
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Oh woah yeah, we getting back to it

lofty plover
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Ok

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Anyone have trouble reload game on mods it is saying mods not installed while it is on leathest doom

muted stone
worthy spoke
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do you like my fountain

lofty creek
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Hello do you think that gzdoom can combine more mods? E.g. I would like to combine doom 2 raytraced with brutal doom?

west sage
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no guarantees if they're actually compatible

lofty creek
worthy spoke
lofty creek
worthy spoke
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maybe you can use the addons in the addon browser

flat harness
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it won't run on the rerelease, no

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Brutal Doom is only for GZDoom

worthy spoke
flat harness
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the WADs are fine, they work either way
just not on the rerelease's engine

worthy spoke
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whats the difference between doom.wad and DOOM.WAD

flat harness
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basically nothing, other than the Wolfenstein and Red Cross assets censorship

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there were some new lumps added from the new port's feature-set, but they are minor, not supported anywhere else yet

worthy spoke
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i wonder if you can like moosh the new engine from steam doom with GZDoom, is GZDoom going to get updated

flat harness
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moosh?

worthy spoke
flat harness
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as in, merge the new engine features? they might be, depends on weather or not the GZD devs feel like adding them

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the full formal specification for the new features isn't complete yet, but is being discussed among port devs to get it all worked out

keen valley
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Oh woah yeah, It's all coming together

worthy spoke
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why is my water black

worthy spoke
hexed topaz
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Can someone tell me a random doom mod? I'd like to play a cool one...

hexed topaz
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I'm trying to open it in delta touch and it doesn't work

onyx scroll
hexed topaz
onyx scroll
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yeah, it should work then..

hexed topaz
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1.9.1

worthy spoke
onyx scroll
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try loading just the WAD and not the ZIP

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also make sure it's Doom 2 as the IWAD

hexed topaz
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Ok

onyx scroll
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also, Eraser's a good map

hexed topaz
onyx scroll
onyx scroll
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it's more exploration than there is fighting at least when I played

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also, the map's quite long

hexed topaz
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Oh, ok 👍

onyx scroll
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I just realized I sent you V2 instead of V3

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@hexed topaz sorry for the ping I just don't want you with the wrong version of it

hexed topaz
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Nah, that's ok

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I'll download it, but V2 worked

hexed topaz
onyx scroll
hexed topaz
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Yeah

onyx scroll
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it works perfectly fine for me on Nugget Doom

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though you're on mobile so that isn't an option really

hexed topaz
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Unfortunately yes

onyx scroll
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maybe try Overboard on PrBoom+?

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just make sure to include -complevel 9 in the launch options

hexed topaz
onyx scroll
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oh wait, Delta actually uses PrBoom

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it should still work on PrBoom, though

hexed topaz
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Oh

onyx scroll
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yeah, it works on PrBoom

hexed topaz
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Ohh, I didn't see that delta touch has other ports too.... Sorry, just bought it 1 hour ago lol

onyx scroll
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no worries man

cobalt tree
elfin ruin
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The new remaster of Doom + Doom II, what mapping formats are supported?

flat harness
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Vanilla/Boom/MBF/MBF21 and the new ID24

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there are still many bugs in so be careful with Boom and up

elfin ruin
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Thank you.. I just now need to figure out why Ultimate Doom Builder keeps crashing when trying to create a map for MBF21 format lol

hexed topaz
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Can someone help me? My delta touch can't open some wads

royal wave
river kiln
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so i was kinda dissapointed when finding out warhammer boltgun wasn't a doom mod but uhh...
have y'all got any warhammer mod recommendation i can play on my Doom?

worthy spoke
cobalt tree
flat harness
cobalt tree
flat harness
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yeah

livid crescent
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what is the actor number for the zombieman and shotgunner for decohack (and maybe the other actors)?

flat harness
# livid crescent what is the actor number for the zombieman and shotgunner for decohack (and mayb...
DoomWiki.org

DeHackEd (or DHE for short) is an editor originally created for vanilla Doom that allows the operation of the executable to be changed. It was developed by Greg Lewis (Tree). Hit points, sounds, frame sequences, text strings and several other miscellaneous values can be changed. Modifications can be distributed in the form of DeHackEd "patches" ...

worthy spoke
cobalt tree
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Guys I know there is a way to make GZDOOM display mp4s

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But is there a way for Cheezy Doom to send you to a YouTube video through links?

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It's for my Terry.wad

livid crescent
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i've turned the zombieman into a sniper
amazing

haughty flower
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is there a way to adjust the respawn timer for enemies in nightmare mode? i would like to make it the same every time instead of random

flat harness
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and no it can't be changed

haughty flower
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i see. thank you

onyx scroll
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At least in vanilla, Boom, and MBF(21). GZDoom might have some weird stuff that'll allow you to do it but I doubt it.

livid crescent
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How do I change what pickup the zombieman drops in decohack?

minor scaffold
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Hello everyone, does anyone know how one would go about adding a visible tracer effect to the BFG? Something similar to the D64 Unmaker lasers (but thinner) could be a great bit of visual feedback. I'd like to implement this in GZDoom, but I'm not certain how. Thank you

sterile schooner
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There's probably a mod that does this already. You could take a look at the mod's files

minor scaffold
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I had a look, I couldn't find anything that does something like this unfortunately

sterile schooner
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ah damn 😔

cobalt tree
fickle zephyr
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||i just beat the true ending to myhouse!|| spoilers for myhouse

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||Got to the beach with the dog and everything! god dam that final stage was hard ||

shut crane
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Has anyone ever think about making a music pack featuring all of the songs that some Doom tracks are based off of? Like Them Bones being the inspiration for Bye Bye American Pie or Behind The Crooked Cross for Deep Into The Code

keen valley
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I'm sure you can look up midis on those exact songs, and use Slade to put them into a wad file replacing the music

summer wolf
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redoing my Twilight Lab pastiche map

summer wolf
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and here's a little something that I'm already super proud of (sorry for the spam)

onyx scroll
summer wolf
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thanks! I'm definitely feeling the spart again now, been the hardest map for me to crack but I'm sure I'll get it good

cobalt tree
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I'm gonna put this in my wad

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As a Wall Texture

worthy spoke
raven nimbus
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Delgado doomguy

cobalt tree
brave hemlock
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this one too, it was said that id wanted to add discord integration into doom 2 but sadly they couldn't make it in time

brave hemlock
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discord in 1994 is an interesting thought tho

solar brook
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Thought u were talkin about the rerelease

brave hemlock
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ohhh

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that would be amusing

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you're just playing doom and then you get pinged on discord so your doomguy icon turns into doomguy_ping

solar brook
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That would actually be funny as fuck

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Time to make a mod that reacts to the discord "ping sound"

brave hemlock
elfin ruin
brave hemlock
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alright then, stream me your desktop on irc

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we had vcs in 1890s... it was called TELEPHONE, zoomers!

stone scaffold
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Im not sure if this counts but how do you fix gzdoom opening up default wads but the mods in question have the custom weapons and such

onyx scroll
stone scaffold
onyx scroll
stone scaffold
onyx scroll
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if you're using the CLI or batch files, it'd be nice if you could provide the arguments

onyx scroll
stone scaffold
onyx scroll
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if so it's a very finicky way of loadings mods and isn't exactly advised

onyx scroll
stone scaffold
onyx scroll
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ok, I did what you were doing and VietDoom was working perfectly fine on my end

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try using a launcher and see if that helps at all

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ZDL is your best choice but I have my own launcher you can use if you wished or didn't like/understand ZDL

livid crescent
stone scaffold
livid crescent
cobalt tree
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@livid crescent

livid crescent
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whacked doesn't support mbf21

cobalt tree
onyx scroll
stone scaffold
onyx scroll
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I can't honestly remember where you import them, though

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haven't used ZDL on months as I've been using my own launcher

onyx scroll
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it may or may not be slightly different in the Unity versions

sharp solar
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This is somewhat of a long shot but here goes:
I'm a long time NES pixel artist of 5 years looking to see the system get a true DOOM port that runs on real hardware. I had a friend who put together a small engine but wasn't able to finish it due to IRL stuff. I know it uses EDuke32 for map data, but it's some pretty gnarly C++. I have a lot of documentation on it but am pretty clueless as far as programming goes. It uses a Python image library to convert an image to 4 colors, then slices it up vertically into spans.

If anyone here is interested in getting an 8-bit NES port done
and has some C/ASM-6502 skills feel free to DM me.
I'd be more than happy to cover all graphics if the engine is completed.
(even if it's a single room as a proof of concept)
I know someone out there can finish this engine and make retro game history.
Thanks a ton.
https://github.com/mysterymath/nesrender
Here's an example of a raster graphics engine working without Eduke32.
https://vectrex28.itch.io/horror-hospital

storm charm
lusty dove
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The nes draws stuff from tiles

river kiln
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how do i play lost in darkness if my GZDOOM still crashes without any reasons at all (i only just dragged the game pk3 files, nothing else)

old turtle
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How can I add colored lighting to this? I know it's possible but i'm not sure really how. I'm using UDMF format and zdoom ACS script.

sharp solar
lusty dove
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The nes doesn't have like a framebuffer or anything

sharp solar
lusty dove
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Huh, I can't check it out ATM but I'll look at it later. Seems cool

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I doubt the CPU is fast enough to run doom tho lol

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Also there is not nearly enough ram

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Or would the plan be to use a cart design with a stupid amount of extra ram

sharp solar
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The biggest drawback would play speed. If the viewing screen is small enough rendering should work fine for level geometry. Since it doesn't use any sprites you can have enemies on screen as well (see horror hospital). In theory you wouldnt need any extra RAM to make it happen

lusty dove
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Doom required 4MB of ram

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The nes has 2KB. How will that be enough

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Idk the math just isn't mathing for me with this

sharp solar
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Renderer's show that 3D levels are possible. The smaller the level window is, the less graphics need to be commutated per frame and the more room you have per-screen to calculate it all.
Atari's "Way Out" uses a small window to generate much faster graphics then the current NES rendering systems.
https://www.youtube.com/watch?v=j4OLnrwLcJA

lusty dove
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Like wolf3d on the NES, maybe but idk about doom

sharp solar
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The NES has room for 64 sprites, which is enough for small enemies and projectiles.

lusty dove
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Yeah but that's not scaled

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Those are just absolute sized sprites, they can't get smaller or bigger depending on how close they are

sharp solar
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It won't be smooth, but it will be possible

lusty dove
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The memory is

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You might be able to make a very simple fps game that looks vaguely doom like, but you aren't gonna get something approaching the complexity of doom

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Like for example, look at the SNES port, the SNES has an order of magnitude more RAM than the NES, not to mention the super FX chip to actually draw pixels to the screen, and even that was just barely able to run doom

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And they had to simplify the level geometry and remove floor/ceiling textures

sharp solar
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The MMC5 has 512kb's of total data and up to up to 128KB of WRAM

lusty dove
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yeah if you are using an advanced mapper

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then maybe it could be possible

sharp solar
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Which still technically count's as not cheating as you arent just using a rasberry pi to fake it.

lusty dove
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yeah

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although everyone kinda draws the line in a different place as to when it becomes cheating lol

sharp solar
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Still technically 1980's hardware built for the system like the Super FX chip

lusty dove
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i think that the raspberry pi deal isnt cheating, its just a bit less cool

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the raspberry pi trick is sorta no different from the super fx chip, its including an extra processor in the cartridge

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one of them is just a lot more powerful than the other lol.

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i think your best bet actually would be rainbow mapper. rainbow is a homebrew cartridge that was designed recently that is basically better mmc5

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it can have up to 8MB data and 128KB WRAM

sharp solar
lusty dove
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and as more games are coming out using it, support will just get better

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theres already super tilt bro released

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and there are more games being developed for it atm

sharp solar
lusty dove
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it does

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broke studio makes carts for it

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here lets move to dms since htis is getting off topic

sharp solar
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Sounds good

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feel free to @ me

old turtle
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How can I get this look for colors in doom? I can't get these softer colors in my doom map

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i feel like the way the colors are that I get are harsher and doesn't look as nice.

whole blade
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But that looks like coloured sector lighting

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Actually, first is just the textures, second is a dynamic light, third is coloured sector lighting

old turtle
hexed topaz
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Can someone help me with zandronum?

whole blade
whole blade
hexed topaz
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I'm using delta touch btw

whole blade
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well there's the issue

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delta touch

toxic pier
hexed topaz
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Delta touch is the problem?

onyx scroll
hexed topaz
full adder
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Have you guys ever played UAC.labs wad ???

cobalt tree
# full adder Have you guys ever played UAC.labs wad ???

No, but I heard its not pretty good. Also, I dont think this might be the appropiate channel to talk about its creator, you should do this in #general at 10:30 PM, thats when people usually talk about weird subjects in general for some reason, its like a tradition at this point.

cobalt tree
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Also, can all of you guys do me a favor?

cobalt tree
full adder
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I did'nt know anything abouts its reputation sorry

umbral skiff
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Hey just for a general consensus

How long can it take to make a level, before it's no longer considered a speedmap?

cobalt tree
umbral skiff
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distractions a big issue for me too

worthy spoke
cobalt tree
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@cloud bramble

cloud bramble
umbral skiff
gleaming basin
worthy spoke
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whats a cool fun doom wad that has cool maps and doesnt change anything else than the maps

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can be with udmf gzdoom map format or whatever or just the normal one

worthy spoke
umbral skiff
livid crescent
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I'm working on a DOOM II mod, here's a video of the first few levels

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There's a ModDB link in the video's description

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Let me know what you guys think of the video

strong shell
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are there any texture conflicts between Doom and Doom II? i.e. if I load Doom II on top of Doom or vice versa do any of the textures get replaced, not including missing textures

whole blade
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but yes, there are a bunch of shared textures

lusty dove
old turtle
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Anyone know where I could possibly find map layouts for the levels in the alpha doom? Even just a simple layout with no real detail is fine

harsh nova
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Hi guys, is there a way to have doom + doom II steam entry launch the doom II ray traced mod?

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I tried unpacking it into the rerelase folder and renaming gzdoom exe to doom

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but then I get this error when I try launching it from steam

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Oh it worked with the dos version launcher instead

trail bolt
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any way to publish/edit mod releases for the bethesda/nightdive port from the website?

red spire
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hi i have problems in ultimate doom builder

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im working on a custom doom game for my dad since he played it when he was young

cobalt tree
red spire
red spire
cobalt tree
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same with the sector issue in UDB

red spire
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I use crispy doom as an engine

cobalt tree
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look, idk what is causing the issue. I need more information. I need the wad, but if you don't want to share it, at least I need more screenshots

red spire
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Im not on my pc rn

cobalt tree
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well, I will try to at least investigate online

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thanks for the clarification

cobalt tree
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maybe that could cause a texture issue

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did you load your custom textures into texturex and patch table, or did you leave them in as a graphic?

red spire
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Im still figuring out how to add custom textures

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Didnt add any yet

strong shell
trail bolt
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is this showing for anyone else's mod? Im viewing a mod I published to Doom + Doom II and its just showing this. fortunately people seem to still be able to add it to thier library and play it, but it's still weird for it to show this.

trail bolt
strong shell
trail bolt
#

oh

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then its probably just the site tweaking lol

strong shell
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yeah, I thought it was just a recent mods thing, until I clicked on Sigil II and saw it there too lol

worthy spoke
trail bolt
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goop 2

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I kinda half-assed the mod but I just wanted to see if uploading worked on linux

worthy spoke
trail bolt
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doom 2

worthy spoke
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fucking goop 2

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i wanna play goop 2

trail bolt
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I sometimes call doom "goop" because its funny

strong shell
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goop 2 is sick

worthy spoke
trail bolt
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this is literally a mod I made in like 2022 lol

cobalt tree
# fleet trellis https://tenor.com/view/melissabug-thinking-brain-science-confused-gif-26212921

What is so confusing about my question? Because there must be something, as you have thought about mathematics instead of simple ancient logic. You might have committed a mistake of seeing the letters formed in my sentence (which is more Language Arts related than logic, but still) and having mistaken them for variables. This is still a rookie mistake, as first of all, you don't have the value to those variables, leaving you with the most simple result and nothing to simplify, and second, as I have said, there are no numbers related to the problem, making your use of complicated geometrical formulas and problems look more like a meme, which are considered forbidden here in the Doomcord.

red spire
#

Ty tho already made my own custom texture i think it looks good

cobalt tree
old turtle
# cobalt tree what even is alpha doom

Alpha doom is versions 0_2, 0_3, 0_4, and 0_5 of dooms development stages from February to May of 1993. They are very simple compared to the doom that was released to the public.

A lot of the levels are different, either simpler, unfinished, or different in certain areas. Items are different, so are some enemies. It's a cool little bit of doom's development that I've taken special interest in.

jolly nymph
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could someone dm me a blank base .pk3 file with just a normal folder in it. ive tried every single way to make a zip into a pk3 and ive been losing braincells. nothing has worked. im being serious. and ive made sure the hidden stuff is off, renaming is allowed. all of it. please, this would be a major help.

keen valley
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Is there a tutorial on how to add custom enemies to Ultimate Doom Builder??? I've watched like three videos and tried three separate times to add custom enemies, I've used the same programs that the videos use, aside from GZ doom builder being replaced with ultimate doom builder, and enemies still aren't showing up in the editor.

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All the videos that I'm finding are like 4+ years old, The comments of the videos say that it works, but I can't get it to work in the slightest

keen valley
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I mean these are the three videos that I watched, usually chubz can explain it and make it work, and I still couldn't get the monsters to show up

And if not chubs then lazy gamer usually does good, but I still couldn't get it to work, all I need are scientists zombies, which they even used the female scientist zombie as a demonstration monster, I couldn't figure it out for the life of me, is there a dumbed down video or explanation on how to get these things to work

whole blade
red spire
#

Skippy

cobalt tree
keen valley
#

I can post them once I get home, they're not really mine they're from around 667

keen valley
haughty flower
cobalt tree
keen valley
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Yeah I was trying to put them in to my wad because that's what the past few videos have said to do

cobalt tree
haughty flower
keen valley
# cobalt tree do you have SLADE 3?

Ayup, follow the videos note for note, but I'm not sure if there's a difference between using GZ doom builder and ultimate doom builder with this way of doing it, but yeah I was putting them into my wad using Slade

cobalt tree
haughty flower
cobalt tree
cobalt tree
#

little did he know, it was a doom 2 level

haughty flower
cobalt tree
keen valley
haughty flower
cobalt tree
haughty flower
cobalt tree
haughty flower
#

Okay! If it's not too much trouble, I'll talk to you in a little while.

royal wave
haughty flower
royal wave
#

OUICKSAVE

haughty flower
#

Ohhh

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I am blind

onyx scroll
royal wave
#

Making people suffer is sorta my thing

onyx scroll
#

:(

royal wave
#

Have you played GZChaos

onyx scroll
#

I've tried it, yeah

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Mainly because you advertised it on here once

keen valley
storm charm
red spire
#

what engine should i use for ultimate doom maker

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also what engine is the best if i wanna do vanilla doom with higher resolution

onyx scroll
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And seeing you want vanilla, select Doom v1.9 or Ultimate Doom depending if you want Doom 2 or Doom 1

onyx scroll
# onyx scroll Crispy Doom

I will mention most ports with compelevels will also more than suffice (DSDA-Doom and Woof! for example) when they are on -complevel 2 for Doom 2/Doom v1.9 or -complevel 3 for Ultimate Doom

onyx scroll
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I haven’t used UDB in a while

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But basically don’t select anything that says UDMF or Heretic

stable sun
#

i am almost finished with my map electron soup, anybody interested to try it? feedback is welcome
doom 2, uv only, boom compatible, tested in gzdoom and dsda

stable sun
red spire
#

Maybe thats a good thing i want it to feel kinda old

onyx scroll
onyx scroll
#

if you do, then Crispy clearly still has a too low resolution for you

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in that case use Woof or DSDA-Doom (I personally prefer Woof)

red spire
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Im working on a doom game based around rifts in space time i think its gonna be cool

onyx scroll
#

W

red spire
#

Cruicible in og doom will go crazy

stable sun
#

these are from comunity chest 4 pack , if i remembered it correctly

normal arrow
#

are no news links allowed or something?

normal arrow
#

What the heck is with the bot

supple violet
#

Anyone experiencing moddb errors?

elfin bluff
#

anyone know what causes the all screens to suddenly go black when in gzdoom fullscreen. it was working before but then it just suddenly started doing this and i can tfigure out why

strong shell
#

what exactly does Weapon.SlotNumber do in decorate/zscript files?

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sorry not SlotNumber, SelectionOrder

supple violet
idle kite
#

Patience

supple violet
#

Is it down or not?

strong shell
#

works for me

supple violet
#

I cant download anything in moddb it just says " returning unknown server error"

hearty pagoda
#

i tried ashes 2063 and it is super good

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west coast fallout and mad max mixed with gzdoom

stable sun
#

https://www.doomworld.com/forum/topic/148335-electron-soup-short-single-scifi-d2-map-rc2-boom-compatible/ updated , more resources, hmp diff, design fixes etc.. if anyone is interested

keen valley
#

How would I pull off the floor raise and texture change in Ultimate Doom Builder? (UDMF format)

supple violet
#

I cant download mods anymore and idk why

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WHAT DO I DOOO

wild kraken
#

or stop using edge

supple violet
#

Im not on edge

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Im on firefox

wild kraken
#

oh

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maybe try a chromium browser

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most sites are broken on non chromium browsers, so something like arc, chrome, or opera will work wonders

supple violet
#

On opera now...same thing

keen valley
supple violet
#

No

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Same with chrome

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What the fuck?

onyx scroll
#

@supple violet all you can really do now is wait ig
check your time/date as well, that could be the issue

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if it's not the issue, I'd say wait and get your WADs from the Doomworld idgames Archive Frontend

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though you won't be finding stuff like Brutal Doom on there more than likely

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usually Limit Removing, Boom, and MBF/21 maps get uploaded there

river kiln
stable sun
haughty flower
stable sun
#

lol ok, so pfp is profile picture

red spire
river kiln
kind sentinel
#

can someone plz give me a link to original doom footstep tracker mod? i need it but i cant find it

hearty pagoda
haughty flower
stable sun
storm charm
#

robocop mod

proper bear
#

anyone has an up-to-date smooth doom recent version download link?

keen valley
#

I can't tell if I'm doing something wrong, whenever you have phase lighting, I thought that there was a way to make it only go down to a certain level of darkness instead of going all the way down

storm charm
#

update

kind sentinel
#

how do i do this?

#

i want the new doom weapons but i dont know how to active this mod with gdl launcher

whole blade
kind sentinel
#

so i put the zslorweapons.zip in the zdl and id24res(which i literally did) but how can i summon the weapons that i put?

mystic ibex
#

Is there a way to run pk3 files on the prboom port?

#

Trying to run doom mods on my iPhone, but I can’t get them loaded on retroarch

lusty dove
#
  1. prboom+ does not support the pk3 file format
#
  1. any mods that are pk3s are almost definitely designed specifically for zdoom/gzdoom since that is the only thing able to load that file format, and therefore it is using a ton of gzdoom specific features that wont work in anything else
#

gzdoom is practically its own separate game engine at this point because it has so many extra features stacked on top of it

#

mods made for gzdoom are not even really doom mods, they dont work in any other versions of doom itself, only in the heavily modified gzdoom

mystic ibex
#

Then is there a way to get gzdoom running on retro arch?

#

I guess not, since there is no lib retro core

lusty dove
#

its in an app called delta touch, but its not free'

median garnet
#

I guess I ask this here

#

Is this seriously doom 2?

onyx scroll
median garnet
#

Cool

onyx scroll
#

Assuming the picture is Total Chaos, by the way.

median garnet
#

It is

mystic ibex
onyx scroll
#

Called GenZD

lusty dove
onyx scroll
onyx scroll
mystic ibex
#

$2 not that bad, though I might wait a bit before buying it

#

I also found out idos is back

sturdy zephyr
#

Anyone got any good maps for brutal doom

supple violet
#

Been getting this error for the last month

#

Cba anymore

#

I give up

#

Idk why im even mentioning this..noones gonna help anyway

dreamy torrent
runic fjord
runic fjord
#

I’m not BUYING anything

fleet trellis
#

@Mr Doggo

#

doggo?

onyx scroll
fleet trellis
proud bough
#

Okay, can someone help me out here. Everytime I load up a wad I've been working on for MONTHS, it just says it's invalid. idk why or how.

royal wave
proud bough
royal wave
#

UDB or Doom Builder?

proud bough
#

UDB, my apologeese.

royal wave
#

I would recommend restoring a backup. UDB now automatically makes backups of your maps

proud bough
#

Oh, thank god.

#

Thanks.

royal wave
#

Navigate to where you have you map saved and you'll see .backup1 .backup2 or something like that

proud bough
#

I found it.

storm charm
#

robo cop

idle kite
idle kite
storm charm
#

uh, i might've over done it with the final encounter

idle kite
#

Use custom enemies

idle kite
shut crane
#

Guys I really wanna reach the level of detail of some wads like Sunlust or Speed Of Doom, any tip you can give me to make my levels prettier?

cold heath
#

can anyone help me? why does the "edit linedef" look different when i look at doom+doom2 wads, compared to the map im making myself? im confused lol. I just want to make a door and ive been stuck for like 30 minutes+ (map noobie here)

lost quest
#

Hello, I'm new to this discord server as I was directed here while searching for how to create a Doomworld account. I saw up this thread that someone had the same problem and was told to contact Mordeth, I wish to do so but I have no idea what their email is or how to access them.

I really want to share the maps I've been working on with a wider audience, as where I've been posting them (the zdoom forums) doesn't have as much traffic as Doomworld.

If you want to see the most recent map I've made (the Tomb of Frustration) here's the link to where I've uploaded it on that forum: https://forum.zdoom.org/viewtopic.php?t=79631

lost quest
cold heath
onyx scroll
#

UDMF gives a lot more control over things, but can't be played out of GZDoom pretty much

cold heath
#

Thank you so much, ill try to switch the format next time.

onyx scroll
#

it depends what you're doing

#

if your map is intended for GZDoom, just use UDMF

cold heath
#

i used the standard one just now, i can now make doors work lol, thanks for the help

lost quest
onyx scroll
lost quest
onyx scroll
#

Excuse me, I meant Decorate was deprecated.

#

But anyways, unless support for it was straight up removed, it’ll still work, hence deprecated

lost quest
#

Ah, yeah, I am not nearly talented enough to make my own actors. I'm just using commands like Floor_MoveToNearest, TeleportThing, ActivateThing, NoiseAlert and such stacked in scripts so one trigger can do multiple things.

Oh, and ChangeSky and ChangeMusic to set custom skyboxes and dynamic music tracks too.

onyx scroll
#

You’ll get there, don’t worry

lost quest
#

So, what's the difference between ACS and Zscript? As far as I'm aware ACS is for in-level effects like manipulating sectors and actors, while Zscript is used for things like defining actors, weapons, and such in the .wad itself.

onyx scroll
#

Primarily because I hate anything ZDoom based

lost quest
cold heath
# lost quest Huh, I guess it's a graphical thing. No idea what's wrong, I'm not a coding guy,...

i just launched the game and there are some things i wanna point out, there is this guy over here (is that on purpose? he doesnt do anything, and the imps were trying to kill him lol but he is immortal) and the button next to him shows this.

so far, i like the map. Also what is that meowing sound? its creeping me out. I like the ambush inside though.

i ran it in ZDL doom 2, source port is gzdoom. Anyways ill finish this, i like it alot!

onyx scroll
#

Oh yeah, you may be able to turn off crouching, freelook, and jumping and may be able to use a software renderer, but the thing is pretty much every mod/map made for GZ requires those 3 things and you can’t really use freelook without a hardware renderer.

lost quest
lost quest
onyx scroll
#

I ain’t shaming you for using it, I just personally don’t like it.

cold heath
lost quest
lost quest
# cold heath ima just assume its a normal sound from doom i am not too familiar with because ...

Yeah, it's probably the default searching sound like half the enemies use you're hearing.

And the map took me about a week, I started working on it last Thursday and uploaded it this morning.

That arena is my favorite room in the map. It's a confusing fight between you and a horde of teleporting enemies, set in the atrium of an Egyptian tomb (I didn't actually use the Egyptian textures because I don't really like them). Plus it doubles as a hub room and [spoiler].

#

Oh, and @cold heath, if you want to play the actual first map I made you can find it in the attached link. It took twice as long to build and isn't as good, but it's there if you want to see it.

https://forum.zdoom.org/viewtopic.php?t=79460

cold heath
#

that was ridiculously fun, the transitions were also crazy, i was always on the edge of my seat. you inspired me alot, ill definitely check out your first map to see how far you've come. thanks for sharing!

lost quest
# cold heath that was ridiculously fun, the transitions were also crazy, i was always on the ...

Aww, thank you! The cool portals were actually a happy accident. I kept getting graphical bugs going through them, so I made them super dark and put a bunch of stuff in your vision so you can't see them when they happen. I think they look really sweet.

Also, did you check out both paths? The level is balance so you can either go through the portal or the caves in the flooded room and be able to beat it without needing to backtrack.

PS: How hard was the portal maze to get the blue key? One of my friends says I should add a secret solution to it somewhere, but I think that would cheapen it a little.

cold heath
# lost quest Aww, thank you! The cool portals were actually a happy accident. I kept getting ...

I got through both of the areas, also the portal maze took some time, i literally had to memorize it but, i think its alright, it didn't get dragged on too long. Also highkey freaked out when i saw myself on that corridor thing with the stairs to the mancubus. I did feel pretty starved at the start to be honest, i had to punch down pinkies alot because i kept running out of ammo, but i managed

lost quest
# cold heath I got through both of the areas, also the portal maze took some time, i literall...

It's a lot easier if you go through the maze with the map open, as the route is very easy to remember: up-up-down-down-left-right-left-right.

I'm glad you love the corridor, it's one of my favorite pieces just due to how deceptively simple it is (the whole thing is just two portal linedeffs).

As for ammo, have you tried searching the whole hedge maze at the start? There's a box of shotgun shells and a chaingun for you if you do.

cold heath
lost quest
# cold heath Oh my god i didnt get the chaingun, that would have been useful. But i did get t...

Hah, yeah, I guess I forget that some people don't obsessively search every nook and cranny of a map. I should probably put multiple weapon placements in my next map so people who miss one can still get the weapon.

As for the automap, it is basically your truesight on this map. I tried to cover it up as much as I could, but you're just gonna be able to see things coming with it. It can also let you cheat the maze if you go through your first time because looking through a portal updates your map with the room on the other side, so you can carefully look down each portal to see which one reveals a new room.

cold heath
#

Yeah i know right, some wads do just completed remove the map altogether, like myhouse.wad. really hides everything lol

lost quest
# cold heath Yeah i know right, some wads do just completed remove the map altogether, like m...

Heh, I've actually looked at myhouse in Ultimate Doom Builder. It's actually stupidly simple how everything works, what I did in that infinite hallway is about as technical as the actual teleports go. There's also a bunch of code to set the right line teleports based on picked up items and such, but the actual implementation is basically just brute force.

I feel like hiding the map would be rude. Sure it gives them information, but they had to be clever enough to think of that solution in the first place. That's the kind of thing someone would do when trying to beat the actual Tomb of Horrors (like hiring a dwarves mining team to dig through the walls, or taking all the easy to reach adamantine doors because they're worth more than the actual loot in the tomb).

#

Okay, I'm gonna go to bed now because it's late. Good night! I'll update the map in the morning.

fierce yoke
brave hemlock
#

this is quake in doom not doom in quake

#

well i guess its both and neither at the same time

fleet trellis
lost quest
sudden mason
sudden mason
lost quest
sudden mason
lost quest
sudden mason
lost quest
#

Yes, I am using UDMF.

royal wave
#

MAPINFO is just a namespace. Make a text file, name it MAPINFO.txt, tada

#

Most special formats in expanded source ports are just textfiles

whole blade
whole blade
old turtle
#

I'm making a map with conveyor belts and I've got a few questions.
first: The westward moving sectors do not move the texture while all others do, why is that?
Second: The westward moving sector is faster than the other moving sectors, is there a way to fix this besides just using a slower speed?

sudden mason
lost quest
royal wave
#

What specifically do you need in the mapinfo?

#

Defining a map, skill, episodes?

patent gull
#

How do you guys roughly estimate the length of a level for a player if it takes you, the creator (for example) 5 minutes to complete?

lost quest
royal wave
#

So in your mapinfo, you want to have a block like this for each map :

MAP## "My Cool MapName"
{
  NoCrouch
  NoJump
  Lightning
}```
#

Where it says MAP## you want to replace ## with the mapslot that your maps are occupying

#

So if your map is either MAP01.wad in the maps folder, or has a MAP01 marker, you'll put MAP01 in place of MAP##

lost quest
#

Oh, cool! And I need to put the name of the map in "My Cool MapName"? So for my most recent map I would write "Manor of Mystery." And yes, it is MAP01.

royal wave
#

Yes exactly

lost quest
#

Where would I put it in SLADE? After ENDMAP I assume? Before or after textures?

royal wave
#

Top of the wad as you can get

lost quest
#

Ah, okay.

royal wave
#

I do recommend switching to a PK3 format instead if you're using UDMF, unless you're not targetting GZDoom

lost quest
#

How do I do that? I've already started building it as a .wad so do I have to restart?

royal wave
#

No restart necesary, but you will need to reorganize your assets

#

the PK3 format is nothing more than a fancy zip

#

But it makes it much easier for you to organize everything

lost quest
#

Huh, and how do I do that? I would like to do it now so I need to change as little as possible.

#

Also I just created the MAPINFO. Does this look right?

MAP01 "Manor of Mystery"
{
NoCrouch
NoJump
Lightning
}

royal wave
#

that looks correct

lost quest
#

Cool!

#

So how do I change it to a pk3?

royal wave
#

First, you're going to want to make a new folder to store it in. Slade lets you edit folders like they're a wad.

lost quest
#

So do I make a new archive?

royal wave
#

Not in slade. a literal new folder in your computer

lost quest
#

Oh, okay!

#

I'll do that. What should I name it?

royal wave
#

Whatever you want

lost quest
#

Okay, I made the file.

royal wave
#

Then it's a matter of organizing your assets into the correct folders. Here's a screenshot of my current project so you can get an idea of what I mean

#

See how the maps are in the MAPS folder?

lost quest
#

Oh... I see. Is there a list with the specific order I need.

royal wave
#

That's the best part, there is no order

#

as long as the names are correct, it doesn't matter where the files are

lost quest
#

Oh cool! Well, right now I just have the base map data, so where would I put it? I'll send you a photo of my SLADE.

royal wave
#

You'll want to save your map into the maps folder

#

See how I have MAP01.wad in mine?

lost quest
#

Yes. Here's my SLADE:

royal wave
#

I assume you're using Ultimate Doom Builder to make your map?

lost quest
#

Yes. UDMF format, working off GZdoom g4.11 (I know there's a new version out but I can't figure out how to transfer saves and I still haven't fully beaten Doom 2).

royal wave
#

Like I said, save that map from UDB into the maps folder

#

In the folder I told you to make, create a MAPS folder

lost quest
#

So should I just drag it over from where I keep my UDB maps?

royal wave
#

That can work too

lost quest
#

Wait, won't this cause the UDB backup saves to also save to that folder?

royal wave
#

Yes

#

We'll get to that

lost quest
#

Okay, now what?

royal wave
#

Now we're going to point slade to this folder. On the top left, you see the two folder icons? You want to click the one that looks like the outline of a folder

lost quest
#

Open shortcut?

royal wave
#

Open Directory

lost quest
#

Or open directory?

#

Oh, ninja'd.

#

Okay, I opened the new folder in SLADE.

royal wave
#

Let me see what it looks like

lost quest
royal wave
#

and in the maps folder is your map?

lost quest
royal wave
#

rename it to MAP01.wad

lost quest
royal wave
#

Cool! Be sure to save the project. Slade won't forward changes to GZDoom unless you save

#

after that, hit the play button and start up your map

lost quest
#

Yep, I saved. Now what?

#

Wait, from SLADE?

royal wave
#

Yes! There's a play button

#

you can still use UDB as well, don't worry

lost quest
#

Give me a second to link it to GZDoom.

royal wave
#

We're just making sure everything is working before the next step

lost quest
#

Problem, it said "Could not find MAP01". I couldn't take a screenshot because when it tried it closed GZDoom.

royal wave
#

Did the window that popped up look like this?

lost quest
#

Yes.

royal wave
#

uncheck manor of mystery

lost quest
#

Done.

royal wave
#

Slade will include all opened sources as launch options, my guess is the MAPINFO in the .wad is causing conflicts. Try launching it now

lost quest
#

Same problem, "Could not find MAP01".

royal wave
#

Can you double click on the MAP01.wad?

#

send screenshot

lost quest
royal wave
#

okay yeah. We'll need to take out the MAPINFO and D_RUNNIN from it. Part of this change is GZDoom really hates it when map wads have extra files in them

lost quest
#

Ah, where do I put them?

royal wave
#

the root of the folder

lost quest
#

The D_RUNNIN is actually "Waiting for Romero to Play".

#

Also, where is the root of the folder?

royal wave
#

In my shots, you see how I have a bunch of text files that aren't in a folder? That's the "root" location

#

D_RUNNIN can actually go in the MUSIC folder

lost quest
#

Okay, I'll make those folders now in SLADE.

#

Okay, D_RUNNIN is now in MUSIC, where do I put MAPINFO?

#

Just in the main folder?

royal wave
#

the root

#

yes, main folder

#

be sure to save after these changes

lost quest
#

So the main folder is called the root, got it. That was confusing me.

royal wave
#

almost done if this fixes it

#

try launching now

lost quest
#

How does this look?

royal wave
#

exactly as it should

lost quest
#

Okay, testing!

#

And another problem.

royal wave
#

OH yeah, okay, that's actually good, means we're progressing

lost quest
#

Yay, progress!

royal wave
#

it needs to be map MAP## "map name"

lost quest
#

Now it's

map MAP01 "Manor of Mystery"
{
NoCrouch
NoJump
Lightning
}

royal wave
#

so add the word map before MAP01

lost quest
#

How do you put words in little boxes?

royal wave
#

by doing ``this`` you will get this

lost quest
#

''this''

royal wave
#

and by doing ```this``` you'll get this

lost quest
#

this

royal wave
#

there you go

lost quest
#

Okay, let's get back on track. I'll test it again.

#

Well, it works but everything is covered in missing textures. How do I import my textures?

#

I'm using two sources, GOTHICTX and cfmanson.

royal wave
#

Easy fix

lost quest
#

Oh, and a resource pack that gives Doom 1 textures in Doom 2 because I like them.

royal wave
#

place those two wads at the root

#

Generally, wads in wads (aside from the maps) is a bad practice. For resources like this, not a big deal, but do not rely on that for everything you borrow

lost quest
#

Okay they're all there.

royal wave
#

each .wad you'll be adding to your PK3 will slow down load time, so keep that in mind

lost quest
#

Understood. Those are just resource files, though they do have a lot of duplicate Doom 2 textures. But the last time I tried getting rid of those I accidentally made LAV2 just disapear until I rolled back, so I'm not trying that again.

#

Though some GOTHICTX textures have the same name as base textures, so they keep getting overwritten whenever I try to use them.

#

They're animated candles using the lava textures.

royal wave
#

So last step, we need to tell UDB that you're using a folder now

lost quest
#

Okay, how we do that?

royal wave
#

open up your map in UDB

#

Edit -> Map Options

lost quest
#

Should I close it in SLADE first?

royal wave
#

Yes

lost quest
#

Wait, so how do I open it? I'm on this screen.

#

The top one a twelve year old brother of a friend made when I was showing him UDB.

royal wave
#

You'll be opening MAP01.wad in the MAPS folder

lost quest
#

Okay!

#

Do I keep the editing resources as is?

#

Because now everything is a missing texture.

royal wave
#

You mean the map options window that pops up?

lost quest
#

Yes.

royal wave
#

We'll be working from there actually

lost quest
royal wave
#

Edit -> Map Options

lost quest
#

Oops, I'll close and reopen it.

#

Wait, nevermind, I think I'm where I need to be. I'll find what you're asking me to search for.

#

Map options open, now what?

royal wave
#

Send screenshot

lost quest
royal wave
#

there's.... a bit to fix there, but we'll ignore that. Are those custom texture assets in that list?

lost quest
#

Yes. And I assume it's the GZDooom pk3 files?

royal wave
#

the only pk3 you need there is gzdoom.pk3, but those others aren't going to hurt it

#

remove the .wads for those assets. click on them, then hit remove

lost quest
#

Yeah, I just have those there to test the dynamic lighting to make sure nothing is clipping through walls. Is there a way to force dynamic lighting in the MAPINFO file so I don't have to construct maps for play both with and without it?

#

We'll discuss that after we fix this problem though.

royal wave
#

I see. Don't worry about it then if you actually need them for that

#

for now, remove the asset wads

lost quest
#

I can't, everything is greyed out and won't let me remove them.

royal wave
#

ah, you've got them loaded elsewhere

#

okay, easy fix. Exit out of that

#

navigate to tools -> Game Configuration

lost quest
#

Exit out of what? Only Discord, Chrome, UDB, and file explorer are open.

royal wave
#

Map Options

lost quest
#

Oh, okay, I found it.

#

Just remove all the .wads?

royal wave
#

So here is where you define the assets you want loaded for every project

#

You want to keep things in here like GZDOOM.pk3 and DOOM2.wad, but not for things like custom assets

lost quest
#

Ah, I see. So I should remove those now?

#

I removed them.

royal wave
#

yes. At the minimum, you want to leave in GZDOOM.pk3 and DOOM2.wad

#

Here's mine for example. Every time I want to make a Doom 2 UDMF map, it auto-includes those two

lost quest
#

Okay, here's what I have.

royal wave
#

perfect

lost quest
#

Nice!

royal wave
#

Now navigate back to map options

#

Map options is where you'll define what assets you need loaded per map.

lost quest
#

Now what, everything is still greyed out.

royal wave
#

that's exactly what it's supposed to be

lost quest
#

But I'm still missing all the textures in the map.

royal wave
#

almost there

#

Add Resource -> From Directory -> Point it to your root/main folder -> OK

lost quest
#

Done.

royal wave
#

Should reload now and place in the missing textures

lost quest
#

They're there now! It looks like a palatial southern estate again!

royal wave
#

awesome!

#

So now you have your project in the modern format. Adding in stuff now just involves placing it in the right folder

#

textures, sounds, sprites, etc. etc.

lost quest
#

Cool. So I can set up a SNDINFO folder and such to get custom sound efects, like evil laugher, "Groovy", and such?

royal wave
#

SOUNDS folder and SNDINFO lump

#

but yes!

lost quest
#

Got it!

royal wave
#

now to distribute your project, you navigate into your main folder, and put everything in a .zip

lost quest
#

I think that's why my prior attempts at adding sound effects didn't work.

royal wave
#

then rename the .zip into .pk3

lost quest
#

So I'm assuming things like winzip don't try to actually unzip it?

royal wave
#

More so people don't unzip it think you are supposed to open it up

#

Most people expect a .wad, but if they see a .zip, they think to open it up and suddenly there's a vomit of files in their computer

lost quest
#

Cool. So I guess I'm ready to just start building now.

royal wave
#

yup!

lost quest
#

Thanks for all you help, really! If I ever have any more problems I'll make sure to talk to you!

royal wave
#

try sending me a pk3 so we can see if that made sense to you

#

be sure to delete anything it doesn't need. The way I do it, I'll copy the files to somewhere else, and just delete stuff

royal wave
lost quest
#

That's alright, I only work with GZDoom anyway, both because it's user friendly and because it lets me do MyHouse style nonsense that I find really cool.

#

And here's the file I finished. I assumed I renamed it wrong because it has two endings.

royal wave
#

You zipped it one folder too high

lost quest
#

Ah, I see. I'll try again.

royal wave
#

aside from the renaming, that's it!

lost quest
#

And how do I rename it correctly?

royal wave
#

I assume you have file extensions turned off

lost quest
#

Yes... how do I turn them back on?

royal wave
#

in windows explorer, the file browser, View -> File name extensions

lost quest
royal wave
#

👍

#

Don't be afraid to ping me if you need help, but keep in mind I'm not going to hold your hand for everything. A better place you can get help from aside from me is the ZDoom discord

lost quest
#

Oh yeah, I know. But thanks for all the help anyways! I think I've got it from here.

royal wave
#

What sort of "MyHouse" experience are you hoping to make, if you don't mind sharing

lost quest
#

A map inspired by the Haunted Mansion from Disneyland, and the ghostworld library level of the Ghostbusters Video Game (the one with the original cast). So things like infinite hallways, changing rooms, hidden teleports, geometry shenanigans, stuff like that. Less MyHouse, more Evil Dead meets Ghostbusters (I think they actually have in a comic book).

royal wave
#

Oh man another Ghostbusters player, never thought anyone else played that

#

That sounds pretty rad!

lost quest
#

Yeah man, that game was so fun, I played it two or three times a year as a kid. It was the best. I love how just in the world it feels, like you're actually there. And reading the spirit guide descriptions of all the ghots and curios was so cool. Sure, it was a little stupid at times (they never really explained how the Staypuff Marshmallow Man was back) but overall it was really really awesome. My favourite levels are the library, Shandor's island, and the museum.

royal wave
#

I replayed it when the remaster came out and had to quit at the end of the library. That boss is stupidly unfair at the hardest difficulty

lost quest
#

Yeah.

#

Huh, I just tried to play the level and the music isn't working. I'm not hearing Waiting for Romero to Play play.

royal wave
#

music = "D_RUNNIN" in your mapinfo

lost quest
#

Ah, fixed.

royal wave
#

also if it's waiting for romero to play, you don't need to include it in your music folder

lost quest
#

Also the lightning isn't working.

royal wave
#

if you replace D_RUNNIN with the original file name, it'll work like that

lost quest
#

Wait, the light level is 255, I need to lower it so that it can actually increase with the lightning strikes.

#

To D_ROMERO?

royal wave
#

Lightning also only affects sectors with sky textures. For actual flashes into the building, you'll need to get more technical

lost quest
#

Inside lightning?

royal wave
#

That's not as straight forward as it seems. Lightning carries over from Hexen, which those maps have a lot of map geometry exposed to sky

#

It will only illuminate sectors with sky above it, but no glowing effects or illuminating adjacent rooms

lost quest
#

Ah, right... well, maybe I could set up code in ACS to have certian sectors flash with lightning after a random delay?

royal wave
#

You could, not difficult

lost quest
#

I don't need dynamic lighting, just having the windows and a sector behind them into the hallway flash like in a movie would work.

royal wave
#

whatever approach works easiest for you

#

Looks fine enough

#

'scuse me vega?

lost quest
#

What just happened?

royal wave
#

Our bot thought you spammed

lost quest
#

Okay... Anyway, this is what I made before I was so rudely interrupted:

Script "lightning" OPEN
{
Delay (Random (175, 700));

Light_RaiseByValue (8, 50);

Delay (5);

Light_LowerByValue (8, 50);

Restart;

}

royal wave
#

also you can use ```triple ticks``` to get nice code likes like this:

Script "lightning" OPEN
{
    Delay (Random (175, 700));
    Light_RaiseByValue (8, 50);
    Delay (5);
    Light_LowerByValue (8, 50);
              Restart;
}```
lost quest
#

Oh, cool!

royal wave
#

code looks fine to me

lost quest
#

Nice! I would set up some kind of thunder sound effect that triggers with it, but I realize that I would need to set up some kind of check for nearness to the sector, or set up a ton of map spots or something, so I'm not gonna do that. Probably because it would also get annoying.

#

It was fun talking to you. I'll make sure to send you the map once I've got a beta build working.

lost quest
#

Okay, one final thing. I want to replace the secret sound with this audio of Ash Williams saying "Groovy". How would I go about that, since the secret sound is a port-exclusive thing I can't just change the name of some audio files.

#

I found something that recommended I replace DSSECRET with something else in the SNDINFO file.

spring nexus
#

how do we make sprites? are they instantly pixalated in game?

warm zenith
#

Pixel art

idle kite
keen valley
#

Oh this is going to make mapping very cool, tedious, but in the end it'll be cool (this is just a test map)

#

But I do have a question that comes with this, there's a delay every time I go into a new sector with the different music, is there a way to get rid of that delay?

crimson crescent
#

Does anyone know a dead enemy marker script for Doom Buldier? I want to make a counter of how many enemies you killed.

keen valley
#

Like, on your HUD?

crimson crescent
keen valley
#

Is that not an option that you can see if you expand your screen above where like the facial hot bar is???

crimson crescent
keen valley
#

Ahhh, okay, you want your own dedicated spot for it, okay I get what you're saying, sadly nope sorry boss, no idea how to do that I'm still new it adding things in

crimson crescent
keen valley
#

I remember I tried making a script so that whenever you killed all the monsters In a certain area a door would open, it did something, but the script didn't execute so I just ended up scrapping that idea and putting a button in the arena

#

The only thing I've learned how to do recently is like import textures and certain monsters and weapons

crimson crescent
keen valley
#

What kind of script are you trying to use, that all depends

#

Because I'm pretty sure there is a major difference between say PR boom or some other source port V S ACS

crimson crescent
#

Well I'm trying to use hexen scripts

onyx scroll
crimson crescent
onyx scroll
crimson crescent
onyx scroll
#

then it'd be stuck pretty much on GZDoom just an fyi

#

as pretty much only GZDoom has up-to-date ZScript and the few other ports that support ZScript somewhat are all ZDoom based

#

I'd say best bet is to look into what you can

#

because most ports nowadays have built-in kill counters

broken acorn
#

How to fix shitty performance with classic doom that was modded with project brutality

broken acorn
#

oh nevermind i fixed that

shut crane
#

Is there like a sprites pack of Doom 64 weapons? I wanna just replace weapons sprites with Doom64's ones for my wad

idle kite
patent gull
#

Hey, is it common practice to use mods and put it in your own pk3 (with credits), so that people don't have to manually download and activate them? Or is it better to not do that

royal wave
#

It’s used every now and then, but largely depends on the context

#

The important thing to keep in mind is that having wads in wads can impact performance, so if the stuff you’re including are some heavy hitting mods, it’d be best to provide them as separate downloads instead

patent gull
broken acorn
cold heath
runic quarry
#

guys i made a standalone game for gzdoom in an iPk3 file (like iwad) and the whole game runs but whenever you try to save the game it says save failed and nothing else

#

i asked in zdoom forums to no response

runic quarry
#

nvm i fixed it

mortal ember
#

an in progress map i just started on

lost quest
#

Hi, I just found a cool sky texture I want to use for my level but I can't seem to stop the game from overwriting it with the default sky textures.

#

Never mind, I just named it "Sky6" and changed the name of all the pointers. Now it works.

haughty flower
#

some sprites I've made

haughty flower
#

I'm using this for my doom mod

livid flax
open plaza
#

well i am now officially making my first doom mod ig

open plaza
broken acorn
open plaza
desert pulsar
#

It looks okay

open plaza
#

a sneek peak of my first level in my new doom mod, Doom: THE STRONGHOLD

onyx scroll
open plaza
#

Hey uh guys? Remember myhouse.wad? Well after digging in the google drive I’ve found some new stuff… and some wierd things hidden at bottoms of texts files or whatever… also am I fucking tripping or does the date of creation say 1899

open plaza
#

Even the map which functions fine

#

Damn myhouse.wad has so many secrets

onyx scroll
#

Well, the file properties specifically

#

Could’ve been purposely modified

open plaza
onyx scroll
#

I never played my house so idk

open plaza
#

I think this specific date means something though

onyx scroll
#

I have no willingness to play it either

open plaza
#

I haven’t seen anyone point out the date are many things

#

So it must be new

onyx scroll
#

Maybe idk

open plaza
onyx scroll
#

Or something’s fucked up

open plaza
#

I just need to figure out what that date means

onyx scroll
open plaza
#

Or maybe it is just nothing

open plaza
#

Hey what did u think about the layout sneak peek of the first level in my doom mod

onyx scroll
#

It looks fine

open plaza
onyx scroll
#

You making the level in Slade? You running older hardware or Linux?

open plaza
onyx scroll
open plaza
#

Oh yeah, and I use a sprite and ms paint to edit sprites

onyx scroll
#

More than likely the level won’t run in DOS anyways unless the level also works in Chocolate Doom

#

W MS paint

open plaza
#

I mainly use asprite

#

Anyway ima have some zzz’s

#

See ya!

onyx scroll
#

Cya

lost quest
#

I keep encountering this stupid SNDINFO error. Everything seems to be defined correctly, but UDB keeps saying "SNDINFO error in "Manor of Mystery\SNDINFO.txt", line 1. Mixing old and new sound assignment format is not permitted." This is my SNDINFO code:

#

Yes, I'm making an Evil Dead themed map.

royal wave
#

you don't need the = in sound info

#

sound/name "path/to/sound.mp3"

short harbor
#

Anyone have sprites of a shocktrooper holding a plasma rifle instead of the unused assault rifle?

languid iron
#

Hi

open plaza
#

hey guys, here is the doomworld page where i will be posting snapshots and sneekpeeks and takling about my new doom mod that im making (its also my first lol ig): https://www.doomworld.com/forum/topic/148658-sneak-peak-of-my-new-doom-mod-doom-the-stronghold/?tab=comments#comment-2857728

mortal stream
#

kinda sucks that so many people added MyHouse.Wad to the mods browser yet the kex engine can't run it at all. it is sad day

#

also is there a way to have gzDoom support Controllers? cause when i play games i have more fun using controller than playing on keyboard and mouse

onyx scroll
#

and by the way, if you want a more vanilla style port that supports controllers, Woof works great for that

mortal stream
#

ah ok

#

thanks

idle kite
haughty flower
steel topaz
#

what does floor alignment and ceiling alignment do?

whole blade
#

Typically you need a udmf map format to allow this, although it can be done with ACS scripting as well (but it's very laborious)

haughty flower
#

I've managed to recreate "Ash's hero theme" from the part where he saws off the barrel of the db shotgun...

lost quest
worn temple
#

hi

solemn harness
#

hi guys

bronze jewel
#

Yo.

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steel topaz
#

guys can someone tell me why gzdoom builder says that my custom wad has no maps in it even tho slade says it has?

oblique pagoda
quick rose
spark fossil
#

im hoping i can just use the KEX port of doom for playtesting maps and not having to rely on something else

onyx scroll
#

If it doesn't run under that try GZDoom. If it runs in GZ but not Woof, you have either UDMF or some other format that KEX and those other engines don't support

#

if you wish not to do this yourself you can DM me the WAD and I'll check it myself

spark fossil
#

alright

subtle raptor
#

does anyone have experience in writing MIDIs for DOOM maps via FL studio?

#

trying to get started for some friend's custom maps and having a few hiccups, mostly with instrumentation

oblique pagoda
#

Do you guys know if it's possible to create a custom item in ZScript that when collected increases the player's max health by a set number each time. I tried creating it by using player.MaxHealth += 10 but it never increases the health value in the status bar beyond 200 and sometimes when I collect the item GZDoom crashes.

#

If this is the wrong place to ask this let me know but I'm stumped.

onyx scroll
empty frost
shut crane
#

How could I improve the layouts of a level? I mean, how do I make interesting layout etc. For a level

tepid kayak
#

make multiple ways in and out of a room, make views of the outside, give better weapons as the level goes on, make sure it can be done from pistol start, give strong weapons for strong enemies, make interesting secrets, strategically place berserk packs, make sure the player has enough ammo by placing zombie men and shotgun guys

#

include both cramped and wide areas, do not make square boring rooms

#

use slanted stuff and toxic water

tepid kayak
atomic drum
#

I'm a bit late doing this, however I would like to share with you all a wad me and a fellow mapper Deathdrone have created. It's a sequel to Rebirth Of Damnation, which I have previously promoted. Further details about the wad can be found on Moddb.

https://www.moddb.com/mods/rebirth-of-damnation-part-ii

Rip and tear gamers.

ModDB

You have never played Doom maps quite like these. Continuation of the Rebirth of Damnation story. Highly detailed, chaotic large scale maps. Doom cute. Barrels. New OST. Classic Doom gameplay with a twist. It’s HARD. Can you survive the rebirth?

haughty flower
haughty flower
brave hemlock
subtle raptor
#

oh hey

#

are you aware of any way to incoporate panning/reverb/pitch bend in midis that actually come out in the export?

#

iffy on reverb being possible

brave hemlock
#

midi doesn't really do effects no but you can kinda fake it

#

I've done reverb by layering short notes in quick secession and lowering their velocity according to how long you want them to fade

#

ideally in an ease-out manner

#

panning is built into midis pretty sure but you'll have to apply it to notes themselves

#

in piano roll in fl studio there's this velocity panel and on the top left corner of it there's a little arrow

#

when you click on it you can choose between velocity, pan and something else i dont remember

subtle raptor
#

i've tried note panning, is channel panning the functional one?

brave hemlock
#

but yea that should work in midi

subtle raptor
#

gotcha nice

#

any idea why the midi out channels have knobs for chorus & reverb etc?

brave hemlock
subtle raptor
#

channel panning seemed to work oddly

brave hemlock
#

Doom just plays them all on default

subtle raptor
#

weird because it doesnt come throus in fruity lsd either

brave hemlock
#

I'm not rly familiar with actual Midi hardware

subtle raptor
#

gotcha, weird though because some doom songs def sound like they have reverb

brave hemlock
brave hemlock
subtle raptor
#

ahh gotcha
that's a neat trick for reverb, you can do delay in a similar way - but im wondering about slide notes. some doom tracks definitely sound like they use them but default FL slide notes dont seem to work even in player

brave hemlock
#

no it's just creatively placed notes