#classic-doom-maps-mods
1 messages · Page 18 of 1
could always just open an iwad in slade and convert the mus to midi and see how it's done
true, think i actually have some doom midis already...
placing a couple notes on top of each other probably
like a chord kinda but just transitioning
I know I don't talk here like at all but
help?????
I have no idea what causes this
Closest thing to a reason could be that I accidentally ran this with both ultimate doom builder and slade open at the same time but like, surely there's something I can do about it????
not sure if I need to send my wad file or not for this (if I do, just ask and I'll send it here)
I wanna say GZDoom Jank L GZDoom but I have actually 0 clue what happened
that is veryyyyy concerning
I might just try copying/pasting the whole thing into another file and seeing if that fixes it though
I did not touch the iwad at all
I think the most I did was add like an mp3 file to soundinfo to see if that worked???
I guess that could be it???
I really have no idea at this point
you've definitely scuffed your iwad somehow. reinstall time
on the remote chance it's the port doing something weird, try run it in a different port
but having the same file open in 2 different programs is a very good way to break things
that's only when one's writing to it no?
Hey @onyx scroll, I'm having a problem. I tired to import a couple of textures from Heritic (because they're neat and go with the 'ancient ruins' theme I have for a little side project) but for some reason they won't show up in the 3D viewer (though they will in-game). Let me show you:
There doesn't seem to be a major functional problem, but it is very annoying to work with.
I wouldn't be able to tell you exactly why tbh
And in-game:
wait
Yeah, it's weird. I mean, I can work with it, it's just annoying.
add the WAD as a resource
The whole wad?
yeah
In UDB or SLADE?
You know, that could not have possibly made it worse.
I removed Heretic from the resources and now I'm back to square 1.
Oh, I did add my PWAD to the resources, it did not work.
Also, it's a pk3 directory like how you told me.
Maybe I could compile my textures as their own WAD and use that as a resource?
I guess?
Cool. I have no idea how to do that and I probably wont, I'll just live with this weirdness (and it is very weird, because that Ghostbustery level has perfectly working imported textures).
In other news, is there a way to import the Heretic torch and chaneleer Things? I know that is considerably more complicated, but they're cool and I like how they look.
I honestly don't know
I'd assume you'd be replacing sprites of certain decoration Things
Yeah, probably, but that sounds like work, and the whole reason I started working on this is that I was getting a little tired of the Ghostbustery thing (I have this annoying habit of making things way too big and unwieldy, when I really should be sticking a little smaller). I could send you the WIP if you want to see what I've done so far, and maybe give feedback? It's really the ending I'm having trouble with.
if I wanted to spend a while setting up GZDoom, sure, maybe
but I would rather not bash my head into the wall right now trying to get that mess configured
Did you get the new update? I just did, and have mixed feelings on the UI. It's cleaner, but it's a little trickier telling if it's loading properly or not.
no, I just don't like GZ
Fair enough. My level does make extensive use of 3D floors, lineportals, and all that jazz. Though I am going to be cutting back for this side project, and just make a normal "get key to get key" DOOM level for fun.
Well, maybe a few 3D floors here and there... and a portal or two. Ah hell, I'll just wait and see what I do!
What’s gz?
GZDoom
I see
Also known as doom if it was infested with modern propaganda
Oh wow the messages were 2 days old
Tf you mean propaganda
Propaganda? In my doom?
It’s more common than you’d think.
doom propaganda edition
Modern propaganda? wdym
Curse of non-literal speech
So how hard is it to learn Doombuilder, are there like tutorials and stuff?
I suggest using UDB btw. But the worst part when not using UDMF is trying to find ideas lol. There are tutorials online that you can easily find for any mapping format.
if youve used source hammer before its very similar
assuming not then it's a bit difficult but manageable
dont be figurative here. most of us are autisticc
3:<
im autistic too man
can i not be judged for how i speak?
you can if none understood what you meant
YES I DID IT!! (im new to gzdoom and i made it so when you pick up the shotgun the walls around you fall down and imps start killing you)
Congrats :D
It'd probably take me a really long time to figure that out, my only experience with mapmaking is cause of 2016 snapmaps
same tho, i got help from someone nice on the doomworld forums
holy i dont even know how to do that
that's really cool i love when maps do that, gives you a sense of "oh shit"
yess 
I tried to make Disassembly Drones into the style of Doom.
oh hey that's cool! a real classic
Murder drones doom 2 mod would be sick ngl
Does anyone know where I can find a pk3 file for Reelism 1?
Heretic/Hexen vibes, that's dope
bombonomicon
Lol.
I know this isn't Technically Classic Doom, But I Hope this is a adequate Channel I can get some help
I'm trying to make a retexture of the Doom 3 Alpha Shotgun, but when I load the game up It crashes
Any idea on what I could be doing wrong?
I Got it working, Just needed to use a Completly Difrent Model Port
I tried to make it look a little brighter and less scratchy and steely and remove the details from the Shell ejector
Its Not Great But its a start
Look at that, my first Doom Map! idgames is being weird, and despite doing everything right, it's not uploading onto the site. So ill just put the wad here for people to play if they want.
This is it for me
When you figure out something complex in the editor and you feel like a genius 😎
new wad in progress
A Update To my D3 Alpha Shotty Retexture
Rethinked the main body a little bit and added a wood pump
Thanks, the wad is actually egyptian themed!
Thats A First For me, ive never seen somthing like that done in doom before
besides the secret level in tnt
epic 2
Think Ive herd of that, The name sounds familar
Also I hope I dont get in trouble for posting a doom 3 mod in the classic channel, i have nowhere else to put it
Tweaked The Satuataion on the wood and gave it a normal map
Any advice on what I could improve upon it?
here's some more!
I am off and on making a little wad myself but it's not the greatest, I think map design isn't my strong suit
I'm better at making doom cute rather than making a level that feels fun to play, I think
Texture modding is more my strong suit I think
I have some doomcute in this
For me, it’s the art direct of the level. I love shading my doom maps, giving them interesting themes, and fitting music tracks (that I sometimes make myself) but level layout and enemy placement can suffer a bit as a result.
but I’d love to pitch in to help some if ya’ll need it
Fantastic
Thank you!
dw I got that fixed
I used a difrent port of the alpha shotgun model and edited those textures and it worked perfictly
No idea why the other one was causing the game to crash
no?
why are you asking
thats Just the idtech launcher
try the dhwem3 source port
it suports macOS
I hope that helps!
Party's over!
I really like it when people take the time to support Mac, I know it’s hard but there are people out there like me who are stuck with Mac.
Hello there. How can I launch multiple mods with GZDoom in the recent I + II bundle?
you can just append several files with the -file parameter at once, or use a launcher
I guess GZDoom's launcher won't let me do that, then? What launcher would you recommend, then? I just wanna play pk3 files like Brutal Doom or some WADs, really, idk.
I use my own personal one that's available if you wish to use that. However, I recommend ZDL.
I overall don't recommend using mines anyways, ZDL has much more documentation behind it and a ton of people use it so you can quickly get help
Is that the right launcher?
looks like it
Thank you, thank you.
if you need help setting it up, I can quickly download it and help
I figured it out. Thanks, though.
headphones warning
Doom 3 GE Plus Mancubus Mockup
Its Based on the Dark ages model with the green eyes of the doom 2 sprite
Wow,i like
Does anyone know how to change the messages when you exit the game?
doom: redneck edition
No that's supposed to be a reference to Dead Alive aka BrainDead...
if you mean the "do you want to quit?" prompt you can create your own via mapinfo
I see, thank you very much for your help, before I go, I would like to ask you what the command is or how I execute that in the mapinfo
Thank you very much friend, I appreciate it very much
np
for Golden Edition Plus A Few Of the Weapon Sounds In doom 3 Have been upgraded Slightly To give it a extra Unf
Is anyone familar with extrating files from the BFG Edition?
Im trying to get Sgt. Kelly's textures out and they dont seme to be in the .resources folder
theres just.... This
Does anyone know how I can export Slade color textures to png?, I want to export some Duke Nukem textures that are in a wad :p
Did anybody know that doom could be ran on Kindle tablets with mods?
Me neither until I found out as a little kid when I wanted to play doom without having to use PC or a console
Turn up the opacity
There's a weird thing where for some reason BFG Edition has their textures in a completely different format to RGB and when I try to extract it, it made the blue values, the alpha Channel and completely fucked up the texture
So until I can find a way to properly extract it and convert it correctly, it's screwed up
.
Hey guys, a question, how can I make sure that each time a monster spawns, it is assigned the properties of each time it dies, activate the script
much easier to do if you use a standard teleporter closet
but if you want to stick with spawning the monsters in, you can assign spawned monsters a TID
and then use this to assign an action
https://zdoom.org/wiki/SetThingSpecial
void SetThingSpecial (int tid, int special [, int arg0 [, int arg1 [, int arg2 [, int arg3 [, int arg4]]]]])
Thank you very much friend, you saved my life, you are great
np
I was gonna play some Reelism 2 and then this happened, I have no clue what any of this means
hello
The magic of people saying hello in random channels will never not be funny
G'day
doom + doom II lets you post any mod you want but I want to make a TMNT FPS.
Make them throw pizzas or something idk I never watched it
Exactly. Instead raph throws ninja stars instead of shooting bullets, and uses his sai instead of punching
It was to show the general level and even then I almost hit the file size limit for uploading files on discord
You can play with PK3s, you just need to drag the mods ONTO the launcher
buenos dias,tardes y noches amigos mios,queria pedirles un favor,si pudiera probar un mapa que esta en mi mod,si no es mucha molestia,es para que me digan que tal esta
i'm assuming you're mapping in vanilla/boom in which case you want to draw a sector on the back of the midtex and change the light value by 1. boom/vanilla ports can't increment light by values that small and it'll fix the rendering issue
Can someone explain the console logging system to me. How does it cycle the logs and what not....
What do you mean that you are stuck with Mac?
Oh okay, what about getting your own PC now though?
Good PCs are cheap enough now these days. I'm playing DooM 3 on Vega 7 Graphics iGPU. It's not as fast moving as I'd like but it's playable anyway.
I'm using the dhewm3.exe to play through DooM 3 right now. I see some error messages in the console every so oftens so I need to report those to the developers.
Well, it sounds like Mac it is for now then. Maybe you can move to PC in the future if you are inclined. But it's whatever you prefer.
cool mod I found that replaces the chainsaw with a lawnmower, and the alt attack is a can of energy drink
started something huge
im playing myhouse.pk3 and i need help filling up the tub, i have all except one sink and cant find it
wait i just found the shrek pit do i go in the pit or fill the bathtub
i filled the tub but im still wondering which one
there is an unofficial speedrun category of myhouse.wad where this mod is mandatory
yeah, that's where I found the mod lol
new progress
Nice!
Thanks!
Egyptian themed DOOM WAD? Sick
Haven't seen those since Scythe 2 and Epic 2
I know it's satire but damn I hate lawn culture so much
Like big businesses really convinced two whole generations that driving around a gas-guzzling wheelchair that eats plants is based and trad (LOL where did all the bees go?)
damn i got ingnored by almost 125k people
Almost it didn’t actually happen?
You got thats sink in that secret monochrome room?
chill man ive just never played myhouse
Myhouse is good
trying to use dsda doom but it says "no iwad" when i run it or a wad with it but gzdoom doesnt do that
how do i fix this
Do you have your IWADs actually in DSDA’s folder?
Because if not AND you’re not using a launcher, that is your issue
oh i see
weird that woof and gzdoom work fine without doing that
any launchers youd suggest?
I use my own personal one, but ZDL works nice apparently
ill check that out
ty
Is this a channel for DooM 3 modding?
Where is everybody...this is BULLXXXX!!!
idk if doom 3 is in it, it could be im new to this server
I don't think it is, the #classic-doom channel doesn't cover anything post-Final. There isn't one probably because of how D3 modding is not all that popular
IDK how interested anyone here will be but I'm working on my own soundtrack for DOOM 1993
Original, not a remix
https://www.youtube.com/watch?v=6U57WxjR8I4 why does this exist
Weapon custom mod with Hawk, Tuah and Spit on that thang audio.
Download: https://www.doomworld.com/forum/topic/149140-hawk-tuah-doom-spit-on-their-thangs-custom-weapon/
I just found out if you run freedoom1.wad with any other wad, you can get the same graphics, sounds, sprites as freedoom, if you put freedoom2.wad tho you will be teleported to the first level of phase 2.
So I'm making a Lomando.com themed Doom wad and I'm starting to conceptualize the early maps with google slides
(Yes i am adding the mutants, and the phantasm from blood cause why tf not)
I haven't gotten the items placed down yet
Ok post your mods that you have already made and new mods ya working on.They are different games too .Also can be general,review other people mods,tutorials,troubleshooting whatever. MODIFYINGEVIL.COM
I am working on this btw
Who wants to test my map and give feedback, it's my first map and has 2 levels currently and a total of 5 secrets across both, 2 in first level 3 in second
I wouldn't be surprised if there was a Kaizo Doom wad like there is Kaizo Mario
Hi I have a detailed Classic Doom coding question - is anyone here familiar with the code base?
hey, could could someone help me figure out what's going on with this error my friend is getting?
we're trying to play multiplayer using Doomseeker and Zandronum, but she keeps getting this error
Make sure they're using the correct zandronum version
Clean install of zandronum might be needed
Failing that, you're better off asking in the brutal doom server because that's where the error is coming from
currently working on my first project in a while, do y'all think this area looks good?
I'm currently working on a way to make this area a little less empty.
my humanoid daisy mugshot and bunny doomguy sprite is up lol, just dropping this here. Feel free to critique or check out, its abit of a hiccup but its the first thing ive released in the public. (Will work on it maybe next year, if i succeed on my final thesis defense).
https://www.moddb.com/mods/hopocalypse/addons/hopocalypse
cutee
Aww that's cool
I made SHAWN2 from a prototype of doom have monsters and items for my lomando.com wad
It's map 5 Blossoming Nightmares
I gave a sphere and a backpack at the start so that it's easier
That and pistol starting wouldn't be really hard
I even added some of the ghosts from lomando.com
Elusive and Psychedelic
The phantasm from blood
And the mutants from wolfenstein 3d
And the enemies from legacy of rust
Just adding some variety to the unused level
Destroyer Blade (Demo)
Dont know why u ask this in #classic-doom-maps-mods
Go learn something instead of wasting ur time on discord of all things, kid.
its only a couple of graphic and sound changes but let me know what you think
Chaingun go brrrrrrr :D
I've been making my map in doom format instead of udmf.... I'm going to cry, no I have to go through my maps and redo any circuits
i dont see the bunny but the train is extremely cool :3c
doom shieldsaw mod
please if someone can help me with
i have the file but it only work on doom 1 and i dont know how to use the shield
Found it
(I kinda think i need more than one invulnerability sphere and add a mega sphere)
For the main map*
this got updated
- mugshot with bunny ears
- daisy sfx
- player sprite
play as her, doomguy, and buunguy in setting
working on a seperate companion wad for her before the campaign maps
Is a reference to this
I have been thinking about redrawing the frames for Lacey when she is playable
*The arms
https://bskyx.app/profile/darsycho.itch.io/post/3lbogqb4dcc2u
https://www.doomworld.com/forum/topic/135212-improvisation-no-guns-no-problem-gzdoom-gameplay-mod-091/
alright, ran outta things on my to-do list, imma just go ahead and release a new version of Improvisation right NOW!
v0.9 here! >> darsycho.itch.io/improvisation
#doom #gzdoom #doommod #modding #mod
So this is actually an idea Ive had for many many years, a mod or game with graphics and such made with photos of whatever I could find, and here it finally is! Improvisation! Stuff is out to kill you, and you dont have any guns! Gotta make use of whatever you can find, and be creative! Blast awa...
more progress!
I’ve been trying to play auger zenith in doom 1+2 but saves for that mod won’t load?
Keep on the great work
how do i make my textures not look like this
What do you guys think of the enemy placement?
Should i move things around
(Yes, it is all in slides, i dont have a map editor ;^;)
"this link is not allowed"
wat. the link was bskyx, i just made a post with bskyx 2 days ago, and nothing happened then
I doubt it's compatible
is there any pk3 or wad that shows the uncropped sprites for the weapons?
"too many monsters, too hard" from a player that picks the hardest difficulty. well yah right?
...probably not the best time to show ya this@slate maple
well if its a slaughter map then yes i would expect that
I found a mod that does that (I also used universal weapon sway for it too)
hey everyone, i'm making a remake of DatdudesGuns (my gun mod on doomworld), enchancing some stuff, tweaking it, and so far i've got this, report any bugs you find pls
How do you mod an enemy from a different game like a mutant from wolfenstein 3d or the Phantasm from blood, just asking, thank you
Does anyone know how to toggle overtype in the ultimate doom builder script editor?
I keep turning it on by accident and can’t turn it off, it’s really annoying
Mr. Fujiwara’s Office
Look up any Terry wad thats popular
Nice pfp btw 😊👍
You have to pull all the individual assets (sprites, sounds etc) and then code it from scratch (dehacked, decorate or zscript depending on your chosen port)
Plutonia 7
So z script is for gz doom?
Ye
Okay
That's going to be a long time since i don't have any experience in programming, so i was (and still am) waiting for a programmer to help in
We were also going to plan out a character select screen
As well
But I'll have to put that on hold until we get one
thanks
I have tried out the og game (it's a bullet sponge, and its hard and read the creepypasta)
Be the change you wish to see:
Thx, but we'll take stuff one at a time
Poogers and Twogers
idk why but my map on doom builder keeps crashing
27000 cyberdemons its not that deep bro
Okay thats satisfying
Heyo everyone, a bit of a question,
So I downloaded the Sunder maps but I kinda dunno if Im doing it right, I got the "Doom + Doom II" from steam (Previously just Doom but while being on a long break they added all the episodes etc),
in the menu there i can add wads from my local files.
Seems like I can start the map and play, but then I hear that I should be using "Boom" or "prBoom+" for these kind of maps?
Is this required for maps to not break or can I just run it on vanilla doom?
I dunno how to set up this prBoom stuff so I can play the different wads, so if someone know a good video :D
if you want the easiest method of running Doom mods, try GZDoom
All you have to do is drag the wad onto gzdoom.exe and it loads
Ahh I tried GZDoom a long time ago, but then was kind of on a break for several years and forgot
Boom and PrBoom+ still rely on the command line method of getting wads to load
They're a bit unituitive if you're not familiar with the command line
oh, so GZ I can play it with mouse look etc?
which in my experience is WAY less likely to break
If you'd like to use mouselook, you can. Or it can be turned off
ahh kk
drag/drop usually has issues for me, so I don't do it
can't say for others, though
my personal opinion is use a launcher no matter what port you're running
I mean the mouse to look left & right!
I tried free-look on mouse many years ago on a big slaughtermap, but looking around stuff got warped because of some weird perspective
that's not an issue with hardware renderers (OpenGL & Vulkan) btw
also, even the original Doom had mouse support for looking left to right
I dragged and dropped a couple of mins ago, but it loads old old doom, only keyboard inputs
what port are you using?
PrBoom+ is technically deprecated in favor of DSDA-Doom
so you may want to check out DSDA
which also has a hardware renderer that's damn near identical to software
oh damn so its old stuff now
so you can get the benefits of a hardware renderer without sacrificing the look of software
ahh okey
I don't personally use DSDA-Doom but it's more than a solid choice
Ill check it out gimme a couple of mins
I'd say have GZDoom at least installed even if you end up preferring another port just so you have it in case you want to play a mod that requires it
never a bad idea to have a couple of ports handy at all times
yeah true, Initially I had the GZDoom to play some map I found, but it was on ye olde computer wich is no longer in use
I personally heavily dislike GZ for multiple reasons, all of which basically sum up to me being a turbo nerd
but I do keep it installed for that off chance I do play something that requires it
Ive been watching some videos from this Decino guy, who were listing bunch of stuff about the prboom, so thats why I initially got it xD
oooooooh
I actually planned on using it as my main port until I ran into a couple of issues I could sadly never fix
the main one being audio issues
I was watching those Sunder runs years ago, and somehow I found myself rewatching them and wanted to go die myself for a couple of hours thats why 
ah
issues that I only had on specific complevels of DSDA and no other port
so I just settled on Woof and recently Nugget Doom
oh damn so many Doooooms I am getting all confused :D
Just keep in mind there's no correct source port per se, but typically the mods you download will tell you what the "prefered" port is
yeah
or well, preferred renderers in some cases
like Eraser, which pretty much requires a software renderer to be played correctly
some mods may tell you to use a vanilla-accurate software renderer, some may tell you to use a hardware renderer
but there's no wrong in using the "wrong" settings or port
they're mainly suggestions that the map was built around (or well, unless a map uses features specific to that port)
hmm but it should be fine to run the Sunder maps on GZ then? ;o
yeah, depending on your specs
it'd probably be better to run it under DSDA-Doom if you got lower specs
just tried and it runs and all, just dunno if there would be anything weird with I dunno doors or whatever could go wrong xD
ahh computer is fine I guess spent wayy too much on it D:
I'd say it'd be fully playable under GZ
if you wish to use GZ, I'd say demo it
just note if you care about it being more vanilla, GZ will never give you that
even with Doom (Strict) there's too many things changed to be considered vanilla
¯_(ツ)_/¯
I'm not an expert on GZ tbh
me neither, I more or less always just played vanilla doom up until recently
what port did you use, then?
im on GZ atm snooping around in the settings
I mean when you played vanilla
or did you just use the DOS executables through DOSBBOX?
OH, humm I meant I was playing the vanilla doom hehe, the classic stock levels, only tried one custom map before ever(with GZ, but this was years ago)
oh, that'd be vanilla maps, not complete vanilla
oooh okoke
true vanilla is running the original EXEs
Im new to all this so I might sound weird in how I phrase everything
but now adays vanilla just mainly means a demo can be replayed through the DOS version
so the original limits, movement, RNG, etc.
ah ye, I use the one through steam atm, though I had a dirt old gameboy advance version in the past ;D
aahh I see
the official ports do NOT fall under this category
especially the new KEX (Doom + Doom 2) port
seeing it uses ID24 and not vanilla
... yeah modding can be a tad confusing
you'll eventually get used to it, though
just takes a good amount of time and research to understand it all
aah so the steam version Doom + Doom 2 is "KEX"
naah not the dos option
then that's vanilla as it uses the original EXEs
ah okey
I could explain this better
Demos are basically just recordings of player input, pretty much
due to how the engine works (mainly the RNG), assuming the demo is being played back on the same port it got recorded on, it'll playback just fine
however, for example, you try playing back a Boom demo on vanilla, or vice versa
the demo would then desync due to the differences in each engine
yeah, among other things, but RNG is a major factor in desync
so that's also why complevels exist in some ports
for two reasons
1: You can play back demos properly
2: You can play maps made for any complevel the port supports
so if you record a demo in a vanilla accurate port (or complevel), it should play back with zero desync on the original DOS exes
However, this becomes an issue as soon as limit-raising/removing ports come in
ahh the lost souls :D
they can have everything else vanilla accurate, except the hard-coded limits
not exactly in this case, actually
although that is another limit that can break vanilla demo compat
so if you ran a demo that's played on a map that requires raised/removed limits, it will not run on the original EXEs
so they're usually just called limit-removing in that case
and then there's the other complevels like Boom, MBF, MBF21, and ID24
if you're not caring much for demo accuracy but want more vanilla gameplay, you could always just run a port like DSDA-Doom or Woof with MBF21 always set as the complevel
hmm I saw on a video that the prBoom had quite alot of different comp levels, though since its outdated I shouldnt pay to much attention to that stuff I guess
as the neat thing about all 4 of those standards is that they are fully compatibile with the previous standard (so MBF is compatible with Boom and vanilla, MBF21 is compatible with anything MBF is compatible with, etc)
Ill check out the DSDA as well
that video is still good knowledge imo
the concepts transfer among ports usually
I find all of em interesting and entertaining as well
with the exception of the compatibility menu, which got removed in DSDA-Doom, everything from that video still overall applies
and also applies to other ports like Woof
at some point Id like to get into the mapping, though I have never ever done it in doom before, just Half-Life, more or less a lifetime ago
your skills with Hammer will somewhat transfer over to Doom Builder
you'd just need to learn the formats and what is best for your project and what ports support what formats
yes hammer haha, tbh there is probably something newer better nowdays, Ive been gone for too long :')
mm yes, I imagine getting the hang of size of stuff so it looks decent
though Im guessing, the formats? depending on what type of wad its gonna be, then different ports would fit better?
a general rule I follow is this
- Vanilla: pretty much everything with the exception of a few ports that may break a few bugs that are exploited
- Limit-Removing: anything that removes the limits of the base engine
- Boom: DSDA-Doom, Woof, anything ZDoom based iirc
- MBF: Same deal as Boom
- MBF21: Same deal as boom with the exception not all ZDoom based ports will have compatibility for this as it's much newer
- ID24: Pretty much only KEX and limited support in GZDoom and Woof atm
- UDMF: pretty much just GZDoom now adays
basically each "tier" you go down gives you more control/freedom over your maps, I guess
that's just the simplest way to explain it without getting into details I may not know myself
hmm I see
I would say learn anything other than UDMF or ID24 first
ID24 because of it's limited compatibility with ports atm
UDMF due to it's extensive feature set
so you can get more experience making maps rather than messing with a ton of systems at once
Ill give the GZ and DSDA some time, feel stuff out then!
yeah, good idea tbh
yeah I dont wanna get overwhelmed right at the start hah
yeah, once you feel comfortable then move to UDMF
well, if you wish/need to, that is
my personal advice is to pin down exactly what you'll need out of your maps and choose format based on that
yeapp, just gonna be something small and very simple to begin with
but yeah, moving from Vanilla to Boom and to Boom to MBF(21) isn't as much of a jump as it is moving straight to UDMF
when I say it gives you the most freedom, I do really mean it
so yeah, learn gradually
alrighty!
I do need to be heading to bed, however
yeah same, just gotta fiddle around with this GZ a tiiiny bit more before I go :)
Thanks alot for all the information btw, really appreaciate it :D
UDMF is supported by gzdoom, eternity, zdoom, zandronum and dsda
(File format is different to port features)
Completely forgot about DSDA tbh, should’ve also just said (some) ZDoom-based ports. Didn’t know about Eternity, actually.
Yeah dsda is relatively new
Last 12 months or so
It's good, unlocks things like flat alignment
I should look into UDMF a bit more, honestly
Not really a mapper but still a good idea to look into
Lots of quality of life stuff
UDMF is just the text format that stores map data, the specific features of which you'll be using depend on the target source port's "UDMF namespace". for example, UDMF by default specifies the default "doom" namespace as containing the features from Vanilla, Boom and MBF (not sure myself if it has since updated to support MBF21). other ports however can implement their own namespace with their own features, so ZDoom-UDMF is different than DSDA-UDMF which is different than Eternity-UDMF. the format is so flexible, in fact, it has even seen use in Nightdive's Killing Time Resurrected for its levels
Hey doom community I want you to give me the best megawads you can think of so I can try them out thx doomers
does any body know how to make a post on doom world?
(Gameplay footage of UMKDXL1.1 WIP)
It's more than just a gameplay mod, it's a fighting game experience!
Download now:
https://www.moddb.com/mods/ultimate-mortal-kombat-doom/downloads/ultimate-mortal-kombat-doom-xl-10
Techno Syndrome remix by Alexey Korovin Music
I'm getting back to classic doom mappin
you guys know how I can flip the sides of a linedef in UDB ?
nvm I found lol
Press 'F' to pay respects and flip linedefs
Hello Mortal youve been invited to participate in the Mortal Kombat Tournament! UMKDXL is the latest version of Ultimate Mortal Kombat DOOM. this version is an overhaul of controls and kombat. This is a multiplayer mod that requires Zandornum 3.2 to run, and comes packed with various other mods s...
official thread
trying to get GPT to make a sprite sheet, not giong so well
That's because chat gpt is a pile of shit
yah im trying to train it right now, my work has some "premium" version of it, lets see what happens for fun.
my megawad that i plan to finish this year, is a template for another game i want to make.
Finally drawed out what i think what map 30 should be for my mod on the slides
And i am planning to add vasagos in the second half of the mod
Will you guys get interested in a map with an underground cult like slaughterhouse ?
Im working on a map in that theme and i need some inspiration aswell in level design if u have anything u like to see in a lvl im open to suggestions
That legit remind me of blood for a second there
hello from japan
its 0:30 am in Japan!
now I’m making my MEGAWAD’s map
Get some sleep
Hello, good morning, good afternoon and good evening, how are you? I hope you are well, I wanted to ask one of you if you would like to join my project, I am making a parody type mod for zdoom and I would like a little help with what be it, in maps, in script or in slade, please and thank you for reading and sorry for disturbing.
Need help finding a Doom wad I played back in...I wanna say late 2017? It was three maps, was made to commemorate a member of the doomworld forums who died. One of the levels had birthday music playing
Thank you
Oh hey, that looks really cool! Reminds me a bit of Moonside from EarthBound, I love it!
that's exactly the look I'm going for
Blast your way through this hectic metroidvania techbase where youll find: timed events with platforms and radsuits, the classic search for keys, some big fights in certain arenas, exploration and also different types of traps/obstacles like crushers, plasma mines and walls shooting projectiles i...
GREGS GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGE (Or Gregs Glory for short) is a set of 10 UDMF OTEX maps designed with a slightly modified version of Tangos Supercharge. (which you should all play as soon as humanly possible if you havent already.) Each map is designed for pistol start ...
making the worst, most abhorrent, downright awful WAD because of a joke in a discord server im in
very early screenshot of gameplay, if you know what this is im sorry
i walk 100 rooms of slop
Backrooms lore
More progress!
someoneelseshouse.wad
I've made a map that uses OTEX, and I've added the whole OTEX pack to my WAD in Slade, to ensure I don't miss anything out when adding textures.
Except now my file size is huge - what's the fastest way in Slade to delete the parts of OTEX that I'm not using?
Easier to add the textures you are using
You can sort UDB's texture library to show used textures first
Yeah I already do that
If removing everything from Slade and adding them that way is the easiest way to do it then I guess I'll give that a shot
I also had an issue where adding the textures in SLADE caused UDB to not recognize my map, which made me panic! I thought I'd lost everything. Thank god for rolling backups.
Thanks for the advice btw 🙂
Umm, I've tried adding the textures that I'm using but half of them don't show up on the list in SLADE
hey guys, I'm trying to make a doom wad however I don't have a copy of the game on my computer, is there another way of creating the maps?
You could always use Freedoom
Does the map builder come with freedoom
Best to wait and get your hands on a copy of the game I'm afraid
There is no official map builder to begin with. Use Ultimate Doom Builder.
If murder drones and doom existed at the same time, because some humans left earth before doom took place and then after doom 64, murder drones takes place and then earth gets destroyed
But 4000 years before
Doom 2016 and doom eternal take place there
What if they just suddenly exist with no explanation and no lore parity at all
i wish but i have a mac
Slade 3 would work
This FR looks like that game called Lomando idk its some japanese horror game
i mean that character
As a surprise
IT IS!:D it's a Lomando doom mod
I would love to try it out!
Well to be honest I've never made a mod but I love to play em and that thing looks hella cool
I've been a fan of Lomando at some point and for sure would like to try this out
well map 9 looks kinda fun
i like map 9 tbh
is it okay if i can show you the server that we are currently working on?
yeah completely
okay...
This is going to be a improved version of an unused e2m8, the exit room with the banshees is my idea
hi guys, im creating my first doom map, am i architecturing right?
I don’t know any thing about doom mapping but I have to say it looks amazing
I wanna play it now😀
I haven't finished it yet, but it's going pretty well so far
A couple secrets a couple tricks... one involving an archvile. But rn I'm working on a bigger more open area that will have several arenas inside
yo, can anyone name me some weapon sprite swap mods that only(or mostly) affect visuals, like angled doom for example?
Do you think after you have made the map you will post it so other people will play it?
v1.1.1 update
evil ass archvile hallway
had to update again to address an issue with raiden
Hey, does anyone know how to make an ice ball that when it hits the player, they freeze for a while?
Drugs are bad
ok
damagetype ice
Hehe, I just realized, sorry, thanks for the tip bro
Tbh it's looking good
Good job :3
I made a sound effect for a mod I was working on called: Murder Drones Damnation
This plays when you pick up the chainsaw
Tho only a 1% chance
humm, Anyone know if there is any cheatcode/command to be used in the KEX enginge to restart current level?
merry christmas yall, I made a snow themed level. awaiting moderation approval on doom forums so i can post the link
Ooo
Just read on Doomworld that GZDoom 4.14.0 breaks MyHouse and prevents it from launching. It's fixable by changing a single line in SLADE: find the file called ZScript, and in line 75 replace weapons.push(int(weap)); with weapons.push(weap);
the street
im honestly shocked nobody made a tai tanga megawad
GZChaos 1.4 update! A chaos mod for #Doom! Download here: kevansevans.itch.io/gzchaos
Don't know what a chaos mod is? Watch the trailer here: www.youtube.com/watch?v=vcSJ...
Lol, don’t beat yourself up over it
made this doom 64 inspired hud using flexihud for gzdoom
need to finish my megawad/mod
Voyage Infernal mod: how do I use this mod´s gore w/ other weapons mods pls? somebody able to delete everything (player fem voice, all guns etc) from Voyage Infernal (using SLADE?) so that only gore graphics/sounds (+maybe machreaper blaster and nades) remain? so that the gore is usable w/ all other weapon mods pls? or add the gore to Obliterator weapons mod. thanks
I could do it but it's a lot of work and not only that, but I would also have to delete some sprites or code and so on, but I'll see if I can do it. I don't promise that it will work 100% or that everything you don't need has been deleted.
Hey people, I'm making a doom mod called doomfranx, it's a parody of a youtuber and I would like to have help from people, mostly on the maps, so if anyone would like to help me or support me in something, please send me a message
oh really? that would be soooooooo awesome! thanks
guys i need some inspiration for my level so the level is centered around the gimmick that the power goes out go out so you can't go into the exit because theres no power to open the doors so so far, there's a crate maze and once you get the blue key, the level turns dark, and a door opens up so you can go into the maintenence area now im stuck
Well, you could make a mini puzzle where you need to kill a specific enemy or touch some buttons in a specific order so that a door opens and you can activate the light.
well the level should be longer than a mini puzzle, im thinking more about the enviorment
Sorry bro, I couldn't do it, I got really confused and in the end I decided not to rack my brains trying to figure out how things work.
what i thought about is that you just have to press three switches to turn on the backup generator or something
I guess you could do that?
should be a simple Keen setup
doom 1 mod
Voodoo dolls, then
also vanilla compatible
well, actually might not really be possible if you're not working in Boom
It seems fine to me, although I would tell you to put unique sections, such as in one part you have to enter a ventilation duct because the door is closed.
that sounds cool
hmm, I could think of something in those limitations
like if you want to damage the player you could use explosive barrels for the generator switches
i was thinking it just lifts up some stairs one step for each switch
Or else you may have to follow some colored lights to tell you where you have to go.
explain with the player getting electrocuted or something
colored lighting would be impossible
Better see if you can make an animation for each switch or every time you activate one, the lights turn on and so on.
nah what happens is some imp scratches the wires so you have to get the steps to it which is in different rooms for some reason
switches to the stair
use the false techniques of the powerful sectorcolor or the textures
I guess?
I see
I can think of something, hold on
I don't know, they can use some false technique to give illusions like I normally do, use the color change of the sector combined with a color transfer to a sector and that's it.
Ok
Doom 1 Vanilla format is rough to work in tbh
or I see
like if it was Vanilla Doom 2 I'd know exactly how to implement Ben's multi-switch idea
dummy sectors let me do alot of things
i think ill just have stairs that are raised up with every swicth
well, I guess you could just block off the door to the generator
oh yeah, that works as well
each stair will be sent to the next higher floor with a dummy sector (for the win) that has the height it needs to go to
Or I see, they are using the original doom without using some source port like zdoom or something like that for the maps, then yes, it will be more complicated for them
Boom would allow for voodoo dolls and moving floors
but well, he's working vanilla-compat so yeah
though the voodoo doll thing could maybe work for something
if i used boom i would use voodoo dolls so much
like a Half-Life style health station?
no
Well, I recommend putting a sector where you have to get into ducts, one where you have to follow the lights of the lamps and another where you have to guide yourself by the light of the sun and so on.
but thats a cool idea
i already had a vent section in the first level so i'll make this one minimal
you could shove in a hidden berserk or supercharge like that
i think it'd be cool to have a health area with a berserk administer that i can use a voodoo doll for
ill put that in this level like a med station
Well, I already tried to help, I will continue working on my super trash mod (just kidding, I will go to sleep until something occurs to me and I feel like it), see you later, take care
u gonna have EAT DRAWM
Yes
okay, I know you don't wanna use it but I got a concept I wanna share
you can find the eye switches to "eat" their eye to regain health
Are you telling me or who?
just as a general statement, that's all
well, it was also directed towards Ben a bit
Oh, I see, it helps me a lot, thanks brother for the advice
Daisy companion 1.0 is finally released! She can do more stuff now unlike last time where she can only follow and shoot.
- she can die and be revived
- she can give you loot
- has some idle animations
- can shoot fireballs and punch demons
- still shoot via her gun
https://www.moddb.com/mods/hopocalypse/addons/kemonomimi-daisy-companion-doom-mod
np, thanks for trying
as for the 2 mods (Voyage Infernal's gore + Obliterator weapons) merger: I got it working more or less (gore, sounds etc) when I load Obliterator mod and altered Voyage Infernal mod together. the only problem now is that I can not change weapons using 3,4,5,6,7 and next weapon keys. the correct weapon from Obliterator is selected only when I pick up a weapon or if I run outta ammo. any ideas how to fix the weapon switching pls? something to do w/ the weaponslot definition maybe? somebody able to delete guns 2-7 from the Voyage Infernal mod pls? thanks
Johnny Cage Update
im trying to add a custom demon and i keep getting this error in udb:
Failed to apply MAPINFO DoomEdNum override "69420 = samplename": failed to find corresponding actor class...
my function is named correctly and gzdoom.pk3 is loaded before my custom demon is loaded
first attempt to make doom mod:
import music from IDKAE to doom
am i allowed to post raw wad maps into here? i tried sending them in a google drive folder since i thought it would be strange otherwise
My first map with a help from a friend:3
The small train is done by Haidar 07
Although the exit might be different cause i forgot to save it
It still has the archvile trap
https://www.moddb.com/mods/ultimate-mortal-kombat-doom/downloads/ultimate-mortal-kombat-doom-xl-13
Changelog
1.4 - BFG balances
- Tremor's Stilagtite attack now does more aoe damage
- Sektor's BFG Missile now tracks enemies
- Noob's Telefrag Attack now fires a bfg ball.
- Kotal Kahn's bfg Light Beam projectile now explosive.
Features:
- XLMON1.3 will include a new monster to replace the cacodemon, witch is the evil monk.
- Color Remapped the Pain Elemental Sprites
- MK_XL_MAPS_13 has two returning maps: "The Pit", and "The Balcony"
Nerfs:
- After ripping out a monster's heart in the MKMON1.4 monster mod, you will loose Xray after ONE heart rip.```
I'm taken Tribute Quilt template map.
this is STILL happening btw
it seems like its a problem with the map type, as udb doesnt support zdoom or gzdoom formats for doom 1, only doom 2. wtv
and decorate is weird and confusing so, yeah idk. doom 2 it is, most people make doom 2 mods more than doom 1 anyway
Is anyone familiar with the project brutality master build console functions?
D O O T
Heck yeah rip and doot until it is done
Breaking news: fat supersonic italian pizza man goes to abandoned UAC base with a portal to hell itself to destroy any demons that can possibly destroy his pizzeria, locals say he's crazy, and say that the man claims to have destroyed an entire tower of pizza.
Does anyone know which DOOM mod is as equivalent to this 'movie?'
Ive tried playing Postal: Red letter day mod but it doesnt work
can som1 help me?
Have you tried to test with other source ports? You can try with older or newer versions of gzdoom or try with lzdoom or zdoom
More than likely just roll back the GZ version tbh
if I actually used GZ I'd give you better info if there was any
yeah, looks like you need a version prior to 4.11
Hehe I hope this information we gave you helps you, friend @haughty flower
I got it there was a demo file I put in too which didnt work
Damn, an incredible mod is coming
Hehe
How do i change wad directory on gzdoom, im trying to mod doom 1 and 2, ones from/on steam. and gzdoom choses the directoriy where my wads are for doom I+II
Well, that should be the directory you want anyways. I can look into it but I do suggest using a launcher like ZDL.
But i want my iwads in a seperate folder from my steam directory.
Im going to be modifing the iwads and still want to play the og version on steam and not my own version
Don't modify the IWADs directly
that is a very, very horrible idea
always use PWADs or pk3 archives for modification
hell, I think even Slade will just straight up prevent you from modifying the IWADs
but yeah, ZDL is a good choice for what you want
Yo, arent you the dude that made that new port?
Really nice thing you did there.
would barely call it it's own thing to be quite honest
But its easier to play my doom mods now
also, if you decide to use ZDL
just note I have not used it in a long while, since I've started using my own launcher
so my ability to assist with issues on it may be low
k
?
erm actually it's a mod that released a while ago, it's called bring your own class, i just played it with legacy of rust somehow
Ok, I thought it was a mod in development, a thousand apologies
hey, does anyone know what Save Failed attempt to save pointer to unhandled type NativeStruct means and how i can fix it? it only occurs when i use zdl, i was just trying to quicksave but it didn't work, and this pops up instead
Yes this is a part of map 6 and it's not batim but into a doom mod;^;
If only...
where are the names of individual maps stored within a wad (other than dehacked and uimapinfo) pls? thanks
whoa
+how do I make water in a sector 8 points deep pls? is it determined by floor texture only? thanks
It's basically just MAP01, MAP02, etc. or E1M1, E1M2, etc. for Ultimate Doom
intermission screen names = CWILVxx graphics
does any1 know any mods or wads with an ultrasaturated cruelty squad-esque art style
I mean...
It could happen, people can make really cool things by modding really great things
LMG fun
im new to making doom mods and i was wondering if i could get any help as i have no idea what im actually doing i want to make like a tower where you fight your way to the top floor but dont know how to nake layered levels like stairs n stuff
If you’re making a vanilla, Boom, or MBF(21) level this isn’t possible. If you want room-over-room you’ll need GZDoom UDMF
You could get away with Boom silent teleporters but it’d be a real damn thing to set up properly
Probably the best example of that I’ve see is with Overboard
thats what im using dude
I only wanna make a mod for gzdoom
I'd help further if I actually knew GZDoom/UDMF specific stuff. When I rarely create stuff, it's exclusively for the former 4 formats I mentioned
like I guess you could check the ZDoom wiki but I'm unsure
i need someone to make custom weapons for me and item usages the idea is based off of a dream i had lol i want the play to shoot through about 24floors of a building fighting a bunch of junkies to the top fllor where he will be met with a boss fight and i want a crack pipe to the only way to heal up but it also gives you extra damage protection with its own animation to use it
If you're referring to custom weapon sprites, you can usually find some to use on realm667
i wanna make my own but idk what the engine uses
if you're referring to the actual scripting (if any, depending on what you're looking for), you could look for ZScript documentation
i like the sprites grezzodue 2 uses lol
because depending how simple the weapon is, it could just be a very simple DeHackED patch
like if you want to just make the firerate faster, for example
i want mainly melee weapons
though for the more complex weapons, ZScript would be your answer
Probably better to use ZScript, then
idk how to sript im just a mapper
I've tried looking for good documentation in the past but couldn't find anything good. Though I could just be looking in the wrong places
Then learn like you learnt how to make maps
im trying
I fucking hate saying that because I myself can't make maps myself, but it can be done for most people
my main thing is i need to learn how to make a multi floor map that goes up and down
unless your brain just isn't wired correctly to fully understand programming concepts
Hmm, a simple YouTube video might have answers in that regard
hopefully but all the videos ive seen mainly using default doom engine or crispy
Maybe this?
This long-awaited tutorial shows how to create "3D floors" in ZDoom. Present in GZDoom and Skulltag for a while now, this feature is finally available in ZDoom and allows you to create true room-over-room structures and more. You can stack as many 3D floors as you'd like, and once you begin working with them more, you'll realize that the only ...
ive got like 10 wads connected to the GZDOOM engine shit is so difficult lol
its mainly textures
this what im working with rn lol
Hmm, you want those gates transparent?
basically you'd create a large area around your main building and then create a wall of linedefs (the fence)
figured
you can then change the texture of the linedef to just be that texture
if you need help I could attempt to make an example
oh so ill just make the walls on the other side the same and it will be transparent
though I'm not exactly sure if GZ does anything weirdly different
Not exactly
hmm
yh would be nice
but this is basically what you want (the highlighted lines being the fence)
the extra linedefs in the middle was just a platform I made
you can safely ignore those
thanks
thanks for teaching me this
Np
is there an official app to make doom maps? because i cant trust any app
No. All modding tools are 3rd party.
However, Slade 3 and Ultimate Doom Builder are 100% safe, assuming you get from the right sources
idk which app to use tho and like my antivirus all flags them
whats the link for slade?
Your AV is throwing false positives more than likely
Vega doesn't allow the Slade link???
dang
Surprising
okay, the repo works
https://github.com/sirjuddington/SLADE/releases/tag/3.2.7
though, Slade isn't the best for map making, it's used for WAD/pk3 archive editing
really hope this is safe
basically all of the popular modding tools are
like I said, your AV is probably throwing false positives as they're not signed applications
oh ok
also, if you're using Norton, stop fucking using it
Ultimate Doom Builder, almost like it's in the name lol
is this the right one?
Yeah
aight
if you don't trust it, you can also look over the source code for it as it is open source similar to SLADE
i dont even know c and c++
aight thx
wait you cant make doom 1 + doom 2 wads?
thats aight doom 2 is good too
the og on steam
Not at the moment, no. ID24 isn't all too well documented atm
Well, you can make Vanilla, Boom, MBF, and MBF21 maps and they will work on Doom + Doom 2
though, most people aren't running the official ports
they run 3rd party source ports like DSDA-Doom, Crispy Doom, Woof, and a billion more
Dang
so it's always good to test on those ports as well
i thought i could make wads and upload it to the game's workshop thingy
you can
though like I said, a ton of players won't be playing on the Steam/offical ports
Okay, so you can upload your maps to Doom + Doom 2, but not Doom 2
Doom 2 has a restricted, manually approved mod selection that isn't supported anymore
Can i on doom 1?
Doom + Doom 2 has it's own workshop thing you can freely upload to
oh ok bc the ultimate doom downloader just simply showed doom 2
so i didnt know if i could make doom 1 maps with this app
you can select Doom 1/Ultimate Doom as well
i didnt know
but it by default only shows Doom 2 maps as they're the most popular
you can enable Doom 1 stuff by going into Tools > Game Configurations
Highly depends on the source port
you cannot make majorly complex weaponry like that when it comes to Doom + Doom 2
kind of like this guy
dang
you will need a source port like GZDoom that has scripting capabilities
wait so which doom was that
Okay... so I should explain better seeing you're clearly misunderstanding
nvm
Doom + Doom 2 (more commonly referred to the KEX port) is the currently supported official port
so i cant with mine right?
No, you can't
oh ok
you'll need to set up a port like GZDoom for massively complex weaponry
how do i do that
you can make more simplistic custom weapons using DeHackED, which every port supports
but nothing to the level of the weaponry that something like Brutal Doom or Russian Overkill has
hundreds of tutorials online
oh ok
but yeah, step back and basically tell me what type of weaponry you wanna make
because I can direct you to what port you may want
because you may not even need to use GZDoom
yeah, you'll need GZDoom and learn ZScript, then
so yeah, better brush up on your programming skills
kk
also, you'll need Slade for a ton of stuff
aight
- Custom Textures
- Custom Music
- Adding in ZScript files
- Editing them as well, if you wish to use something other than VSC or Notepad++
Slade is also used in vanilla/boom/mbf mapmaking for the first 2
though for the sake of your eyes, write the ZScript files in VSC or Notepad++ because Slade 3 basically lacks a dark mode
also, when you're making maps for GZDoom, do not expect them to work outside of GZDoom
because 99.9% of the time it won't
also, another tip
?
if you plan to make vanilla/boom/mbf maps, don't use GZDoom as it isn't 1:1 to those engines
k
it seems like i missd a step before makign doom maps i dont have required stuff like textures
basically just make UDMF maps when making stuff in GZDoom
you need to add your Doom 2 IWAD as a resource in Ultimate Doom Builder
oh ok
if you're unsure where it's located, C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\base\doom2
you only need to add DOOM2.WAD as a resource
just use that for GZDoom stuff tbh
it will basically tell users that it's for GZDoom and not another port
as basically all other ports work with .WADs only
idk where pk3 is
also, pk3s give more flexability anyways
Oh, you mean when you're adding in the resource?
yes
Oh, ignore that
basically only there when you're adding in another mod as a resource for that map
you just need to add in DOOM2.WAD
yes
so now im making a map for only zdoom right?
yes
aight got it so no doom 2 thanks
like DSDA-Doom has some limited UDMF support, but the weapon mod you're gonna make isn't supported
so yeah, basically only GZDoom
can i put custom images
Yeah, with Slade
although I've never worked with custom textures, and I'm unsure if GZDoom does any weird shit
and I've also never worked with pk3s so...
oh ok thx
Hi everyone! We released a very unusual MBF21 episode, where project members had to make a map in the style of another random project mapper. You can check it now!
https://www.doomworld.com/forum/topic/150809-who-is-who-community-project-mbf21-8-maps/
https://youtu.be/7L7ErogjdxI
Format: MBF21 IWAD: DOOM II Maps: 8 + 1 ending map Other: UMAPINFO, MUSINFO, DECOHACK Tested With: Nugget Doom, Woof!, Doom Retro, DSDA Good news everyone, weve completed the Who Is Who community project! In this project, everyone got to try out the role of another mapper. The aim is to create a ...
Music in trailer: "Relics" by Jimmy (James Paddock)
Download:
Test your map in all ports you want it to be compatible with
Yeah, you're right on that one.
Honestly, I should just stop trying to help people
Seeing for the last couple times my information has been dead skewed
Remnant is a good example of this. It's a vanilla compatible map but it uses miko portals, which break in gzdoom (or rather, the overflow that allows for miko portals is fixed)
A lot of this stuff is only obvious if you're a mapper/have released a few projects
I've run 2 projects where people could use whatever format/compatibilty they wanted as long as it was tested in the correct port
So we had vanilla, boom, zdoom and gzdoom maps submitted
(This was Mapwich 1)
@brazen shell ignore everything I said, God knows what information I've given you is wrong or very bad practice. Would advise for you to double check the info I've given you.
Sorry, not trying to beat up on you or anything 😅
No, it's fine
but it's clear I need to quit for the next couple months and either fresh up on information or just pick and choose when to help
i try to stick to things i have experience in. decorate/zscript is something i have very little knowledge about so i'm not going ot proffer too much help on those subjects
making maps and running projects (which relates to chosen ports and compatibility) i have done a lot of so that kind of stuff is in my wheelhouse
I just have a natural urge to help, hence me going into topics I probably shouldn't be helping in
people are appreciative of your help, so hopefully you don't feel like throwing in the towel completely
alright
i'm happy to be pinged as well if anyone has questions they think i'll be able to provide insight on
doom wads dont exist theyre a figment of your imagination
Just opened the udoom wad for the hell of it and apparently one of the wall textures is named AAASTINKY and I'm laughing my ass off rn
AASTINKY is a placeholder due to how the engine works. I'm not sure what the specifics are, I just know it can't access whatever the first listed texture is, so a dummy texture has to be in that first slot
very cool lighting
my 2 favourite maps would be 01+03
Hey doomers! Have any doom mods to recommend? I’m mainly looking for total conversation mods
Eraser v3.0
Avoid it if you have major anxiety disorders, however
the WAD will work under anything Boom-compat
Single, long ass map
Huh
Also, not a TC but Overboard's really good
Also idk if it counts as a TC if it’s only one level right?
It fully counts
Everything is replaced in Eraser
Also, there is a second map, but it's an ending map
Why should I avoid if I have an anxiety disorder
and has no real gameplay
It's mainly a horror WAD
Ohhhh
mainly made to make you feel incredibly uneasy
also, it's not really a map you can play in one session
it's incredibly large
well, you can play in one session, but it'll take you at least an hour or more
Alright thx
if you need the link I can send it over btw
Also, don't play it in GZDoom. The map basically hinges on the original software renderer and is apparently completely untested in GZDoom
Actually, it may be fine in GZDoom. But do use the software renderer.
What would I use instead
Like source port? I do recommend Woof or Nugget Doom in this case.
If you absolutely want a hardware renderer, use DSDA-Doom or Nyan Doom
Would I still be fine with gzdoom with software renderer
Yeah, probably
like I'm not 100% sure, but I'd assume so after rereading the Doomworld post
although the most recent version was mainly tested in Nugget Doom
How would I know it doesn’t work
If something doesn't appear to function right, I guess?
but yeah, also Overboard if you haven't played it yet
like I said, not a TC, but it's still really fun and good looking
if you liked Going Down, you'd like Overboard
Never tried going down
I've personally been playing Going Down Turbo and I've been liking that over the original


