#classic-doom-maps-mods
1 messages · Page 19 of 1
9 DBP52: Havoc in Creation 2022 (stunning hell maps, the best palette)
8 Speed of Doom 2010 (top combat, tough hordes, lotsa mancubi)
8 Valiant: Vaccinated Edition 2015 (can use monster/gun mods via ZDL launcher by playing this version)
8 Scorching Earth 2024 (similar visuals to Hellbound 2013, some backtracking tho)
8 Necromantic Thirst 2024
4 Shallow World 2022 (ez)
3 Irkalla 2022 (great details, top lighting, grey castles in red hell, great colors)
2 Hellbound 2013 (top lighting, iffy gameplay tho)
1 Vanguard 2011 (second half of the mapset looks like Valiant 2015)
1 Hell's Farthest Shore 2021 (D1)
1 Red Sector 2023 (3 cramped maps, great monster reskins - from MEDB I think?)
1 Semper Fidelis 2024 (3 detailed maps, doomcute train)
1 Sunset Irreligion 2024 (detailed shadows of window frames)
0 Suspended in Dusk 2005
0 VOYAGE INFERNAL 2020 (gameplay mod: gore, guns, nades, fem voice, dash)
0 Pagodia 2022
0 Atonement 2022
0 Azazel's Second Descent 2022 (overgrown, caves, maps 01-04)
0 Abandon 2023 (slaughter, maps 01+02, some fps drops later on)
0 OBLITERATOR 2024 (gameplay mod: over the top guns for slaughter maps)
(as I get some fps drops in the map02 looker using GZDoom). are there more maps by the Carton_Kobra other than this mapset’s map04 pls?
Does anyone know when the console kex engine will enable multiplayer mod support?
A question for Nightdive
Can anyone pull up the unused maps from doom and doom ii, i wanted to make a remix of the short early e2m8 map, if anyone has the wads for the maps, thank you so much
What the hell did I just do 😭 can someone help
💀 wut did yu do 💀
Finally I learned how to make teleporting Demons
what
can you give more details
did you give your nodebuilder cocaine
I fixed it lmaoo
what did you do
I don't know still, I think I misordered some of the files in slade
I dont even know how I fixed it but hey I'm not complaining lmaoo
huh
maybe it was using the wrong nodes from the wrong map lmao
are there multiple maps?
so no one can mod for Doom 2 here pls? I think it is needed to delete guns 2-7 from Voyage Infernal mod and new chainsaw from Obliterator mod to make the 2 modscompatible. when I run them together now there is wrong pistol and I can not switch weapons
I use gzdoom and I have this blurry dark effect on textures far away idk what it is hard to describe anyone know how to turn it off?
Would anyone be able to teach me abt modding using gzdoom? I'm not terribly concerned with level design or sprites as I can do art and make map adjustments myself.
It's programming I wish to learn.
look up a zscript tutorial on google or youtube, there are plenty of resources out there
Thanks
Halo Doom Evolved is a TC-lite weapon mod project that aims to bring Halo's classic sandbox themed gameplay, while doubling down on the more retro aspects of it's design. Boasting over 26 weapons, 3 spartan classes with their own unique gameplay styles, 6 different spawning presets based on the different halo games, and many more settings to mak...
can i not just draw a line between these vertices???
i dont wanna select the damn wall
mods used
Country side horde mode https://www.moddb.com/mods/trench-foot-wip
Astartes 40k warhammer weapons (telegram)
Music used - WARHAMMER VERMINTIDE 2 OST song 1 to 5
ANDROIDFERRET JUKEBOX (MY OWN DOOM MUSIC ADDON MADE BY RMG and ME - download it now and use it in your doom mod videos! I would love to watch one ..
https://www.moddb.com...
back to mapping, my goal is to finish a few levels. Must get EP6 done by QuakeCon 2025
i have 6 levels to make but most of the systems are done. Need to add a couple monsters, random invasion and the final boss
Once i am done, ill have entered beta and will need playtesters, ill just pay people probably because fuck
the entire campign is about 12 hours, 36+ levels total
nearly 100 unique monster types - some from other wads, a few made by me through frankenspriting
can anyone give me some ideas for a fallout themed doom map? i already made a few vaults, toxic caves (inspired by fo2) and a small settlement.
Dark Ages at home
Ctrl d to switch to draw mode
Amazing, is this an actual mod?
oke
It's not a mod, I just changed the chaingun sprite. but... will be a future mod.
would work on vanilla, then
unless you use some weird format to replace the textures, though
Exactly, I'll make it 100% vanilla
neat
I'll probably upload it to the Doom + Doom 2 mod store.
you can DM me the WAD once it's done btw
or send it here
as a good chunk of players do play with community source ports - like you
Alright
Though, I am curious why you choose ZDoom over other ports. I rarely see ZDoom users now a days.
Sorry if my English is not very good, I am Argentine
Oh your English is fine
Ok, I'll post it here first, but I'll mention you.
alright, I'm fine with that
Haha, I'm building a "new" PC, and it still has very basic components.
ah
I can't even run gzdoom.
though, if you want to try another lightweight port, Woof has worked well in that regard
worth a try imo
Yeah, I see your point, but I'm more of a modern mods player.
looks neat
though a TDA-style HUD may look better in this case
unless this is just an SSG replacement
It's a mod about doom eternal, only I wanted to play in modifying the ssg to make it look like the "dark ages" one
If you are interested in the mod, it is "Eternal Suffering" and is compatible with Zandronum, its launch trailer will be released in a few days.
blurry textures/sprites in opengl or vulkan (GZDoom)? just turn off texture filtering
yall can somebody help me
im trying to use ultimate doom builder
but i dont know how to use the testing
Make sure you've set up your test port
F6
Then you can test via pressing F9 once you've placed a player start
You can also rest from your cursor position buy pressing ctrl f9
... that's a thing?!
Doom The Dark Ages At Home
all Download Links in the pinned comment
Tags
DOOM
DOOM 2
DOOM mods
gzdoom
classic doom
classic doom mod
mods
modded
brutal doom
project brutality 3
all weapons
FPS
Boomer shooter
weapons showcase
all weapons
monster pack
map
wad
maps
wads
PotaTOOM
#Doom #mods #boomershooter
Ok thanks
It loads doom 2 when I do that T-T
Have you set the correct format and loaded the correct iwad
Yessir. Life changing information
The what
Dumb it down for me please
This paired with some project brutality and guts ripper is absolute gold
https://www.moddb.com/games/doom-ii/addons/after-doom
yall question
what cripy doom should i download for the ultimate doom builder?
and how do i set it up correctly?
Any version of it. Just make sure your map format is set to Vanilla Doom 1 (may be titled as Ultimate Doom) or 2.
As Crispy can’t support anything other that vanilla and limit removing
like the doom doom2 format
cuz i have it selected but it still loads the official doom levels
You running the map from UDB?
yeah
You probably have that not configured correctly. But try running the map through the command line real quick.
how do you do thaat
wait is it okay if i call you and show it to you? that is easier for me to understand
No. I don’t do calls.
oh ok
Especially at this time of day
fair
Anyways, you can shove the map WAD into Crispy Doom’s folder and run this, assuming it’s Doom 2
crispy-doom -iwad DOOM2.WAD -file [map filename].wad
I can’t exactly remember how to configure UDB’s built in stuff because I don’t usually map.
The command line in the same directory as Crispy’s folder
Easiest way to open up CMD in a specific folder on Windows is to type in cmd into the folder path box on the top of File Explorer
can you dumb that down for me?
Basically, you see that box on the top of your file manager that has like My PC > Whatever Folder?
yeah
Go to your Crispy Doom folder and hit that box
Delete all the text that is in that box and you can type in cmd and hit Enter or Return on your keyboard
You can then copy/paste the command I sent earlier into the black window that pops up
Hit Enter/Return and it should open Crispy Doom
it says doom2.wad not found
You have your Doom 2 IWAD in your crispy folder?
nope
I heavily suggest you do that later, but just delete the -iwad DOOM2.WAD thing, then.
i just put it in the folder :3
Alrighty, then
try again now?
Yeah
If it just pulls up with the Doom 2 menu screen, that is normal, assuming you didn’t add in your own
You can just start a new game and it should take you to your level
Do you have your level set to map01?
huh
Like when you were creating the map, you got a window asking you what map it’s meant to be on
I think?
how XD
At worst you might just need to edit something in Slade
Tbh I have completely forgotten
I usually figure stuff out like this on the fly and not from memory lol
Like I guess you can make a new WAD and copy the map over
what is that
But it’d be kinda annoying
A WAD editor that’s used to edit things about the WAD like sprites, sounds, music, etc.
It is however not really used for mapping, despite the fact it does have a map editor
It’s mainly used for those other features I mentioned
if i make a new map which one is it
Everything there is good. Don’t change anything
alr
It’s not the best solution, but it does work
OMG ITS WORKING
I just don’t have the hardware to actually test stuff myself
TYSM
Neato
IT WAS THE LEVEL NAME
Also, I want to try out your map when it’s done
alr is it okay if i dm you so i can sent it there?
Yeah, due to features seen in ZDoom ports relating to map names, UDB asks for the marker name of the map instead of just a level number
So you need to have it as MAP01 or whatever
Yeah, my DMs are open
oh lol
Or in the case of UDoom, E1M1 or whatever
Also I guess some other ports as well
But you get the gist
Have you picked doom 1 or doom 2 for your map resource
What format have you picked (check bottom right hand corner)
What port have you set up for testing
These elements all need to be aligned for your map to test properly
Looks like you've sorted it out c:
hey guys, In my wait for the dark ages do you guys have any fun doom 1+2 or doom 64 mods that could get me hooked?
Not exactly sure what you want so I’ll just say Overboard and the Pirate Doom WADs
thanks man they seem pretty fun
Just done working on the level designs for an upcoming survival horror mod, BIODUST
Does anyone here know how to disable all the new weapons from Brutal Doom, including the assault rifle?
I have made a modified version of E1M1 Hangar based on various remakes problem is I can't get the wall to crumble down when you enter the room with the boxes
this room that line is supposed to trigger the wall to crumble down
Hello
We gettin furry megawad b4 The Dark Ages
YIFF or Your Informal Furry Fabrication is a in-progress megawad for DOOM2 that currently has 6 maps, which is now opening to public submissions. Were aiming to have this completed by The end of 2025 The project is being hosted in a discord server here: https://discord.gg/zwmqpjysRG If youre inte...
ok
in GZDoom my character is looking up automatically and spinning. I can't figure out how to fix it
what does this mean? I try playing doom1 with my mods and I have the doom1 wad file in the gzdoom folder
I wonder how do you make a sky box in ultimate doom builder?
Buy the game from Steam or GOG. DOOM1.WAD is the shareware version of the game. DOOM.WAD and DOOM2.WAD are the full versions of UDoom and Doom 2.
I have the bought doom1 wad and in the folder
rename it to DOOM.WAD, then
oh yea thx works
Does doom two have any sky boxes?
Depends what you mean by skybox
if you mean "How do I make a sky in Doom Builder", you use the texture F_SKY1 on ceilings
f sky is only for ceilings
I checked
you need to do some weird trickery to make it appear on walls
using Doom 2 Format
wait, I can't even find F_SKY
gimms a second, might be misremembering
Oh, you gotta select "All"
I did find F_Rsky2 but when I apply it and went to test mode, it didn’t turn into a sky
I don't even have a flat like that
... you literally have F_SKY1 in that screenshot
I applied it, but it didn’t work
tf
I'm just assuming your using GZ and UDMF as your format at this point
and in turn I can't really help you
Yeah, I got no clue why it isn't working
mind sending over the WAD?
where ever you find most comfortable sending it, by the way
That's the DBS file. The WAD is in the same directory as that.
I don't
it's something wonky with your port then
try in Woof or DSDA-Doom, I guess
though, just pointing out you're missing a texture here
I changed it to Dsda doom: doom 2 (udmf
Yeah, not what I was saying by the way, I meant the port you're playing on
I did fix the skybox thing on my end
try this
still on Boom Doom 2
also fixed that texture issue I noticed for ya
to explain what I did, at least
I added an extra sector behind the windows, made the ceiling texture for that sector F_SKY1, and then lowered the ceiling all the way to the floor
Would that be all right if you made like a video or something?
also noticed I made one of the walls too short lol
with what I did to make the windows?
Yea
Alright, I'll try to get it made
I'll use your map as a basis as I really don't want to set up a testing map for this lol
I'll still send the video anyways (assuming I can even compress it enough)
Nevermind, I can't. I gotta send it over YouTube... sigh
I got a say thank you
Dming?
direct message
Ok
Quick question. For doom 1, does an episode have to have only 9 maps, or can it have more?
can only have 9 maps when making vanilla maps
possibly more when working with GZDoom or some other thing
Okay
Deciding to finally give mapping a go again and make some sort of UDoom map where you're on a small transport ship trying to get the keycard to actually get in an escape pod after the demons invaded the ship
texturing and making a level actually fun were never my strong suits, so I hope I can maybe improve on those
might send the map here if I ever get it to a playable state for some feedback
i made a doom mod (its only 1 level) and tried to make it the most confusing mod I could good luck
What IWAD and complevel?
its for doom2
so vanilla, boom, mbf, whatever?
gz doom
damn
I don't really keep it up to date with my current tastes because I quite despise the port
so basically every time I want to try something made for GZ it's just a hassle
might try it in a few days once I convince myself to spend that time
when i wanted to play doom mods for the first time i just watched the first video that popped up and it was for gz doom so thats just what i use
i understand though lol
fair enough
actually what I initially did
but I instantly went back to DOSBOX until I wanted to play Sigil 1
Sigil is goated
I bought physical copies for a reason lol
where can you get a physical copy of Sigil from?
Romero's website
found it
btw, the diskette there isn't real, it's just a nifty USB
there was an actual diskette version but it sold out years ago
i would expect it too
yeah, keyconf.txt file in Voyage Infernal mod would have to be rewritten I guess. I can either a) not be able to switch the desired Obliterator guns freely or b) have all weapons from both mods available but then nades and dash crounch move from Voyage Infernal mod do not work (by altering the file). I got sounds sorted already at least
whats good gng
u want good maps/mods?
Does anyone know where I can find project brutality 3.0? I can't find the OG mod anymore it just vanished
hello everyone
is there a way to open myhouse map in doom builder? i try to open myhouse.wad using zdoom configuration (doom builder doesnt seem to have gzdoom config) but nothing happens, just black screen
It should be in UDMF format instead iirc
Although I’m not entirely sure
Hey all
I've created a doom 2 level
Could you please so kind try it and give me some feedback
The level name is Escape
Our poor Doomguy was caught by hell monsters and imprisoned in the jail.
The level is short but hope you'll enjoy it.
Thank you in advance
I’m not particularly knowledged with GZDoom
Also, I suggest using Ultimate Doom Builder over Doom Builder
oh, thats better.
but no textures etc, only lines
Did you forget to load in your resources?
So your IWAD, sometimes gzdoom.pk3 apparently, and the slight possibility of myhouse itself
it crashed on out of memory error
or is it wrong resource acrhive?
¯_(ツ)_/¯
Like I said, I barely have any knowledge with anything ZDoom
This would probably be better for someone like Bridgeburner
Although I’m not entirely sure if he accepts pings
The Out Of Memory error may due to you lacking available RAM
64gbs, doubt it
well, map opened and thats already better than nothing, i can work with that.
not that i need to alter it somehow)
i'll try ultimate builder also
thats better, but still some errors
I am not on PC to check but I think you don't have the doom2 wad loaded
A vanilla pwad heavily inspired by pizza tower is in the works...
Quick question
Whats a good and easy way to make music midi's for doom?
Well, maybe not "easy" but reliable lol
look at how maps like these are created:
9 DBP52: Havoc in Creation 2022 (stunning hell maps, the best palette)
8 Speed of Doom 2010 (top combat, tough hordes, lotsa mancubi)
8 Valiant: Vaccinated Edition 2015 (can use monster/gun mods via ZDL launcher by playing this version)
8 Scorching Earth 2024 (similar visuals to Hellbound 2013 w/ better gameplay, some backtracking tho)
8 Necromantic Thirst 2024 (great megawad+monster reskins, fps drops in maps15+16+22+25-30 tho)
4 Shallow World 2022 (ez)
3 Irkalla 2022 (great details, top lighting, grey castles in red hell, great colors)
2 Hellbound 2013 (top lighting, iffy gameplay tho)
1 Vanguard 2011 (second half of the mapset looks like Valiant 2015)
1 Hell's Farthest Shore 2021 (D1)
1 Red Sector 2023 (3 cramped maps, great monster reskins - from MEDB I think?)
1 Semper Fidelis 2024 (3 detailed maps, doomcute train)
1 Sunset Irreligion 2024 (detailed shadows of window frames, new palette)
0 Skulltiverse 2021 (small detailed maps 01+31)
0 Micro-Slaughter Community Project 2021 (map 06 especially)
0 Azazel's Second Descent 2022 (overgrown/jungle caves, maps 01-05)
0 Abandon 2023 (slaughter, maps 01+02, some fps drops later on)
0 Boomer: Beyond Vanilla 2023 (detailed exploration, great palette, fps drops in maps04+06 tho)
0 Who Is Who 2025 (small detailed maps 01+03)
Sekaiju is the go to program
Thanks!
01110100 01101000 01100001 01110100 00100000 01110111 01100001 01110011 00100000 01110011 01101111 00100000 01110011 01101001 01101100 01101100 01111001 00101100 00100000 01100111 01101001 01100111 01100111 01101100 01100101 01110011 00100001
a project that me and my friends were working on
Twitter has gone through some undesirable changes in the last couple of years, causing many people to move to Bluesky as an alternative. I began this project with @Agent Strange as a way for Doom mappers and modders to find each other on the new social media site and to show off their skills. Thi...
It really seems like quite a lot of modern maps require GZDoom, now that I'm looking. I can assume that plutonia 1 & 2, No Rest for the Living both work with nyan doom... but is there any other sort-of "guide" or list of wads that would work without requiring GZ?
I see I have the option for "limit removing".
anything Vanilla, Limit Removing, Boom, MBF, and MBF21
I guess I'll have to look for explanations for these terms. I assumed that Going Down was off-limits, but as I watched another youtuber play it (Decino, I think) he was talking about the "doom cute", how the levels were made with vanilla assets, so I guess I can just try it, and see.
oh Going Down is Boom
same with Overboard
but yeah, when you're reading a WAD's textfile, just check for these:
- Vanilla: Doom 1, Ultimate Doom, Doom 2,
-complevel 3,-complevel 2 - Limit Removing: Same as Vanilla, but usually indicated with "Limit Removing Engine"
- Boom: Boom-compatible, Boom,
-complevel 9 - MBF: MBF-compatible, MBF,
-complevel 11 - MBF21: MBF21-compatible, MBF21,
-complevel 21
a ton of what you find on Doom-world and idGames are within these categories
I don't find (G)ZDoom stuff as often on there
Alright, I'll just have to look at the .txt's included with the wad. Usually they have some indication within there 👍
I did pull a lot of my content from the cacowards, so it's going to be a mixed bag methinks.
Most of the classics run on prboom or lower. Sunlust, Sunder, Speed of Doom, Scythe 1 and 2, Going Down, Alien Vendetta, Back to Saturn X, Stardate 20x6/7, Entropy etc
The last 5 years or so has been a pretty even split of vanilla, boom ish and gzdoom
Oh how could I forget Eviternity 1 and 2
Also the write ups in the Cacowards stipulate the port
oh they do, don't they. Let me see...
Yeah I can confirm eviternity works in Nyan Doom for sure.
not using udb's [invisible/hack bridges] or [zdoom's 3d floors]! this tutorial shows how to make a 3d bridge using self-referencing sectors via map editor [ultimate doom builder], all in classic doom vanilla format.
tags: #1993 #1994 #2.5d #2d #3d #3dbridge #bridge #builder #classic #classicdoom #doom #doom1 #doom2 #doombuilder #doomclassic #do...
awesome step-by-step guide for vanilla 3d bridges, only video i could find
absolutely could not have figured this out just from guides on forums
if you look up a wad on doomwiki, in the upper right corner, there is a thing that says "Port" where it will say what ports its compatible with
if it says vanilla, limit removing, boom, mbf, or mbf21, it will work with dsda/nyan
if there isnt a doomwiki page, it will often also say in the txt for the wad
https://www.doomworld.com/forum/topic/151137-quacks-quaint-collection-my-first-mapset/?tab=comments#comment-2895768 my first mapset published on doomworld! (GZDoom required, other ports seem to crash apparently)
LINK TO WAD DOWNLOAD - https://euroboros.net/zandronum/wads.php?&name=quacks_quaint_collection.wad =========================================================================== Advanced engine needed : Boom-compatible (GZDoom, as it seems to be the only engine that won’t crash, from what I ...
map02 wrong pegging at the door track + HoM
@old seal if you mean by the lowering doors, those just stayed like that despite me changing the pegging on them around. I also play tested it again this morning and didn't see any missing from the textures. What sourceport are you using? - that might explain some of the weird texturing problems.
GZDoom. I think the track texture on the sides should stay still in place and not move w/ door.
the best mapper? MAN_WITH_GUN, shawny or Astro?!?!?!
honestly i kept that in cuz i thought it looked nice with all the moving textures in the map already lol - but yea ill keep that in mind for future stuff
i'd like to throw in a few others that are my personal favorites - Antares031, Paul977, WH-Wilou84, and Dragonfly to name a few
Also Tristan Clark but he's mainly music over maps
will check them out, thanks!
looks a bit oldschool, does it not?
It seems really well designed. The textures and the puzzles are top notch. And yes, of course it's old school, the game's about 31 years old
oh yeah, Necromantic Thirst and MSCP creators. I dig them too
Is there a way to remove specific groups of animations with Slade
Anybody know where I can find the background and logo assets for the doom title screen? I wanna make a pwad with the original assets but modified to fit with my pwad.
SLADE, TITLEPIC, TXTSCREN
which ones? I have replaced all mancubi w/ MEDB harkubi in SLADE manually for example
Doosk 5th anniversary update available now!
Optional "Dusk HD 360p/720p" sprites, MBF21 demake, bugfixes and more!
(Also available: standalone "Dusk monsters", "Classic Dusk 360p/720p" sprites)
https://youtu.be/6gbmv9_Ce_M?si=0o09aTM9cgnHCv9C
Celebrating Doosk 5th anniversary update, featuring alternate weapon skins (from Dusk HD), Optional KEX post (dsdhacked/mbf21), file merging, bugfixes and more!
I didn't felt like making new levels for 5th anniversary, instead wanted to experiment if it was doable to make alternate weapon skins with the same code it was already programmed. It w...
mancubus2harkubus reskin https: SL3SH SL4SH www.dropbox.com/scl/fi/qblou2xz0svxklc4ode90/gs-g-monsters1c-harkubus-mancubus-reskin-winged-baron.wad?rlkey=cthy844cp42agbidthv01lwl1&st=ejebdped&dl=0
v2 https: SL3SH SL4SH www.dropbox.com/scl/fi/rwvgznyenz493b0e23fd5/gs-h-monsters1d-harkubus-baron-black-red-unwinged.wad?rlkey=vssy7738z8ayyv86if6t9ut1k&st=qd1njbda&dl=0 if it is ok to leave it here (favourite way of disposal: VOYAGE INFERNAL gore/gun mod, 6 automatic shotgun rounds + machreaper blaster finish)
bruh, I'm not asking for a image of the title screen, I'm asking for the background of the title screen, also there is no TXTSCREN in DOOM.wad
Any tips about how to make a good level layout??
Look at the first map of No Rest for the Living and study the way it shows you things you can't reach
Thanks for the tip
open the best maps and look at how they are made
9 DBP52: Havoc in Creation 2022 (stunning hell maps, the best palette)
8 Speed of Doom 2010 (top combat, tough hordes, lotsa mancubi)
8 Valiant: Vaccinated Edition 2015 (can use monster/gun mods via ZDL launcher by playing this version)
8 Scorching Earth 2024 (similar visuals to Hellbound 2013 w/ better gameplay, some backtracking tho)
8 Necromantic Thirst 2024 (great megawad+monster reskins, fps drops in maps15+16+22+25-30 tho)
4 Shallow World 2022 (ez)
3 Irkalla 2022 (great details, top lighting, grey castles in red hell, great colors)
2 Hellbound 2013 (top lighting, iffy gameplay tho)
1 Vanguard 2011 (second half of the mapset looks like Valiant 2015)
1 Hell's Farthest Shore 2021 (D1)
1 Red Sector 2023 (3 cramped maps, great monster reskins - from MEDB I think?)
1 Semper Fidelis 2024 (3 detailed maps, doomcute train)
1 Sunset Irreligion 2024 (detailed shadows of window frames, new palette)
0 Sigil 2019 (D1)
0 Don't Turn Your Back On The City 2021 (detailed single wooden map)
0 Skulltiverse 2021 (detailed maps 01+31+32)
0 Micro-Slaughter Community Project 2021 (map 06 especially)
0 Azazel's Second Descent 2022 (overgrown/jungle caves, maps 01-05)
0 Sigil II 2023 (D1)
0 Abandon 2023 (slaughter, maps 01+02, some fps drops later on)
0 Boomer: Beyond Vanilla 2023 (detailed exploration, great palette, fps drops in maps04+06 tho)
0 Who Is Who 2025 (small detailed maps 01+03)
0 + other small detailed maps by https://doomwiki.org/wiki/MAN_WITH_GUN minus the PU55 ones
MAN_WITH_GUN (also Man With Gun, Man With a Gun and MWG) is a Doom level designer who contributed to a number of community projects.
bad advice
make maps. make more maps. have people play them and get feedback. experiment and try new things
yeah, people can and will take the worst ideas from looking at maps
it's a good idea to look at a map to see how something worked, but basically it's better to do what Bridge just said
there are a few general rules that can help though:
- height variance is good. makes things look interesting and adds to gameplay. flat maps are boring maps
- pillars baby. provide cover for the player during combat and things to cast shadows.
- everything should have a purpose. sometimes that purpose is "because it's cool", but if you can't justify having something in the map then it shouldn't be there (or you should give it a reason to exist)
i like looking at other maps for inspiration in terms of decoration and visuals
is that bad?
retro engineering from existing maps is a good way to figure out specific things. but opening up a ribbiks map to 'learn how to make layouts' will only leave you confused
i do that all the time
although these days i draw more inspiration from other games and real life structures
anything that gives you ideas = good
ah so what is bad advice about telling people to look at other maps
ah yeah true
and be baffled how good mappers do things
this looks cool, but a new mapper won't learn anything from this
yeah lmao
i dont have much trouble coming up with layouts, but the part that i really struggle with is detailing
i have trouble figuring out what to put in terms of detailing on walls and floors/ceiling
recesses, corbels, pillars, beams
essentially you want projections to break up visual lines
"More lines means better map!" - Me, for all of an hour when I first tried learning map making.
lol
i should do a detailing tutorial
there are few simple tricks that will instantly make a scene look better
lighting is a big part of it
ah yeah i never know what to do in terms of lighting
I really need to get back into map making
it is fun
I stopped because I got heavily discouraged due to my lackluster quality of pretty much every single fully finished map I made
this is a room in the map im making, and i dont really know what to put for lighting
currently its this which looks kinda weird
i should probably split up the sectors to make less awkward lighting, but i dont really know where to put the lines
also I didn't find any of the maps even fun to play
some people liked them, but they're a minority
you just have to keep making it
second shot at it might work out idk
you will never get better if you dont try
true
I did have a somewhat good looking map at one point, but it was nowhere near fun
my major issue is that I just don't work well with shapes, honestly
I was working on a small map taking place on a ship, but I honestly had no clue where to take it
though, I did really like how I made the little starting area
maybe my best work in terms of looks?
You can turn on linedefs, which shows the area that a player must step into, to trigger an action or mechanism.
Looking at a top down map will tell you nothing, you really have to play it with a modded automap imo
how do i get v21 of brutal doom 😭
where can I download this wad pls?
Download it
Moddb, or DOOMWorld forums. I'm not quite sure which.
A wild Bridgeburner map appears… Presenting Bastion of Chaos, a massive, gothic monstrosity of a udmf map for gzdoom using Otex.Gameplay Play revolves largely around set pieces with the encounters starting off as tight affairs and then building to epic slaughter fights. BUT there should be someth...
I'm running into an issue.
In DOOM + DOOM II, my MBF21 mod doesn't play the firing sounds for the custom enemies I added in.
I know it's got nothing to do with the sounds themselves because I've swapped the firing sounds with other custom sounds and they still didn't play.
I've been told that D + D II has some mod compatibility issues and this may be a product of that. Is it?
I've attached an image of an enemy 's code with a broken firing sound
Everything else related to this enemy functions as normal
Are the sounds in the wrong location in Slade?
yeah theres lots of compatibility issues with doom + doom 2, especially with mbf21 features
i would recommend testing in another port
how about the new Entangled map? large detailed fun
I saw that, looks great
I really want to recreate the unused shawn2 map so badly lol
I am learning ultimate doom builder and it has been smooth sailing up until now. all the doors in my map work other than the one pictured and I have no idea why. is anyone able to help with this? format is gzdoom doom 2 udmf
AAAAAHHHHH
https://www.youtube.com/watch?v=xX9LxmA-TXQ
I think I know why it’s happening but I can’t really explain it
If you can DM the WAD I can look at it in like 2 hours or so
yeah
Hey guys wanted to ask how can I play brutal doom on android
your set up is pretty scuffed. why do you have impassible lines either side and just an open wall? but in any case, doors' open to 4 map units lower than the lowest surrounding ceiling
I got a solution on my end
the sectors on the side of the door fuck everything up
You can have a door work on an isolated pillar as long as the rule regarding ceiling height adheres
But yeah, scuffed set up as I said
Scuffed is a technical definition
to be honest it doesn't help most of the textures just aren't there
@pearl laurel just a tip, always keep placeholder textures mainly to help with testing
never use textureless walls unless they have an actual technical purpose (like for sky walls)
i just didnt want to texture before i got the map functional but i did not realize that functional meant i probably should put in textues lol
but yeah its fixed
https://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v21-beta I just use ModDB for wads like these and stuff
they also released v22 but im pretty sure it's just a beta
Thank you!
do u know https://doomwiki.org/wiki/Disjunction (2017)?
nice detailed mapset, various themes (rust tech, marble caves, library, temple...), not the best map01 imho tho
How can I play brutal doom on android?
it is not free but there is an app called delta touch which lets you run a few different source ports on mobile, one of which is gzdoom
Well can you tell me the steps after getting delta touch
idk, never used it
actually i used it once, but I didnt use the gzdoom part of it, and i dont remember how it works anyways
Well thanks anyways I guess I learned the first step by getting delta touch
Nevermind i learned how.
Tried making Doom 2016's BFG in classic Doom, though I might have to tweak it a bit
(Can't figure out why the audio didn't record, but it isn't really necessary lol)
Anyways, this is my classic rendition of 2016/Eternal's BFG using the DOOM 2016 BFG sprites made by Sonik.o.fan. I tried making the ball act similarly to how it does in those games, and I think I did decently well.
I might have to dull the damage a bit from the ...
Does anyone know how to create a mechanic something like the brutal doom kick? I mean, press a button to do something similar, only instead of a kick it's a skill or a shield
I made the first level of the game ULTRAKILL in doom 🙂
new map
I like maps04-10 the most. are there some other hidden modern gems that U know of?
wip
Ooooh that looks great!! Keep it up!! 
thanks :)
I'm loving so much Eviternity and just found out that the creator of the wad has a youtube channel where he does tutorials
There is a GZDoom mobile port on GitHub, it's Zdoom really, but some mods do work on it
And Brutal DooM even updated still works
Hey! Just curious, what’s everybody playing right now? I’m not a creator, I just really like playing classic doom and wanna know what the community is talking about.
I've been playing Super Doom TV
also occasionally Going Down Turbo
been kinda stalling on both, honestly
Are there any ones you've played recently that you think are really really good?
can't say anything truly recently tbh
mainly been playing older Doom 1 WADs
though I did quite enjoy auxbase
Eviternity 2 came out last year and it's incredible
Definitely in my top 3 wads
oh shit this looks crazy
Play eviternity 1 first if you haven't already tho
this looks more normal
They are both incredible, evi1 is probably my favorite wad of all time
Evi2 definitely turned up the detail a little bit, but the first one still has some jaw dropping views
I'll give Evi1 a try later
and the second one picks up directly where the first ended, so its beneficial to play them in order
I've been alot more active in seeking out Doom wads once I got my steam deck
You got it
nice. Im bad at playing doom with controller
or games in general
same
'cept Outer Wilds, but to be fair that game pretty much requires a controller
depending on what you have played before you may want to choose hurt me plenty or hey not to rough
I used to say the same thing, but after getting my SD I feel like I have been playing so many games with controller I never would have thought about beforehand, specifially Doom, KCD, and Minecraft Java
because they get pretty insane as you get through them
not as crazy as full on challenge wads like sunlust, but still
the balancing on the lower difficulties is very good, so you dont have to worry about missing out on stuff
I got over the Ultra-Violence or bust hump a while ago. I just wanna see the pretty/creative levels.
yeah
I'll just do HMP
actually ig maybe doom wouldnt be too bad on controller because you only have to look horizontally and not just vertically
and the aiming is very forgiving, since it is not the focus of the game
exactly
oh yeah its worth noting if you usually play with gameplay mods like project brutality and the like, dont use them on eviternity 1 and 2 because it will break the custom monsters added
also it just generally breaks the balance of the levels
they usually break the balance of any level
yeah
Is project brutality just Brutal Doom but in custom wads?
both can be played in custom WADs
oh, I actually didn't know that
project brutality is just a fork of brutal doom with more stuff
to me they just do nothing except add useless clutter
it used to be a fork, but they now use none of the original code
I personally dont like playing with them but I get why other people do
I personally don't
but for maps like this that very werent designed for them its not a good idea
I get most other gameplay mods, but I genuinely don't get it for PB and BD
dude fuckin... this is off topic but I'm also a big HL1 fan and people have been ranting and raving about Brutal Half-Life version 3 and I tried it and was like... this isn't Half-Life...
yeah no thats exactly on topic, this is how I feel about brutal doom
and gameplay mods in general
to me they just make the game completely unfun, cluttered, and why the actual fuck did they need to add the same weapon 30 times?
but to each their own, if people like it, then they can play it
I will never hate on someone who plays it (assuming they aren't saying it's the "only correct way of playing")
but I will endlessly trash on the mods themselves
I've also tried a bit of Butal Doom and that feels more correct tbf, but like... HL was designed to be a game with more focus being creative with how you go about a gunfight and not just barging in headfirst and taking down all the bad guys with gamer energy.
seriously, I know I sound like a jerk saying this, but I hate people who say it's the only correct way
there are people who say that and it makes me go mad every time
Don't get me wrong, I love gamer energy, but when I want to use it I bust out doom
i will say, when you start getting into custom maps for doom, it becomes MUCH more strategic
Yeah saying that sounds gross
there was an excellent video essay recently talking about how actually complex doom combat can be despite the very simple mechanics
TINNITUS WARNING AT 6:00 MINUTES IN
For such a simple game from the early 90s, Doom 2 (and Doom 1 to an extent) has incredibly deep strategy and gameplay. In this video, I talk about what makes Doom 2 so deep and I mainly focus on examples from community made maps.
If you like difficult games and found what I said interesting, I heavily implo...
I hate to say this as well but it's usually the people that came in the series through Nu-Doom and also say Doom 3 is trash
at least from my personal experience
gonna watch this later as background noise when I'm going to bed
Maybe that's why I keep getting my ass kicked
Will definitely watch this later
yeah, the Classic Doom games are much more on the defensive imo
you don't go in guns blazing until you've set yourself into a position where it's possible
well depends on the map
well, ofc
some maps are much more on the offensive than anything
but generally I've seen maps make you start mainly on the defensive
the main throughline in custom doom combat i find is that its much less about how good you are at aiming and shooting and precisely moving, and much more about your strategy of what weapon you are using, what enemies you are attacking in which order, where specifically are you moving to
but in general, I've really seen the game as a game of picking and choosing
yeah exactly
like sure, a good amount of maps make you on the defensive, but if you just blindly assume that, you will die
or sometimes a cyberdemon may just be the absolute lowest priority in an arena
either because you can use it as a tool, or there's just more threatening enemies for that arena
cyberdemons are usually lowest priority
yeah, true
since they take ages to kill, can be dodged, and are excellent at infighting
though I usually put them in a "to be determined" priority category
you are much better off killing everything else first so that you can let the cyber infight and lose some health, and then you have much more space to fight the cyber
but ofc that also can change depending on the geometry of the fight and what other enemies there are and stuff
yeah
though, I have come here to say something that might be a hot take
I usually put lost souls as my absolute highest priority
that is not a hot take
they can fuckin' oneshot you sometimes (face rocket)
but yeah, I weirdly put more of the lower health enemies on some of my higher priorities
as they're usually the ones that take up the most space in a fight
nah thats not weird thats called being good at the game
more like "knowing what the hell you're doing"
you can know what you're doing yet still be bad
also because chaingunner
oh, also I really recommend Nostalgic Entropy: Neo Retro
probably the best single-map Doom 2 WAD I've ever played
adding it to the list
I wonder if someone did make a mod where the cultists from blood are added into doom
Them throwing dynamite and all
Fully interactive menu in a doom mod. You can use/drop items, select/drop weapons, equip/unequip/drop equippable items. You can also craft items/ammo.
what the mcfuck
Doom2 mod with lot of items. Unfortunately Doom2 ports don't keep track of inventory, so everything has to stored in arrays.
Reminds me of a weird combo of Morrowind and Baldur’s Gate
The menu is from Diablo 3.
No wonder why I got that feeling, then
When's Doomguy gonna go to Vardenfell?
Well first he has to take the hobbits to Isengard.
and ring the bells of awakening
It also has reusable, rechargeable, and upgradable items and lots of other custom mechanics.
@lusty dove Do I need to install the texture pack to play eviternity?
no
huh.
the textures are packaged with the wad
why? is it not working?
getting a fatal errot about a sprite missing rotations
is it a fatal error or just a warning
because i get that error sometimes in ports but it doesnt actually break anything
"R_InstallSprite: Sprite BSPI frame A is missing rotations"
what source port?
I believe that map pack requires GZDoom.
no it does not
it is gzdoom
it works on any mbf compatible port
huh
and now my deck is frozen. uno momento
is it like a really old version
Work fine for me in Zandro, which is like 11 years behind GZDoom.
hmmmmmm
Tried running it again and same thing. The error pops up and then my deck just kinda freezes. Hope it's nothing to do with the OS.
Might be something messy with the installation. I also tried running Overboard first and that ran into a whole bunch of problems.
Doom 2 base works fine through GZdoom and GZdeck tho
Eviternity II requires GZDoom.
might be something to do with the linux version of gzdoom?
oh wait maybe gzdeck is running on an old version of gzdoom?
Not Zandro
yeah zandro is not mbf21 compatible
yeah strange
Also overboard is complaining about something called "Playpal"
yeah that is the lump
oh wait are you launching it with doom 1 by accident? or launching it as the iwad
I should be launching it as the iwad...
no you should not
oh
you should be launching doom 2 as the iwad with it as the pwad
go on
wait what the fuck is a pwad
hol up
in zdl should I be putting the wads into the external files and not the iwads?
forgive me it's actually been a minute since I've done this and I kinda had to reinstall a bunch of shit because of a dumbass mistake I made trying to recover my linux password for this thing not too long ago
the fatal error points to this. Guess Zandro doesn't support all those parameters yet. And ugh BRIGHT on empty states.
so if I'm being an idot... that's why
GOT IT
That was exactly the problem Everything's working now.
thanks everyone
I ended up trying Overboard first
@onyx scroll This fucking music is hilarious
theres also a bunch of new codepointers and stuff it doesnt support
i dont think they are planning to support it either
Yeah it's like 11 years behind. ZScript. There netcode can't handle anon functions.
One thing I've noticed about playing classic doom with a controller so much is that holding down sprint makes you turn faster and I just think that's funny
Not to mention 0 duration loops in DECORATE have to coded very carefully.
minor nitpick: any idea why this monster pack https: SLESH SLASH www.dropbox.com/scl/fi/rwvgznyenz493b0e23fd5/gs-h-monsters1d-harkubus-baron-black-red-unwinged.wad?rlkey=vssy7738z8ayyv86if6t9ut1k&e=1&st=yr653x28&dl=0 turns automap map names in that specific mapset to vanilla/default pls? thanks
(no matter what order I load them in ZDL)
I have been trying to tinker w/ the dehacked files inside the wads yesterday, but w/ no luck solving it. I was just wondering cause there is no such compatibility problem w/ the meshup monster pack for other mapsets
Hello
i'm looking for some wads with maps that have a build engine quality
not utterly amazing for doom but much more detailed
gz or prboom compatible?
gz
Oh
'build engine quality' = doors that kill you
Noted, replacing pinkies with door sprites.
can anyone offer some insight as to why i can't get myhouse to run? my kid wants to play it badly but i'm too thick to figure it out
so, just asking this first, do they have GZDoom installed on their computer?
second, do they actually own a copy of Doom 2?
yes and yes
when i drag the pk3 onto gz it opens up a menu asking which game i'd like to load
okay, I think I know the issue, then
get your hands on an older version of GZDoom
I've heard trying to run the map with more recent versions causes things to break
ok, i'll give that a try, def appreciate your input
if it comes up with any other problems, lmk
maybe this version is too old xD
yeah, just upgrade slowly till it works lol
thanks bro
Another minor thing
are there any midi improvements
They don't turn them full modern
but improves the general quality akin to Build engine games
I'm really interested in
perfecting my NTMAi mod gameplay.
I am making a school presentation on a Doom Wad
you mean improvements to the midi format?
like for music?
that's really cool
i got it to woork btw, needed version 4.10.0. thanks again.
nice, what wad
Doom 2, is boom compatible and I'm gonna do the presentation on Tuesday
oh you are making a wad for a presentation
i thought you meant you were doing a presentation about an existing one
Yeah a sort of digital museum and I'm gonna make a few levels where you need to do a Physics Quiz, I'm gonna make 2 teleporters for each question, and the right answer makes you go further to the level, the wrong one makes you go into a trap or a section with demons you have to beat
I am making the textures with the text and all
oh cool!
would it be possible to make the STBAR transparent in vanilla doom?
like only the % of the hp,armor, ect visible
No, sadly
I’ve tried some stuff myself, but the back of the status bar always shows
You basically need a port that has such
Which to be fair most ports have such a feature
So I'm working on this projectile and am confused
It's supposed to do only 15 damage to the player, but It kills me in one hit when fired from an enemy.
What's causing this?
Is there some sort of splash damage thing? How would I prevent that?
(Also, what does +NOBLOCKMAP exactly do?)
Basically
wait that makes it like a build engine game?
doesnt duke nukem use midi also?
they kind of sound a bit better though
but also kind of more like blood
which sounds better to me
looks like blood also uses midi
so maybe you are just hearing it with a different soundfont? or the midis are just arranged better?
Possibly
100% a different sound font
As midis can be drastically different depending on the hardware
Btw i found this thing where you load it with gzdoom it changes to colour palette to build engine
what soundfont should i use?
Beats me, not a Build Engine person
Also, it’s entirely to personal preference
midis are written for specific sound fonts usually. using the wrong one can make them sound like garbage
oh yeah ofc
oh apparently there is a cd version of the blood soundtrack
so maybe that is wwhat you have heard
No no i had cd track disabled
but the soundfont Just sounded better I think
ah yeah likely a soundfont thing then, because there arent really any improvements to midi
that would make it sound significantly better at least
Ofc, but usually it can be personal preference
At least in my experience
Actually, eh I’m probably wrong
As I do run SC-55 and an acoustic drum set
Depends on the sound font from my understanding. Some are similar enough that it's a personal preference thing. Some seem to butcher midis pretty bad
I'm no expert in this, but I know a good chunk of the top midi composers.
Hopefully I'm not making shit up lol
i could download improved midis
Doom midis are perfection. There is no improved
Does anyone have recommendations for people to watch if i wanna learn how to use ultimate doom builder?
David Newton and Jimmy probably have the nest beginner mapper tutorials
Dragonfly has just started a series
I've got a bunch of tutorials but they're more on a technical level
Awesome, thank you
How do I take just one map out of a wad? I want to take the first map from Doom 64 I'm making a deathmatch map, that will be combining the first level from Doom I, Doom II, and 64, in a way that makes sense, or at least gonna try to. Is that possible?
Like with textures still in tact
Are doom 64 maps compatible with the doom 2 engine?
I didn’t think they were
easiest way is to use slade to extract the map you want
People have made doom 64 maps for classic doom via mods, aka brutal doom 64 for example, only problem is I would have to delete all actors, monsters, weapons, etc. I think for now, I'll just make my own interpretation of Dead Simple with Doom 64 textures, since I found a doom 64 texture pack. The goal is for me to make a mapset of maybe like 12-16 maps inspired by arena shooters throughout the decades: 90's-2000's, 2000's-2010's, etc.
Yes, you need to use the specific Doombuilder fork for Doom 64 maps
But if you want to recreate a Doom 64 map in Doom 2, you might be able to copy and paste the line defs by opening the map in Doombuilder 64, and having a blank map in UDB
Otherwise you'll have to do it all manually
If you do straight copy paste a Doom 64 map, don't release it. Copying iwads is a good way to get eviscerated from the community
Oh no I would never do that, that's terrible and shitting on someone else's hard work
good to hear 👍
is there a place for hexen modding and map design?
I'm kinda wondering how they did the swing doors in hexen
Penance 4 Arena XL Beta 1:
- added the Tesla Gatling, a plasma slot chaingun that speeds up when you hit a bleeding actor
- added rock hammer, that gives you armor on hit of a bleeding actor
- returning map Tower of Bable, now named Old Bablon slightly revamped
- returning weapon sorcher from penance 2
- monsters now take scorch damage and explode on death
- various buffs to bfgs and other weaons for single player and co op play.
for whatever reason this chat didn't let me post the TSPG link
i just posted the wad itself
welcome, you've been indoctrinated into the skeleton army
does anyone know how I can find the server for hexen modding?
Does Someone Know How to Add Player Select go DOOM II?
I've recently made a big 3D RIP of a classical Half-Life 1 weapon.
If you wish to add it in your poject, you can download it here : https://drive.google.com/open?id=1HqGUJ-79H2b1vZhlAa8ZRofvr_25lrkh&usp=drive_fs
does anyone know if there's a wad that fixes the errors that were made when the levels of doom 1/2 were made (misaligned textures, hall of mirrors effect, etc.)?
no, redistribution of iwads is illegal
my bad, didnt know that mapping fixes fell under that
the only way to alter a map, is to alter the map
mods can't (at least not easily) change texture alignment, add textures, change map geometry etc
you can do some pretty crazy stuff via zscript but that only works for zscript ports, ie gzdoom
you can make textures in a mod that replace existing ones (by using the same name), but that's about it
I would like to know too
I remember seeing your Balmora from Morrowind map months maybe one year ago
what is your favourite map from the 4 new megawads? I like map16 from Brisk 2
any mappers who aren't busy here?
wu-- bu bu-- How?!
Can't you just copy the level into a separate WAD, fix it there, and use that as a pWAD?
yes, but you can't legally share that PWAD
It's rather simple, and for personal use it should be fine, no?
There's nothing strictly telling one to share anything.
you've just altered the map (and you need permission from the mapper/license for that)

Hold my beer
That's why I said "not easily" 🙂
I SAID HOLD IT
your favourite palette/colormap/tint? Boomer (pinkish), DBP70 (yellow), DBP71 (metalic blue/grey)?
None of those. Anything by Ribbiks or Misty would be top of my list with shoutouts to the Eviternity and Simplicity palettes
in MBF21 Decohack, I want to have an enemy "aim" a sniper rifle. If I want them to aim at the player for 60 tics, is this the only way to really do it?
yeah, or DPB52 palette, looks stunning imho, especially combined w/ DBP litefx projectiles
hey, i need to load myhouse.wad for a doom 2016 map im making, but i keep getting a parse error with gzdoom.
heres the full log:
OS: Windows 10 (NT 10.0) Build 19045
GZDoom version g4.14.0
Can't find 'E:/gzdoom-4-14-0a-windows/extras.wad'
W_Init: Init WADfiles.
adding E:/gzdoom-4-14-0a-windows/gzdoom.pk3, 689 lumps
adding E:/gzdoom-4-14-0a-windows/game_support.pk3, 3308 lumps
adding E:/gzdoom-4-14-0a-windows/doom2.wad, 2928 lumps
adding E:/gzdoom-4-14-0a-windows/game_widescreen_gfx.pk3, 214 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.txt, 1 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3, 789 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:20pam.wad, 49 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:bloodfiend.wad, 121 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:blot.wad, 38 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:cerberus.wad, 173 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:hellfish.wad, 68 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:hf2nme.wad, 436 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:house.wad, 6 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:kd_smoke.wad, 7 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:mirrorvile.wad, 184 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:nightmare.wad, 60 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:shadow.wad, 118 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:shrek.wad, 14 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:spfx.wad, 843 lumps
adding E:/gzdoom-4-14-0a-windows/myhouse.pk3:stealer.wad, 42 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Speakers (High Definition Audio Device)
EFX enabled
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: INVIDIA GeForce RTX 3050
Vulkan device type: discrete gpu
Vulkan version: 1.3.280 (api) 560.376.0 (driver)
Max. texture size: 32768
Max. uniform buffer range: 65536
Min. uniform buffer offset alignment: 64
Resolution: 320 x 200
I_Init: Setting up machine state.
CPU speed: 3592 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
Family 6, Model 60, Stepping 3
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
GScript error, "myhouse.pk3:zscript" line 75:
GCannot convert to name
Execution could not continue.
1 errors while parsing scripts
Use an older version of GZDoom
might try and get into doom mapping, what's some good tools for vanilla-compatible maps?
Ultimate Doom Builder.
though, Doom Builder X also works
Ultimate Doom Builder for all your mapping needs
Use DBX if you have a particular affection for the Doom Builder 2 UI
I found a mod that turns brutal doom into Doom eternal, but the ssg from it doesn't have the hook, but there is a brutal doom ssg replacement that does, but when I use it with mod, when I go to pick it up, it does nothing, but if I type in summon ssg then the one from weapon replacement spawns & it does work, how do I make it so it's apart of the mod so no matter what the replacement will spawn?
I also found a plamsagun replacement & chaingun replacement that also have same issues as the ssg, I prefer these as well cuz the alt fires are more interesting. 🙂
You have to recode the mod
Or make your own patch
I think this might be the place to ask.
Apart from that dementia wad (I can't recall the name of it) and that one (along the lines of) "Doom but as you remembered it", what are some other custom wads that incorporate the original Doom maps but do completely different things with it, expand them, subvert them etc?
there's a recent one on doomworld called 'YouAren'tSupposedToBeHere.PK3' thats kinda similar to those. it's pretty trippy when the maps start to completely fall apart lol so it should be what you're looking for
All those A_FaceTargets can be combined in to a single line by simply repeating E 20 times. I can't actually show the code because it is considered spam for some reason. Alternately you could increase the frame to 5 and only repeat it 12 times. It will be a little bit easier on the engine. Don't be a Complex Doom modder.
So i could PPOM [E repeated 12 times] 5
Yep as long as the source port supports it. Which MBF51 should, that's a very basic DECORATE function.
LITEFX projectiles mod from DBP69 turns green slimefall textures in other mapsets white. solution somebody pls? https://www.doomworld.com/forum/topic/150064-dbp69-caustic-industry/?page=2&tab=comments#comment-2900423
..and what a gem that was!! Ich started yesterday evening and played until this morning 6 oclock (drank about 13 beers). Slept a few hours and restarted from map 14 on and just finished the wad!! What a great atmosphere, this green theme...I am speachless. So hyped!! Now I have to finish the last...
Hello
hi, yeah?
Nothing
- Added T-1000 To the roster in commemoration of the addition of T-1000 in Mortal Kombat 1
- Fixed Johnny's taunt not being loud enough.
- added Map UMKD35 "Steel Mill (Terminator Arena 3.0)"
- added Map UMKD36 "Canal Chase (Terminator Arena 3.0)"
beta 2
- T1000 fist now remove the Tcombo inventory tokens in the deselect state, hopefully fixing the
Xray bug.
- ADDED new sprite animation to T-1000's kick attacks, via an edit of the Brutal DOOM sprites.
- Scripts no longer work unless player is alive via dreo's Bugfix code.
beta 3
- NERFED johnny's shodow kick by 5 pts of damage on one of the frames, both his red and green shadow kick.
- Removed redudant T1000 sprite fist frames from the pk3, then replaced them in code with jonny's fist frames.
- buffed T-1000's hook attack from 3pts per damage tic to 4 of damage.
- T-1000's hook uppercut auto combo requires less tokens to activate.
- Reptile's Melee Combo attack has been buffed from 3pts per damage tic to 4 of damage.
beta 4
- ADDED the Vulken playerclass from the mod Penance to the roster.
release
- fixed the Vulken's fist tag to say "Skeleton fists" instead of "Memetic PollyAlloy"
-NERFED Dropkicking, it now consumes 30 stamina
- Berserk now replaced in code with another berserk replacer that gives 150 stamina in addition to healing the player and giving PowerStrength
- fixed a few frames on the vulken playerclass's Xray Death animation.
beta 6
- T1000's melee combo attack now ueses "A_Saw" to pull in enimies instead "A_Custompunch" ```
does anyone have any beginner's tips for doom mapping?
is there save *.zdl keyboard shortcut in ZDL launcher pls? ctrl+S=save as
allign your textures, peg the door tracks correctly, darker looks better than brighter, detailed shadows...
Brightmaps Plus and More Lights standalones work but I find them too heavy. not possible to fix the white slimefall texture problem for otherwise perfect LITEFX somebody pls?
we allowed to post WIPs here for constructive criticism?
I'm sure you can
Yeah it's fine
what is the most detailed map that runs w/out fps drops in GZDoom? Don't Turn Your Back On The City 2021?
Im trying to create raising stairs, but when I do, the floor goes up as well, the floor isn't the same tag as the stairs
That's a bit of an impossible goal to meet, because that entirely depends on your hardware and what you're doing with it
what is your bar? As long as the map never drops below 60?
Because I know a few maps that aren't by any means a work of art that can tank your PC
in Abandon 2023, I can play maps 01+02 only, some fps drops later on
in Who Is Who 2025, I can play small detailed maps 01+03, not map02
in Boomer 2023, I get fps drops in maps04+06
(under 85 fps = laggy = not smooth for me)
"lag drop" is an arbitrary term
If the map runs consistently at 10fps the entire time, then there is no lag drop
I’ve really only heard the terms lag spike and frame drop, never lag drop
Having a map where the frame rate doesn't change at all is functionally impossible
Well you could have a plain box 
WOW.wad the pinnacle of mapping confirmed
Due to how hardware works, that’s even bound to have a minor frame drop
So yeah, literally impossible
Off-point but if the mobile app doesn’t stop turning back pings right after I turn them off I will go insane
I have all notifications turned off on my phone 
I mean reply pings. I try turning them off for mods.
what is the most detailed map that runs in 85+ fps in GZDoom on average HW w/ some mods? Don't Turn Your Back On The City 2021?
I don’t even use GZ, I’m not your person to ask
I only do up to MBF21 stuff
no HOMs, no fps drops (under 85 fps) in GZDoom, sometimes even flat maps work (see Mindprison Project 2021 map18)...
The FPS thing is redundant as soon as you take into account of people playing at the intended 35 FPS cap
You really only want the levels to be performant
And also taking into account of people with different hardware
bro the original doom ran at 35 fps, you can live with 60
The mapper may not be able to reach 85 FPS, but another player can
So you just don’t want the map being noticeably laggy
plus im using the standard doom mapping format, any maps i make will probably be able to run on a potato
85Hz screen, aint gonna play under 85fps
i have a 165hz screen, that doesnt mean anything under 165 fps is unplayable
last time I have seen 75Hz was 15 years ago, not going back
we can argue if a game is playable below 30 (or even 60) fps but 85 is ludicrous
Another thing, not everyone has an 85 Hz display
yeah some people are using 30hz tvs from like 2007
Some have as low as 60 Hz or less, or as high as 200+
There’s absolutely no way to guarantee a map will play well on one system to another
All you can do is optimize
exactly
different people have different hardware, what could run great on my pc could run horribly on yours
Also another consideration: source port performance
It’s not a major thing in 90% of cases to be fair, but it is a real thing
Something could run well in DSDA but somehow horribly in Woof, for example
I’ve actually had that happen, still got no clue why to be honest
Wait no, reverse that
frame rate depends entirely on your rig
well not entirely, but that will have a large impact
Just go play stuff
Lullaby is pretty well optimised
Exl maps are always good
https://www.doomworld.com/forum/topic/105581-verdant-citadel/
Heres a map Ive been working on for the past 6 months. I wanted to get better at non-linear layouts so this is as about non-linear as I could stand making it. As a result there are a few ways to approach the map, some a little easier some a little harder. Playtime is estimated between 25 and 35 m...
The low spec edition of Bastion of Chaos might be fine for you
https://www.doomworld.com/forum/topic/116003-bastion-of-chaos-low-spec-version-is-up/
A wild Bridgeburner map appears… Presenting Bastion of Chaos, a massive, gothic monstrosity of a udmf map for gzdoom using Otex.Gameplay Play revolves largely around set pieces with the encounters starting off as tight affairs and then building to epic slaughter fights. BUT there should be someth...
That reminds me I need to fix the image embeds lol
what is the point in having hyperdetailed map (Miasma 2016, Hurt 2019, Bastion 2020...) if u then have to play it in not the best looking engine (DSDA etc...)?
I personally find DSDA, Woof, etc. to look overall the best
Though for your actual question, it’s probably due to compatibility issues
There are some maps that will straight up not work under ZDoom-based engines
POOGERS, for example, will only work in Boom-accurate ports
well what is the best looking engine lmao
bc doom looks really similar on every port that isn't gz
Play as T-1000 and Vulken in the latest update of UMKDXL.
UMKDXL is a gameplaymod/megawad that feels like a fighting game in first person, made for Klassic Mortal kombat fans.
download now!
really depends on the little things
nugget doom has a bunch of great small additions
doom retro looks great
when I run NT map25 w/ the new REJECT fix, first run is smooth, then low fps again no matter what (GZDoom). what could cause such behaviour pls? https://www.doomworld.com/forum/topic/149103-necromantic-thirst-rc2/?page=6
23 hours ago, unraveler said: On another note, in map26: After clearing up the red skull key arena, I didnt find any way to get out, and the ground that was raised didnt lower back even after I killed everything inside and outside the area. Both you and @Archvile Hunter encountered the same probl...
Gzdoom doesn't use reject tables iirc
After three weeks of working on this, I finally fixed most of the issues and made a few more improvements to my Doom HUD mod. The video below shows all the stuff I added or changed, along with links in the description if you're interested in trying it.
Howdy, so after three weeks of triumphs and frustrations, the newest version of Devred's Action HUD is now available for early access for Premium patrons.
It comes with many changes and improvements since the first release, and thanks in part to the people in the ZDOOM forums, it is now a much more optimized and eye-catching experience.
Here's...
I discovered how to make a 3d floor, woo-hoo! :3
I still don't know how to make a transparent portal in doom builder lol
(I use ultimate doom builder and use the gz doom to test my maps)
Is anyone on here particularly skilled with ACS and ZScript? I've been working on a massive pwad for the past two years and I'm trying to create an item that when collected increases the player's maximum health by 10 each time one is collected. I tried asking Chat GPT but that is unreliable and my current implementation crashed the game.
I made my own demon in blender. Its name is "Laser Demon" and its basically a cacodemon that shoots lasers out of its eyes. The image contains every single sprite with the exception of the sounds and laser sprites
incase you guys wan't to update the design and add other stuff to it let me know
<@&162901871168585728>
👍
?
there was a scam link
Oh
hi, OCULLA 2022 mapset: somebody able to delete 3/4 of monsters in maps03+31+32+33 so that they then run smoothly in GZDoom (software render) pls? I always break the maps when I try to edit them, thanks https://www.doomworld.com/forum/topic/126833-cl9-occulawad-rc1/
A small collection of challenging maps made by both myself and tourniquet, featuring red textures by franckFRAG. Maps vary in length and complexity, with some harder fights being optional. 3 secret maps full of BS and nonsense for those who like being abused by videogames. Revenants included at n...
guys how do i load custom enemies in Doom Builder?
I followed a tutorial made by chubbz and he said that the new enemy should load either in thye monsters section or in a new thing tab called "Decorate"
i loaded in an enemy and it didn't work
no decorate, no new monster, nothing
lite/GZ version w/ lower monster count would be great as I dig the architecture
no mod/argument to reduce monster count in these heavy slaughter maps pls? -nomonsters argument only?
Have you ever been playing through a map, and thought that despite being fun, it was a bit of a grind? Well, fret no longer! Introducing... DE-GRINDER is a simple little mod, compatible with vanilla Doom & all source ports. It cuts every single enemys health directly in half, other than the I...
Doesn't remove monsters, but it does reduce their hp
If a map has implemented difficulty settings, that usually reduces monster count
What do you even mean by that?
I Mean, Like When The Player Moves The Camera Moves Up and Move.
it's a setting in some ports iirc
but if you're talking about programming it in ZScript or whatever, can't help you there
my knowledge only extends to MBF21 stuff
If you're using GZDoom then the player pawn class should have properties for controlling bob speed, you'll have to do some overrides to completely customize the bob, assuming this is ZScript
I'm new to ZScript
I suggest referencing written code, it is pretty poorly documented
Yeah, I Said I'm New to ZSCRIPT, i Know a Little Bit, I Got Some Knowledge from a Mod, That Should Not Be Named.
Hello everybody. I'm new to this server and I just wanted to ask a question that my friend has been bugging me about. I've been telling him that the Kex port of Doom 1 and 2 cannot run Brutal Doom but he just doesn't believe me (He keeps saying modders are too lazy to port it). Can someone tell me EXACTLY why Brutal Doom cannot run in the Kex engine? Thank you.
Simple: Brutal Doom uses advanced scripting languages that are only supported by the ZDoom family of source ports
you quite literally cannot port it unless the KEX port starts supporting Decorate and ZScript
Thank you 🫡
if he still doesn't believe that, I suggest ignoring him tbh
not to be an absolute dick, but just to save you a few gray hairs
I understand and will take that advice should he ignore me
there is a version i think made by DOOMKID or someone, i forgot who, but someone made a KEK engine supported burtal doom
it's a hacky version of brutal doom i think
it uses all sorts of trick in order to make it work.
from what i remember this version of burtal doom was supported by MBF21, it wasn't true burtal doom though.
ok so i found the doomworld post.
Hi there. If youre subscribed on my YT channel, you might know that Im working on Brutal Doom for Chocolate/DOS Doom. Today Im presenting you an alpha build of the mod for public testing! At present time the mod provides: -Redesigned weapons (sprites taken from Brutal Doom, of course) (based on T...
the mod is called boiled doom
true brutal doom uses Zdoom scripts, this version probably uses DEhacked.
need the Doom 2 exclusive textures in a wad for DOOM 1
Anybody here with experience uploading mods to the official KEX port? I experience a crash when hitting the verify levels button. The log shows that memory cannot be read, and I've tried changing the source to two different drives. Does it need to be placed in a particular subfolder that I've missed? Is it just a temporary bug/feature?
hello
In regards to the above, it was simply because I had forgotten to change some of the graphical assets from png to doom format.
It did lead down a UMAPINFO rabbit hole, and using UMAPINFO Designer to create that lump to import using Slade.
Make the sequel if you do HARDBOILED DOOM
i didn't make it, someone else did
currently a work in progress, some maps, items, and enemy placements are likely to change, most enemies are from realm 667
What complevel, even?
Also, most textures are completely missing in every port I just ran this in.
i don't know how to get everything into one thing, but having to find all of the seprate files would take a long time here
should i just dm?
Just do that. Also, look into embedding the files directly into your WAD before you fully release it.
How exactly I'm not fully sure of, as I never really worked with custom textures.
i click this button?
you need to use Slade to shove them in more than likely
unsure if UDB has a way to embed them automatically
;^;
Slade does have a little tutorial how to import map textures, but there's a different process for enemies more than likely
though, that tutorial does also assume all textures are apart of a single WAD
once you DM me the files you're using, I can DM you the tutorial
see if you can get anything out of it
Hey how do you make a door in doom builder X