#classic-doom-maps-mods
1 messages · Page 25 of 1
have you tried Spectale Creep?
Spectacle Creep is only for Knee-Deep in the Dead unfortunately.
But thank you for trying to help.
There's ton of Knee Deep in the Dead remakes
If best looking one I would take Knee Deep in GZDoom
But I hate how it plays
Knee Deep in ZDoom suffers tremendously from feature creep
Instead you should try Knee Deep in Knee Deep in ZDoom
It's a complete demake of KDiZD that tries to get as much of it to work in the original engine
And it's pulled off extremely well
did you mean knee deep in zdoom or is knee deep in gzdoom a different mapset?
I just forgot it was ZDoom and not GZDoom in the name
ok gotcha
np sorry there's not a huge remake that is of the scale of scripted events and a lot of extras, but there are plenty of remakes that can look and feel like a remaster of episode one, like kdizd. there's another one called Doom Tribute as well.
edit: Doom Tribute Project
new map
Textures are good af
this reminds me of half life, either way i dig the textures
did you make these?
is this mod available anywhere yet !?!?!
most of them are from BTSX
This mod allows you to play as a T-800 Terminator, a machine made for perfect infiltration... Programmed to kill, armed to the teeth, and bad to the bone. So WHAT DOES THIS MOD OFFER? This offers many cool features, such as: - Cool weapons from the Terminator movies (The Winchester, SPAS-12, and ...
ty
modding sarbytwo to run DOOM engine maps counts as doom modding right...
(+ gameplay)
try Spectacle Creep
However, I've realised Extermination day covers both Doom 1 and 2.
try Doom: One
it's all of Doom's episodes made into one map
One map for Episode 1, Episode 2, and Episode 3, and so on and for forth.
If you want it less cramped, then Doom Freeroam is good
woah
I’m actually starting to lose it I thought that was a wall of Ao Onis
Hi there, I'm trying to get the PK3 version of OTEX, however the download never gets the full 74 mb, resulting in an inability to open the file. Any way I can fix it? I'm on FireFox
https://github.com/qwerty0975/PURPLE-LAUNCHER/releases/tag/2.1.1
a doom launcher im working on
very cool, can we get a screenshot of the app?
nurse gloves
inspired by a character from a fighting game
Now make em drenched in blood
lucky textures can be PNGs otherwise the custom sky would have been fucked over by the doom palette
pretty cool! I dig all these launchers but for me it's always been easier to create .bat files lol
lol k
really cool looking though, for sure on par with other doom launchers in terms of flow and features, so great job!
thnks
When I try to open any mod on ZDL using gzdoom as a source port and doom 2 it says application failed or something
Does it do that with other ports, does it do that with other iwads, are you loading any mods, does gzdoom load fine when not using zdl
Gzdoom loads fine. I’m trying to load brutal doom. It does it with shareware and doom2 and zdoom I think it does the same thing
Does doom 2 load fine in zdl with no mods
How can I make it so the health bonuses look like they're sitting on the ground instead of clipping through it?
There's a setting in gzdoom
Can't remember what it's called though
Like this?
Hehehe. Very cool.
Let me see
almost done!
what map is this? looks sick
gonna drop it later today, I'll let you know
dropping here or somewhere else? 👀
Does anyone know if GZDoom and MyHouse.WAD can be ran on Linux? I want to do a Halloween stream for some friends and play it
There's GZDoom for linux on https://zdoom.org/downloads
I had an itch to make a new map, so have fun with this one! This is a quick and intense single map that takes place in a facility hidden in an alpine forest. A Boom-compatible port is required. IWAD: Doom II Coniferous.zip
are my ports besides gzdoom
Doom 2 doesnt load with no mods
just does the same thing
Do a fresh install of everything (Gzdoom, zdl, doom2.wad)
Repurposing an old titlemap section I made way back ago for a long abandoned mod of mine. Never throw away your unfinished or unpublished ideas. #Doom #Modding
but why

i need to know if, despite how limited its lua is, it can run doom
and also because gordon freeman in doom without the Lambda mod
well of course it can. SRB2 is built from a Doom source port
its lua is pretty limited so it was kinda iffy
i had to use the python script that initially just added the extra FWATER flats to bump the line specials by a lot just to get SRB2's own specials out of the equation
and then said script spiraled from there
and also... sigh... ill admit it... i just wanted another way to play doom...
bruh
thanks dsda doom
(i have never used that source port, im more of a gzdoom and nugget doom type of guy)
although im planning to change gzdoom once uzdoom is available
Guys I kinda need help
I tried running Brutal Doom with Doom: One and guess what I got
Yeah.
Doom: One runs perfectly fine when I mix it with Smooth Doom and Nashgore, which are my go-to mods for purist mode.
If anyone is familiar with the pink valley horror wad can you recommend any other ones like it. I really like psychological/schizophrenic like horror theme
Something like postal where where at the end you really dont know if all of it was real or just an illusion
so i lost some assets. I had a Armored Elite Revenat from Doom 2 sprite sheet but i cant find it. By chance anyone know where i may of gotten it from? Needle in a haystack
found one of the images, but cant find the wad.
i have so many megawads and pk3 with custom assets but not finding it
found it, ignore me
someone put it on realm667
Is anyone experiencing an ssg reload animation bug for BD?
Ye, tho it is said to be fixed in developer build
I actually think it’s running BD with BTS wad, doesn’t seem to do it with others..
It looks awesome, love it
I know this not eternal modding, but doing something special here buliding Doom eternal level but arted with classic textures
i found this cool mod
i dont know where i found it
neither do i know who made it either
OWW
hmmm... that's kinda sus
I’m the imposter
Why use class names of the monsters and not their tag name for parameters?
at this stage of the port's development i'm like pretty certain nobody would figure i was recording this in sonic robo blast 2 of all things if i didn't tell them
I updated the mod again yesterday.
This mod allows you to play as a T-800 Terminator, a machine made for perfect infiltration... Programmed to kill, armed to the teeth, and bad to the bone. So WHAT DOES THIS MOD OFFER? This offers many cool features, such as: - Cool weapons from the Terminator movies (The Winchester, SPAS-12, and ...
Dual wield takes no ammo, it's too op
where can I promote me content m8s?
I can tell. Because SRB2 is based on Doom Legacy, not GZDOOM. Anything not based in GZDOOM stinks yukky
You liberals and your gee see DOOM's... ||/nsrs||
Finished my WAD if anyone wanna plays it
https://www.doomworld.com/forum/topic/155926-joel-vinesauce-wad-1-map/
The reason why I first started making maps is because of this fun video I saw made by Joel. After that day, I started Doom mapping! And its been very fun along the way! Basically what this WAD consist of is basically what Joel made in the video, but a bit more detailed and more stuff. I consider ...
Looking very cuwl
thank youuu!
I was trying out OTEX for a while.
A very early version of the shield (by TAM)
tryna do speed maps or sm
(i was lazy so no screenshots lol)
((this took an hour almost, im slow 😭))
Me too, bro. Me too.
Mop
nice armor count
Thank god it's not 67
hate that meme
hey does anyone know how to fix this bug theres suppose to be a sky here but its kinda acting weird and overlaying the celing texture
ill update yall if i fix it
okay update
im colour blind or smth cuz i made it so that it open a door for some reason and it was messing up the textures
and i didnt notice the green lindifs for about 3 hours
bruh
Anyone here heard of My House.WAD?
we all do
yeah sure!
drop the download link
I’m waiting on all console to update and be able to play wads like that
I animated Black Dahlia's gun arm from Skullgirls for my Doom mod
Huge gun
Oh that's an arm
Ultraklil
wows
Ultrakrill
i finished and counted how many hours it took
(it was about 7 hours)
I always love me some 90s style 3D-rendered stuff, absolutely love this
I have recently become obsessed with architecture and creating backround pieces, what do ya'll think
new hell wad
sick!
looks dope to me
That's awesome
Looks literally like my map bruh
Lol... whatd'ya think of the custom sky?
Eye of Sauron
Hell ye, thats what It was based off
For a moment patterns around it made it look like an angel
I love the fact you can put custom textures in doom wads
Its so cool
But ye, texture wise as well, I had a lot of help from my goat twin opinion, he created the vault 666 mod and has been an amazing helper in consultation and artistic stuff
I'm a potato in spriting
If I were to make a total conversion it would be like diep.io and shit
Never a better opportunity to practice
Like I did my pfp 3-4 years ago and done no pixelart since
More like little than none but still barely any
i swear why does vega refuse to let me talk about this one specfic map :/
i worked on it for 3 days >:(
God doesn't like your map? Damn.
I just saw this while preforming surgery on an Xbox 360 controller and found out why he doesn’t like my map
Calamity is a nine-level episode replacing the original Knee Deep in the Dead, created exclusively for the Hell 3emlya source port - a fork of Chocolate Doom that partially supports modern mapping standards (MBF21-ID24 and new features) while retaining a vanilla aesthetic.
The story follows a soldier betrayed and brought before a world tribunal, branded a war criminal. Sent to serve out his punishment in the grim labor camps of Phobos, he arrives just as Hell breaks loose - and now, his only mission is freedom.
Main Features:
- Consistent **Episode **1 (E1) visual and design style throughout!
- Several creative gimmick-based maps!
- A unique secret level!
- Updated weapons from Minicharge!
- New enemies from Volcanic Eruption!
- Multiple difficulty levels to suit every player!
Alongside the release of this episode, I’m also presenting my own fork of Chocolate Doom - Hell 3emlya, developed specifically for CALAMITY.
It introduces new features and expands the classic DOOM formula while preserving its vanilla charm:
- New exclusive enemies!
- Reworked **Nightmare **(5th difficulty) - now a fair challenge, not pure chaos
- Alternative fire mode!
- Training map to showcase gameplay mechanics!
- No random damage!
- Enhanced enemy abilities!
- True ending on E1M8!
Doomworld: https://www.doomworld.com/forum/topic/156019-calamity-ultimate-doom-1-episode-9-maps/
IWAD: Ultimate DOOM Maps: 9 map Tested With: Hell 3emlya 1.2 (Chocolate Doom 3.1 Fork) inside zip file DOWNLOAD Calamity is a nine-level episode replacing the original Knee Deep in the Dead, created exclusively for the Hell 3emlya source port - a fork of Chocolate Doom that partially supports mod...
Doomworld: https://www.doomworld.com/forum/topic/156019-calamity-ultimate-doom-1-episode-9-maps/
IDDQD: https://i.iddqd.ru/viewtopic.php?t=2818
Authors: Ear1h, Track Federal, Doom Wads
Calamity is a nine-level episode replacing the original Knee Deep in the Dead, created exclusively for the Hell 3emlya source port - a fork of Chocolate Doom tha...
https://www.moddb.com/mods/brutal-doom-happy-mod-time/downloads/brutal-doom-happy-mod-time hello this is my mod what do you think?
why when you load up the pk3 it just says boy kisser v2 and then crashes
because i used some monster boy kisser then try to change gzdoom version or use delta touch
tell me if you can
hello my very legitimate doom mod just released hello
Sonic with guns
https://youtu.be/QnDLBw87oBw?si=lFrNeA3HHjg0rtPc
https://allfearthesentinel.com/zandronum/wadinfo.php?name=dadm_b4.pk3
This is a mod im working on that uses "Doom : The Dark Ages Weapon Pack" as a base, and is heavily modified to intergate the shield and flail into every weapon. quality of life changes, and also New player sprites i edited together using D4T sprites as a base. This iteration of DTDAWP will be released to be played on Zandornum and will come with...
Might actually turn this into a weapon after I finish my other mods.
Holding the shield by the bottom
updated the overview to have a less hastily-made usage section
is there a definitive high quality sound wad?
because ones likes sound bulb don't have a high quality super shotgun sound
Relating to what I find, it is a fascinating feature of E2M3, a pentagon. A simple geometric shape (and what Eraser from Battle for Dream Island is afraid of)

Making Android Doom Mapping and Modding more flexible :v
Download Link (ModDB):
https://www.moddb.com/mods/the-terminator-mod/downloads/terminator-doom-mod-test
Doomworld Link:
https://www.doomworld.com/forum/topic/152618-the-terminator-mod-for-doom-updated-9292025/?page=2
-------------CREDITS-----------------
3D Models used:
Terminator Model by DoomguySFM
Endoskeleton model by Rockcodian
Wincheste...
Alot more work and still need to add finishing touches to give it the BloodCults look
does anyone know how to fix this?
Good idea for hellmaps. Always can use some more flesh
thanks, I saw your stuff on doomworld and dig it
Hello, does anyone have physiological horror "wads" or just horror wads?
i made a whole level where you were inside of a beast and it was full of flesh stuff, its kinds fun to make honestly
I don't know much besides myhouse.wad, but you can probably find some on yt channel of dude called Midnight. Just don't think much of his video naming ways.
Thanks ^^
Yeah Those are hard to come by. tho pink valley is probably the most like it. Wish i could run it but android gzdoom2.1 :/
map name?
Introducing my first completed vanilla Maps! ================================ Download link is right here: BEAUTYNBEAST.zip ================================ (Made on Ultimate Doom Builder and Slade 3, IWAD is Doom 2, has 3 Maps, Limit removing, so it wont work on DOSbox and Chocolate Doom.) This ...
its the second map, theres also some buildings inside, basically the lore is that the beast ate the buildings to keep themselves alive
ooo
So it bugs out like lilith just exploiting the bugs in zdoom
hi, doom 2 Commander Keen sprite name pls?
Has anyone come across a nightmare on elm street wad?
Let me know if you want some play testers Im always down to try some new wads
i would love some playtesters for it
ive got about 6.5 levels and i have no idea if they're any good (i think theyre cool)
also i need to know if the map order is good
Well Im no expert I am very new to making wads myself but always good to get some fresh eyes on it and give some input I think
Im in the planning process of putting together a nightmare on elm street wad cause haven’t seen or heard of one so figured why not give it a shot
that sounds sick
It does but like I said Im new to this so baby steps gonna just do piece work I think start with his house and see where I go from there
how should i share the wad for playtesting?
fractals, yay!
these look pretty af, i would definitely wanna try these once its done
love it! my fav kind of levels, would love to playtest when you're done
I'm aiming to make an immersive version of the classic Doom maps, as well as some of the best projects. By incorporating the PSX Doom sector colors, and fixing bugs in the maps.
Oh, and I also fixed a softlock issue in E2M4 with UDMF.
the floor crusher?
Linedef 700 has this walkover trigger that activates the floor crusher. Normally, they deal 10 damage every four tics, but since the player, with max armor and health, can survive this crusher and get trapped (resulting in said softlock), I used a calculator to determine the minimum damage required per tic to ensure that the softlock gets exorcised.
The player's height is 56 map units, and if we divide it by 4, we get 14 tics where damage occurs. The amount of crusher damage is multiplied by 14, and the goal was to find the minimum damage value such that 14x >= 400. The smallest integer x that satisfies this inequality is 29, which results in a total of 406 damage. I chose the value 30, just to be safe, so this results in a total of 420 damage.
In the end, I didn't have to stack crusher damage.
The default was 100, but it was overkill for me.
Sometimes, you have to be resourceful in order to solve a problem.
Sounds great! Im just not sure when I'll be done, as Im just continuously making new levels
Anyone know where I can find reloading sprites for the standard Zombieman
Preferably with full rotations, I spliced together some code for a custom reload state but I think it'd be cooler if you actually saw him switch magazines
How long does it take to get a map verified on nightdive after upload?
Dropbox or google drive would be best for ease of use cause Im not sure you send them through dm on here
I dmed you when you are around again
This may be offtopic but its pretty similar topic. We all probably love Quake. I developed this script that uses command coordinates to create a .map file. Works but still early on in development. This is how they created the original maps before wireframe or 3D editing. Just CLI
Hi i exist again
I can DM a google drive link to you in a little bit (I'm just on the bus rn)
Is Brutal DOOM worth playing? It looks sick
I've heard its cool but Im a purist so I haven't really tried it out
Tbh I like vanilla and modded
Shader packs are somewhere in between tbh and I love them cus there’s no reason not to use them unless you like the style of base game better
For example, DOOM 2 path traced changes almost nothing gameplay wise and looks amazing
While I love the classic look, I must admit that shader goes incredibly hard
Exactly my point. Both look amazing, just in different ways.
I personally prefer the higher quality textures and realistic lighting
But base game still has a lot of charm
Only downside I can think of is that any pre 6000 series AMD card can’t run it and any pre 2000 series Nvidia card can’t run it
But it’s been 5 years for AMD and 7 years for Nvidia
yes its pretty fun!
i recommend!
I’ll give it a try when I finish DOOM 2
it has new weapons, new graphics, new mechanics and more!
its way more bloody, ofc
It kinda looks like a mix between 1 and 2
I’m fine with that honestly
Too much blood starts looking goofy tho lol
there is blood settings
so you can adjust how much blood you can see and stuff iirc
Is it like a scale, a preset or an off/on switch?
Just curious
i think a preset? i don't remember
i don't have my laptop with me, sorry
but hey! maybe download it and see it for yourself!
I will soon
The reason to not use them is they look bad
Jamming a shader onto another mappack not designed for it will always look garbage
Shaders look good when the environment is design with them mind
I mean specifically just shaders on vanilla
Like vanilla+ kinda
I think if there’s no conflicting textures/shaders, then it’ll look good if it’s a good looking shader pack
i see playstation 1 port as vanilla+ due to sector lighting
Any official port I just see as vanilla, but port differences in games is always cool
here is the first version of my city wad
playtest it if you want (it only has 7 maps btw)
uh what iwad should i use and is this vanilla, boom, mbf21?
Doom 2 and vanilla
The idea is that I wanted to make something that works with chocolate doom
im using nugget doom if thats okay?
when i make maps, i usually skip the visplane and just make it as cool as i can make it
basically a fork from woof
another doom source port
I see
Also it would be great if you recorded your playthrough but its not required (its just easier to see where i should improve)
deam
yeah my laptop is a piece of crap, i can't really record
also at map 4, it just, loops itself?
?
when i got to the end and oress the switch, i got teleported to map 4 again
also, not the biggest complaint but in uv, there is no medkit, only stimpack, which is a bit mean for my taste but i suck at the game so i can't really complain
i love feedbacks, its cool
Are you taking the teleporter on the lower floor?
Like the little area at the bottom of the stairs?
i actually forgot about that place, im sorry hold on
but i used the staircase to the end at the part where its full of rocks
as the exit
With the fireblue texture?
Ohhhhhh ok because if so that makes sense, since that's an unfinished secret exit that doesn't lead to anywhere, which explains the looping
I might make it so there's a teleporter that takes you back to that area because i was just trusting the player to backtrack all the way to there
yeah i used the teleporter now it landed me where its supposed to
Awesome
is it okay if i recommend my own wad?
its basically a 3 in 1 style as in techbase, city and hell
and doom cute too!
its a long map so i recommend saving
Yeah that sounds pretty dope
here it is if you wanna give it a shot
i don't believe it would work with choco doom
That's fine ill just download a different source port
But I'll have to do that later since its midnight and I need to go to sleep
i see, goodnight!
Map 4 has suspicious lack of monsters
You'll spend like half of the time on the map running around with not a single monster in sight
Actually several maps are like that
The soulsphere secret on this map is too obvious
And window with the chainsaw secret is useless if it gives no clue how to get there
Secret on map 5 is misplaced
Secret with the blue armor is not marked as secret, but the keycard is marked
Why is there a random rev in a wall on map 6?
In general: cool maps!
Ah nice ima start my morning to city.wad :V before coffee
And 🙁 it crashes after titlescreen for me
Ill extract the map i guess and make it compatible
Well i tried anyway. This map leads nowhere for me
Ill have to try the other maps
Unfinished
Thays why i named it map1000 so it doesn't get includes with the rest of them while playing
It’s peak
i need help, my mod crashes when ever map01 is finished
Looked cool tho. Yeah i seen that naming. Had to extract rebuild the wad to work on freedoom. I used my own python tool.
yea
oh hell yeah, trains in doom
this is about as what i can recall and recreate from what i've been in most train station back in kazakhstan, so everything you see is from kazakhstan or just my imagination.
what texture pack is this? i wanna use it!
otex
Guys, please, someone help me! I want to get this mod working. I tried but I can't because I need to create a sndinfo file for it to work!
Can someone get this pk3 working?
😔
🙏
you need to name the music tracks according to your iwad's music names, so "D_RUNNIN" would be the track for entryway, "D_STALKS" for underhalls, etc
heres a page on the doom wiki for all the doom 2 music files: https://doomwiki.org/wiki/Doom_II_music
The soundtrack of Doom II consists of music in MUS format composed by Robert Prince. 21 distinct tracks are present. At least some of these are known to have originally been written for Doom. Two of the tracks are re-adapted by Prince from his earlier work on Wolfenstein 3D.
In 2021, Doomkid along with multiple other musicians in the Doom commu...
Quero usar os arquivos que eu fiz são esses! Pode modificar para min ?
That was bad, I'm Brazilian.
I only use my cell phone, so it's very difficult! I don't use pre-made mods because they play too many songs I don't like; I prefer to use only those.
dont worry, heres a fixed version
also forgot to mention that music tracks in pk3 go inside of the music folder, sorry about that
Thank you so much, bro ❤️
no problem 👍
Aaaahhh the gpt chat didn't specify that to me 👌;_;
So... can you help me again?
sure
im not sure how delta touch works, but i think the pk3 should go in mods
That didn't work, and that's the problem! 
did you enable the mod in the app? i looked it up and you need to select the iwad, then click on a keyboard icon which will let you select the mod
The problem is that it's not ready; Delta Touch doesn't recognize the PK3 mod I made; it needs the sndinfo file.
Yes, it's selected along with Brutal Doom v22 and other parallax and graphics mods, among others.
sndinfo is not for music though, the file should work fine on its own
found a post that said that they had to use the command line to get it to work
That's because chatgpt is stupid. I'd sooner ask a drunk with a concussion
Hahaha yes
apparently hexen does use sndinfo for its tracks, so i was wrong 😅 i have no idea how it works though, so you'd have to ask someone else for that
If you're trying to jam a whole lof of mods together then you'll run into compatibility issues pretty quick (unless they've all been tested together)
GZDoom doesn't use sndinfo for music
Which is what Delta touch is based off of iirc
Music is usually housed in its own folder, within the pk3
pk3 root folder>music
Poise unfortunately without Rip & Tear, BFG division...
i fixed it for him but it still doesnt work for some reason
So if you create a music folder in the root directory, then put the raw files in there (not music.pk3). Then if they've been named correctly they should work
Provided there's nothing overriding in the other mods
maybe that could be it
Actually, everything is perfect; the app itself does the work for me. It has NEVER had any compatibility issues.
It's got nothing to do with the app
Calm down, speak slowly, I'm translating one by one.
It's whether the mods you are loading are compatible
Actually, yes, it does, because if there are incompatibilities, it warns you and prevents you from continuing to try.
This tells me there is already new music in the mods you are playing. Which is likely why your music is not loading
That doesn't fix the compatibility issue
And it sounds like you have a clash going, which you are not being warned about, because no port can understand fully what is compatible and what is not
Anyway, I suspect the language barrier will make this impossible to solve (it would be difficult to do even with perfect communication)
There are none being loaded except for the iwad from Doom 1 and 2, which cannot be removed from the Delta Touch.
You said you are loading a whole heap of mods
Look, I'm not entirely sure, but it's possibly something missing, because in the music mods I use, there's always an extra file besides the music.
i guess musinfo? but that's optional unless you wanna use different file names or music changers
Yes, graphics, the brutal doom v22, the eDay map without its theme music, upscaling
What I understood was the following... I need the Delta Touch app to recognize the mod, so I have to create a path to it.
the default path is the mods folder, so you shouldnt need to make a new one
Everything here is correct and working.
It's just my music mod that's not working 
i made a wad version, try and see if it works, but if it doesn't then i don't know what else to do
That's okay, no problem if it doesn't work. You really tried to help me, and that's enough, friend. 
no worries, but still, sorry i couldnt get it to work for you
Nothing is without its problems, and being mobile is difficult. I'm going to buy a PC next year to make my own mods and games.
nice 👍
I spent my morning making this, Doom 3 Sounds for a Beta themed Weapon mod called Tei Tenga
Hello does anyone have experience with uploading a WAD onto steams nightdive port of DOOM 1+2 ?
Is there a way to make floating platforms in slade3?
i cant seem to figure out how to add dehacked files to my wad
red-lit shooting arachnotron sprites by me https://www.doomworld.com/forum/topic/73426-share-your-sprites-🚫no-genai/?page=247&tab=comments#comment-2985307 put into a monster pack
if you have a .deh or .bex file, all you need to do is use slade (or another wad editor) place your file inside the wad and call it DEHACKED
im not sure, but i think chocolate only supports loading dehacked files from command line
what does that mean
you need to put -dehlump in your command line parameters for chocolate to read dehacked files in wads
how do i get to the command line
(i just play the wads by right clicking and going "open with chocolate doom")
you could use a doom launcher and edit the command params from there or use a batch file
(namehere.bat)
not sure how chocolate commands work but it would go something like this
chocolate-doom.exe -iwad DOOM2.WAD -dehlump -file yourmod.wad
brutal v21 is the best out of all mods, fight me
Is there a Doom mod that makes explosions better? Like actually real explosions instead of a cloud-shaped red circle?
I know Brutal Doom does this for their barrels but I don't want to use Brutal Doom for Extermination Day (Yes, I know EDay was made specifically for Brutal).
Ripped myself away from doing demos and Factorio long enough to actually get some mapping done, maybe next year Ill actually finish something for once.
How do I tell the difference between mods that use the same launcher? Like for example, if I have multiple mods that use GZDoom
They’re all just labeled GZDOOM
not sure if I get exactly what you mean, but I use multiple mods that use gzdoom with ZDL and, save different mod loadouts depending on the particular mod I use. so I just launch zdl and then load a .zdl file that has whichever mod I want that I made a save for.
Not even brutal wolfenstein is so much better
can someone please help me learn how to run two mods at the same time? I really wanna play BTSX with another mod but it either loads BTSX itself or doesn't load them both and they both crash
My Doom 3 SFX add-on for Tei Tenga is complete
Hello does anyone have experience with uploading a WAD onto steams nightdive port of DOOM 1+2 ?
https://www.moddb.com/mods/dark-ages-deathmatch/downloads/dark-ages-deathmatch-rc1
RC2 will allow parrying of hitscan damage, unlike RC1. idk how long i will keep that feature in though.
Dark Ages : Deathmatch, is a modification of "Doom : The Dark Ages Weapon Pack". This file contains the Advanced Saw Sheild baked into every weapon, and a new map called "Inside The Castle Walls". This Mod is meant to be played in the Zandronum Sourceport...
Need to include map info with the wad
Yep I did that
It uploads fine but when I run the WAD it crashes on loading the first level
Send me the wad in a pm
Wanted to make a doom mod. Not familiar with these sorts of things, but since I want dialogue, would it be better to try and make a chocoalte/crispy compatible strife mod or should i use a pk3?
If i can avoid gzdoom that would be preferable, since I don't really like it, but if I have to that's ok
I know that crispy and gzdoom are essentially the only source ports for strife
and delphidoom but not really familiar with it
Does someone know why does the hammer in the pink valley mod doesn't appear?
https://www.moddb.com/mods/dark-ages-deathmatch
Download now on ModDb
Dark Ages Deathmatch is a mod made for online, and offline, play as a gameplaymod/ Deathmatch mod, with advanced Sheild Machanics such as shield parry and shield dash.
boomer shooter im makeing
as you can see im not the best at gui lol
all graphics are placeholders
this took way too long but made a new texture. Probably the last one I will want for this map
https://www.youtube.com/watch?v=vCcP_F-BeY0 Portals are cool
Static type portal pair on polyobjects, moved by an ACS script.
looking for a program to convert decorate code into zscript code
they're also a pain to set up
A_PAIN
Auger Zenith with relighting and DarkZDoom is perfect (It looks better outside of the screenshots)
man I loved playing that map with diamond dragon weapons mod
I animated an idle state for weapon for my Doom mod.
Whats the mod?
Argus Arsenal
Ah so a weapons mod
I feel like we need more magic based weapon mods
I’ve played a few I liked but none are close to balanced
use ZDL launcher, try loading 1 mod after another or vice versa, priority/chronology matters. this https://www.doomworld.com/forum/topic/150330-voyage-infernal-mod-gore-wother-weapons-mods/#comment-2883382 is how I run the best gore + the best weaps mod at the same time
hi, Voyage Infernal mod: how do I use this mods GOATed gore w/ other weapons mods pls? somebody able to delete all guns (from pistol upwards) from Voyage Infernal (using SLADE?) so that only gore graphics/sounds (+machreaper blaster, axe and nades) remain? or add the gore to Obliterator weapons m...
u can edit out unwanted/colliding code from a mod using SLADE
program
Yeah, ZDL is such a luxury
I just wish it had a dark mode
It hurts booting it up at like 3am and getting flashbanged
I have this problem. Every other weapon has its custom sprites, the thing is that the pistol doesn't change even tho the names are right for the sprites, I don't know what should I do. Am I doing something wrong?
Its a dumb question but did you save the wad in its entirety on Slade?
Doesn't work, I saved
Still doesn't change the pistol
But the other weapons are there
Hm, can you ss Slade where the pistol is?
Eh? I don't understand
Thats weird, our pistol sprites have different names
Oh god
Try the PISG names
i forgot a letter...
😭
Did ya get it working?
does anyone know how to enable slade long texture names support?
they seem to have hidden the option and i just got told about how i should "get used to it"
cool the cooldown is broken nice so i cant say how people are all against long name support and how lame that is
https://www.moddb.com/mods/dark-ages-deathmatch
Download now on ModDb
Dark Ages Deathmatch is a mod made for online, and offline, play as a gameplaymod/ Deathmatch mod, with advanced Sheild Machanics such as shield parry and shield dash.
you trying to steal from 3drealms?
Nah just useing placeholders
ohh.
https://www.youtube.com/watch?v=KA-dj83tM6I frem made cool polyobject doors with mirrors on them
Yeah
Sick
After some tinkering with dooms engine and also funny custom textures I think I made a pretty good camera like effect in base doom engine... Along with the laptop able to flip between subjects
i was able to do this by using the ceiling [Lowest Adjacent Ceiling] action and putting two small squares next to one of the sectors
Update
Heyy does anyone have experience uploading WADs onto DOOM 1 + 2 on steam?
that's a good question, might want to ask in night dive discord if you get no answers here
If you upload on steam it doesn't even ask you to add a bethesda acc, it will literally create a phantom account that if you upload a level from will be unable to be removed, which now has left a really early test version of my map up forever that I wabted to remove
Their support team aldo hasn't helped me
Yeah I've already uploaded it but it just crashes on start even though it uploads and checks just fine lol
Like bruh 😭
idk if it's because it has custom wads and intermissions or what I have no idea
Vanilla doom is very finicky, what may work on prboom would cause crashes on nightdive port
Yeah I guess so..
I tested Hellmouth E1 in it, surprisingly it was playable but all of the sounds I added sounded just like the first track on any audio CD
Yah just make sure you have map info I uploaded with steam and gog version just to try it
hi
I renamed my MAPINFO to UMAPINFO already that's how I was able to upload it to begin with 🤔
Yeah that was all I did now I gonna work on some kex port wads myself
It um, crashes when you load the first level even though it's uploaded fine lol
Cause I am using slade on Linux to make wads
Yeah I like it too would be cool if they added uzdoom functionally to it for cooler wads
Cause there are cool ones like zombies are my neighbors and Friday the 13th nes remake that would be cool
would you like to try out my WAD?
Seven levels I've packed into it
I haven't seen anyone get every secret yet and I long for it lol
Yeah sure send it in a dm I’ll try it out for sure
Ayyy awesomeeee!
Feel free to record gameplay and/or let me know what you think!! 😄
Guys, is this the last lvl of doom?
That's like half of the Doom2
😭
For shareware version. The wad should be 14mb not 4mb
red-lit shooting arachnotron and new monster fatality sprites added to my mesh-up (MEDB+Necromantic etc) monster pack https://www.doomworld.com/forum/topic/73426-share-your-sprites-🚫no-genai/?page=248&tab=comments#comment-2988070
:headpat:
:333
https://www.doomworld.com/forum/topic/155588-hellmouth-mbf21-episode-1-out-now/ Hellmouth Episode 1 is out! (I hope this is the right place to post lol)
Hello again Doomworld. Its been a while, but Ive now decided to come out of my hiatus to unveil a project of mine that Ive been quietly cooking up in the past 2 years: Hellmouth. Hellmouth will be a 3-episode MBF21 Doom II megawad that combines Dooms no-frills action with the horror sensibilities...
@storm charm bro
Is there a way to get rid of these stupid file paths in ZDL? Every mod is so fucking hard to read and It's hurting my eyes trying to sort mod load order.
Oh, wait.
I am so stupid.
They still put it in tiny-ass text, even if I am bad at finding settings.
What an edgelord.
jeez that pfp 💀
no idea, also bruh tf 💀
around a month ago i made an intro cutscene for a mod that ill be releasing soon. i've made some small changes to the intro since then but its mostly the same. what do you guys think? note that the mod is still a huge WIP, and this is only the first map of several that i have planned such as the trial of time, silence, darkness, paths, water and others i haven't planned yet or im unsure if its even possible.
ouu very nice! and helpful!
I fucking love the last line
i was originally gonna put RIP AND TEAR, but i feel like that's more associated with the modern games. KICK SOME ASS, gave that same feeling +funny.
I think that Doomguy would totally use that line, considering how intermission screens in some IWADs try to be a bit goofy.
damn it... no online squencer links
Sadge
this should work. here is the full song if you want to listen to it
i would've used midi for a smaller file size, but it sounded horrible
New Revenant variant im making.
oh shit this is hype
DOOM++, Improved versions of Doom's original maps, in DOOM II, and then some
Google Drive Download Link SCREENSHOTS (more screenshots on the download link): Spoiler =========================================================================================================== README (pls) FILE: V[0.1]: Only includes the First Episode, and the first enemies in The Bestiary - D...
what software are you making this in?
Paint.net, i use Keyboard and mouse. my mouse in on a very high sensitive setting, and i use one of those cheap super light mice.
okay!!
I'm digging this!
Thank you!! putting a lot of effort into it :D
awesome! went up to the third level and I love all the changes so far!
That's affirming to hear ^^
fixes the R667 blood fiend fatality sprites
cool thing i made that i am going to use in the Trial of Time
it works by the portal in the hub (6) connecting to 1 of 5 portals, and the connection being determined by the difficulty value +1. or in other words
script "room" ENTER
{
Line_SetPortalTarget(6,GameSkill()+1);
}
surprisingly much simpler than i thought it would be
The Trial of Time is going to be a race to the finish in 66.6 seconds, so im going to make 5 versions of the same race in the same map, with portals to each entrance, and small differences depending on the difficulty. So the nightmare version will be longer, have more obstacles, and less assistance than if you play in I'm too young to die.
anyone got advice for modded doom? I want to dabble in it but idk where to start (other than myhouse.wad i've seen way too many videos on that one lol)
oh i've also tried some real wacky stuff like mega man 8-bit death match and dr. robotnik's ring racers, but that's so insanely far removed from doom that they're practically their own games (and they basically are advertised as their own games)
i'm looking for something that's still clearly doom but like. spiced up, yknow
There are so many Doom mods out there, you might be better off checking a youtube video regarding the best doom mods out there to get a better idea, that way you can actually see some of them.
but basically something that's clearly doom but like "spiced up" for me, the easiest one I can think of is Beautiful Doom if you haven't done that one. some people consider that the definitive way to play the classics, but everyone's got their own opinion on what the best version of Doom is to them. There are also mods that just add a few things here and there that can make the game extra fun like Bullet Time X (slows down time like The Matrix) or Corruption Cards (you choose a card each level that changes the game a certain way).
If you wanna go full 90s action movie, I'd recommend checking out:
Brutal Doom
and
Project Brutality
Those are probably the easiest ones to get into if you still want a Doom feeling, but like I said there are a heck of a lot more out there and the more you play, the more you may want to play Doom in completely different ways. Here are some mods that I play that drastically change the game that you can check out if you are interested.
Red Spiral '93 - turns Doom into a first-person classic horror game.
Live Through Doom - Heavy emphasis on scavenging for materials and crafting. weapons also need maintenance.
Lost in Darkness - turns Doom into Survival horror.
Hideous Destructor - The most hardcore tactical military sim you may ever play.
the list goes on. rip and tear ;P
somebody able to fix DEHACKED in this https://www.doomworld.com/forum/topic/155712-decrepit-sea-mbf21-short-mapset-made-with-raddicted/ 2025 mapset so that I get working lampost sprite and pinky/rev fatality sprites at the same time pls? thanks
Decrepit Sea is a set of 9 maps by @raddicted and I. Its inspired by megawads like Speed of Doom, Sunlust and Scythe 2. Unlike those megawads, these maps are not that hard but will still present a challenge for those playing casually. Most maps are short and contain mostly incidental gameplay wit...
And if you want cool maps, check out Extermination Day (Brutal Doom's campaign), After Doom, Elementalism. They are very well detailed, but still feel and look like Doom.
Or just go crazy with Endless Madness 1 and 2. It's one of the highest in quality mods that is a joke slaughter power fantasy hell yeah simulator that is a must if you are into spicy stuff. Includes tanks, battleships, nukes, giant enemy spiders and more.
Easter egg found in Ashes 2063
this https://www.doomworld.com/forum/topic/150330-voyage-infernal-mod-gore-wother-weapons-mods/#comment-2883382 is how I run the best gore + the best weaps mods at the same time. can provide colored light emiting projectiles (LITEFX) too, custom monster packs https://www.doomworld.com/forum/topic/73426-share-your-sprites-🚫no-genai/?page=248&tab=comments#comment-2988070 etc if u want. caco splashes all over the room when hit by flak cannon, using that mods
hi, Voyage Infernal mod: how do I use this mods GOATed gore w/ other weapons mods pls? somebody able to delete all guns (from pistol upwards) from Voyage Infernal (using SLADE?) so that only gore graphics/sounds (+machreaper blaster, axe and nades) remain? or add the gore to Obliterator weapons m...
how do I switch on watery player footsteps for liquid floors in mapsets like Altars of Madness and Sunlust pls? (GZ, Voyage Infernal) thanks
one of the greatest mods ever made
Yup
Gazillionth replay
Works very well with NashGore
very nice
Terrain splashes are defined in the textures lump. You can't just "switch them on"
wrong chat man
Been messing around with PrBoom+ and everything is working except for the audio, the midi sounds terrible and I’m not sure how to fix it tbh
are there any WADs for testing certain behaviors of vanilla DOOM actually... #piningforit for my own re-implementation of DOOM into SRB2 that I've been posting around here
these https://www.doomworld.com/forum/topic/54404-what-wad-are-you-playing-now/?page=177&tab=comments#comment-2990077 are all the custom files I use, this is how I like to run my pimped up Doom. mesh-up of my favourite guns, gore, monster reskins, liteFX, sounds, retexture pack... as for the maps: anything by https://doomwiki.org/wiki/MAN_WITH_GUN will do (minus his speedmaps). pls let me know if u have tried it/how u liked it, thanks
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.
So GZDoom does this stupid splash for when I jump in/out of liquids, but apparently it has never heard of any other liquid that is not nukage.
So what can I do about it? I don't want to see random green splashes appearing from water. Especially when Ashes 2063 has lots of levels with submerged environments.
That's coded into the wad
Terrain splashes are defined on a per texture basis
There might be a setting to turn it off. Use the search function in gzdoom's menu
search terrain
otherwise you'll need to get surgical with whatever you're loading and disable it that way
go into wad, delete the Txt lump called "TEXTURES"?
might have to delete a few lines of code that are also defined in ANIMATED DEFS
other option:
Replaces sounds and textures that make up the terrain sounds and effects, with empty stuff of the same name
You can do that if you want to completely break things
You'd have to know what your doing
done, if somebody would want the files for private use.
Decrepit Sea mapset has got rev/pinky fatality sprites AND the new lampost sprites at the same time now, I have fixed the collision
oh uh, actually i said TEXTURE lump, i just remembered the specific name for the lump is called "TERRAIN"
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 ...
Happy Cacowards day c:
https://www.doomworld.com/cacowards/2025/
hell yeah! thanks!
NOOO
THere's no Endless Madness 2 :<
Nooooo
Sadge
no man
Sorry, this is an English only server (so we can moderate effectively)
xxx doom wads
Hmmm
thats great man
Indeed
Have anyone tried making maps for Russian Overkill that have stuff that can match players power level? Or more like made for RO?
Closest is Endless Madness, but it is both a gameplay mod and a mapset, while RO is just a gameplay mod of unmatched strength
Three visually distinctive and challenging Hell maps. There is some emphasis on environmental storytelling, feel free to interpret it however you like! Boom-compatible IWAD: Doom II DEVOUREDDEATH.zip
I finally finished it today
heya made ghost angel daisy mod. she gives you health and armor sometimes. she isn't real.
"She’s here because she didn’t leave.
Unlike you."
😭
hi i have a question about a mod/wad for kex engine doom (doom1+2 on everything) The Lost Magic, im wondering how you get to the 2 secret maps 31 32
i completed the normal 30 on UV
👋
👋
there is starship trooper doom mod, so i am making a proper map for bug hunt 
"Would you like to know more?"
this just reminds me of half life surface tension chapter and i love it
Hey guys are there any good Sci-Fi total conversions for Doom 1 and 2?
I've played all the Ashes, Golden Souls, Action Dooms, and CountryCide (Is Trench Foot the same thing?)
Not a fan of horror, so don't suggest Aliens TC.
Or is it Aliens Eradication? I dunno.
Been interested in the Metro 2033 series and Warhammer 40k lately so stuff like Ashes and CountryCide (Trench Foot?) would be cool.
https://www.doomworld.com/forum/topic/156452-sierra-outpost-map-for-starship-troopers-doom-mod/ released
When i discovered Starship Troopers Doom, i want a proper map. There was one, but link was dead, so I made a new one. Its a simple map, you start at the dropship, you get to the fortress, you find out that everyone is dead because the bugs dug in, killed everyone and dragged the red key to their ...
does anyone know how to do doom 2 multiplayer on gog?
Holy slaughter
1000 bugs to kill 
I'm very new to ZScript, can someone explain to me why my projectiles aren't firing? (rocket launcher sprites are a placeholder)
Relevant ZScript included
oh wtf the video's weird hang on
there we go
my only guess is I fucked up the nail projectile class but I'm not 100%
I started Nile-istic Part II!
hhhh does anyone have an answer for me
hey I had a question guys
is there like a modpack that revamps the classic doom kind of like Project Brutality or Brutal Doom?
There was something I used to play called like brutal pack or something, but I lost it
haven't tried all of these and it's been a while for the ones I have so idk how stable they are anymore.
Gameplay Mods (not total conversions, but sci-fi themed):
Warhammer 40k Astartes
Metroid Dreadnaught
Total conversion:
Netronian Chaos (I think a total or at least partial conversion, kinda scifi with a different art style)
Siren (futuristic/sci-fi but also feels like it could have what some would consider horror elements)
Space Cats Saga+ (pretty much what it sounds like =^_^=)
could also load any wad with Rampancy and shoot robots all day.
ooh thanks dude
np 👍
States of the Nail are empty so the projectile can't even spawn
Space cats? Fuck yes
ahhh I forgot states are important
do I need to put anything inside the spawn state or..
It needs a spawn state and death state
Like this:
States
{
Spawn:
BAL1 AB 4 BRIGHT;
Loop;
Death:
BAL1 CDE 6 BRIGHT;
Stop;
}
States of Imp's fireballs
ok now that works but why isn't gravity working
ok well it kinda works but it isn't really traveling in an arc
I made a slightly bullshit version of the cyberdemon as a major boss in my wad
more health and some projectile spam
he shoots a bfg ball at you :3
3d floors are so cool
(I'm gonna be deleting the stuff at the bottom of the bridge, the pain elementals and cacos aren't necessary)
Anyone know if there's a way to make a flat screen for a security camera like thing. I tried using portals, but because it's a portal and not a screen you experience paralax when looking at them
I wonder if anyone uses freedoom for there wad if so i definitely want to try it out
Am i able to put doom wads here?
yea i think you can upload them straight to discord, lemme test rq
got this one off the zdoom wiki page for sound stuff
I wish
heres a wad i made im still kinda new to mapping so most levels might be a bit short theres only 16 levels
but this new one im makeing is pretty good
took my first death on map07, pretty good so far. fairly simple mapping style, feels old school, but not in a bad way. can't wait for your next one
oh fuck yeah I'll check this out tomorrow
on a scale from 0-10 how modded is this, 10 being "this is a whole other game" and 0 being "this could almost run on the original engine"
I only used doom2 nothing else recently ive figured out how to add custom enemies
Map05 will always be my favorite level definitely the most interesting idea i had
Here, you need to create a custom texture in ANIMDEFS and then with ACS you assign a camera tag to that texture. Wish I could just put line tag id instead.
Damn, they are good. Great architecture and gameplay. Does feel oldshcool, like a high quality mapset that was made somewhere in 2000s. Tho would complain about unmarked secrets and how bosses insta end the level, would be better if killing them opened a door to the exit. If that's your first maps, then I'm looking forward to the new wad you're making!
Also, reusage of some assets on map16 is too obvious
I agree about map16 city levels are confusing
I really dont do secrets but sometimes i do i thought i made map03s secret pretty easy to tell my the entrance that leads to the chainsaw but thats just me
Same, I noticed it at the end of map when I checked the automap for the first time, but why still not mark them?
Would marking the secrets be like making the textures off centered?
👋
how would I implement a fixed spread pattern on a weapon?
I'm trying to recreate the skullcrusher from TDA
Marking them so the appear in the secrets counter and does sound when you find it
Apply sector action to them
Ooh ok
depending on the map format I'm pretty sure you can set the sector special number to 1024
that's what I do but I use UDMF
I use udmf to
ok yeah then it should work
Noticed that with some map actions
Like a fork attack pattern?
kinda?
I think this is what you want
Fire:
TNT1 A 0 A_FireCustomMissile("Projectile", 30, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("Projectile", -30, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("Projectile", 0, 1, 0, 0)
pulverizer fires I think 7 shots in a horizontal line
30, -30 and 0 are spreads
hitscan version?
For hitscan use A_FireBullets
looks pretty good!
having a problem with my zscript
Script error, "weptest.pk3:mapinfo" line 2: Unknown actor class Pulverizer
which doesn't make sense because the ONLY class in my zscript file is a class with that exact name, I've checked the spelling already
uuhhh hello
first is my zscript, second is my mapinfo, third is the error that I'm getting for no clear reason
it's actually pissing me off please someone help
I'm getting ragebaited by gzdoom 😭
for vanilla and stuff you use the flag feature and its number 9 for secret
i can't really use udmf honestly, im so used to vanilla that udmf is just too confusing and complicated to me 😭
Is the class getting imported correctly?
map02 is fully done
how would I check that
In your root zscript file, you have the proper #include pointing to the text file?
It'll look something like this when done correctly:
https://github.com/kevansevans/GZChaos/blob/main/ZSCRIPT.txt
I don't have multiple scripts, just the one
not enough stuff to justify splitting things into multiple scripts
is your file named “zscript.txt”? the game will only check for that file by default unless you use include
its only 2 levels so far
its the new wad
also putting it into uzdoom/gzdoom it will automatically load freedoom2 since thats what it uses
ah ok
I called it script.zs
you could do zscript.zs too, the file type doesnt matter
so then what's the issue
if the name is fine and the engine knows to check for that, then what's the problem?
the file name, for example sndinfo.weapons or sndinfo.enemies works, but sounds.info doesnt
I don't follow...
cos I thought you just said the file name I had was fine
or were you just referring to the extension
the extension can be anything, the file name is the thing that matters
OH I somehow missed the z
yeah i made a typo 😅 sorry about that
where are sprite offset coordinates stored in a wad pls? texture lump?
nvm, found a workaround
I still dont understand how my house.wad works
what's hard to understand
Silent teleporters
I think there was like 21 different types of Houses
remind me, what's the resolution of the average floor/ceiling texture?
same with wall textures, though I know they're like 128 tall I think
In vanilla, all flats are 64x64. No exceptions
oh so I really overdid it
you're working in GZDoom, right?
mine were 256x256
yeah ik it's fine
but I wanted to follow precedent
precedent is sorta out the window if you're using zdoom, just saying
But it's your project. Personally, I dislike working under vanilla restrictions
Make it how you see fit
oh trust me I'm not doing that for everything
my mod is swimming in custom enemies with uh...
varying levels of fairness
Keep in mind you're technically making a game. People won't like it if you make it too unfair
and don't use unfairness as an excuse to not polish your experiences
yeah fair
I've been considering nerfing my current map04 because one of the common enemies there is a chaingunner variant that acts like he's in nightmare mode and has slightly more health
as well as splash damage immunity which may be overkill idk
they're not spammed at least
how do i fix this its a custom enemy but the thing is its already in the mapinfo and everything i can summon it and it works fine i just cant place it
never seen it before
if you load in a map with custom actors that aren't present, it puts in missing actor place holders so the map doesn't cause the engine to shit the bed
all its sprites are there i merged it with my wad and loaded it that way its weird because im all of a sudden having this problem
Re-read what I just said please
You're not loading in the wad that has the data for the custom actor. I don't know your set up, so I can't tell you how to fix it
wouldn't it just be invisible if the sprites were fucked instead of the whole thing?
It wouldn't launch if there were sprites missing
But I didn't say sprites were missing
That sprite in the screenshot is the missing actor sprite
As in the actor is missing
heres the wad if you want to see what i messed up
I'm on my phone I can't tell you what or where or anything
the actor is placed down and everything its just that its not appearing
damn sometimes freedoom textures go hard
That's why i love the wad and probably because freedoom 1 has the best music
But jaws of defeat goes way to hard
this map is more creepy so i changed the start area
might create a shared texture wad that includes all the textures and flats from every gzdoom-supported game
massive decorative potential
👋
yes hello
Wasn't it linedef portals or are they the same
Because every frame recalls the function
MISG BC is two frames. B and C
Every time there's a new frame, it recalls the function
Change it to
MISG B 20 A_FireProjectile(...)
MISG C 20;
I think i remember seeing a video saying it was silent teleporters but idk
okay yeah its both
MyHouse does a lot of tricks
works w/ most maps, I only use slightly different setup for a couple of exclusive megawads like Occula or Necromantic Thirst (if somebody would want the files)
how would I make an enemy only enter a pain state if they've taken a certain amount of damage
like let's say their pain chance roll can only hit if they take over 30 damage or something
I'm trying to create something like the hell knights or barons from 2016 that only got stunned if they took a big hit.
so internally I'm thinking set their pain chance to max but only have it trigger above a certain threshold.
You would probably need to make user vars to count current health and the health 1 tick ago, and if that difference is big enough, it stuns the enemy
so how would I start that process
I think this is the point where I start separating my zscript stuff into separate files
Imma try
Eh, couldn't make that thing
so basically just "good luck"?
I suppose
I don't really know much about zscript itself, only decorate level, so idk maybe with zscript features it can be done and it probably is possible
oh
yeah the difference between you and me is I don't know decorate since I learned zscript first
I know how to make custom enemies with existing mechanics, that's about the extent of it
so throwing new shit in like this is something idk how to do
That's pretty much what decorate is. It's very restricted zscript that allows only Default and States fields
Exactly
ZScript lets you do much more if you use fancy stuff that looks like java or c++. Otherwise it's just decorate.
so this was one of the frames I was gonna render into a small sprite for gzdoom
for some reason the pose doesn't work though so now I just have this, which I'm not sure if it's sad or funny
how would I make this not blurry
Would it be possible to define the texture you're replacing with a pre-existing texture?
I don't have much experience in blender but that looks like a classic case of texture filtering, go into your downscaling or export settings and try and find it, that's my geuss
Also I'd go in by hand as well and tweak it, and make it fit the palette before importing if you're planning on palletezing it
You still need to define it in ANIMDEFS tho
But you can give it a try, might work
it says 'ZZWOLF12 is not a valid target for a camera' @robust wave
I'm geussing for ANIMDEFS I'm going to have to use Slade and whatnot?
Yea
So the idea for my doom wad and the reason I've been making versions of the hell knight and other things like that, I'm trying to make a mod where you go to different universes and different places/time periods every level.
it's kinda an experience where each level shows my progression of knowledge
aside from cleaning stuff up, anything I did suboptimally in a previous level gets left in. so if I did something bad in map02 and learned a better way to do it in map05, I'm not changing it unless I'm cleaning it up in a way that preserves whatever I was trying to do at the time
(unless it's a plot-important set piece or something)
I usually prefer to play gameplay mods so they tend to clash with custom monsters but I very much appreciate wads that have story.
it's supposed to be thematically accurate and I try to design custom enemies in a way that keeps them meaningful but not overbearing
how would I bitcrush audio so it sounds like it did back in the day
with all the other samples like the zombiemen
So the meta doom hell knight
Its a doom wad that changes every single enemy its mostly like doom eternal and doom2016 but has some doom3 and doom64 stuff
never heard of it
And the barons and hell knights are the 2016 version they even do the jumping thing
excuse me while I steal assets
this i think
Would've sent a link but I got blocked by a bot
The super shotgun has a working meathook and they all have the mods from eternal/2016
Thanks, it works now
You can send the wad
:3
Is there a way to tilt the cameras down btw, I tried using pitch but it didn't work (roll did though, suprising)
Map10 of my wad is a disco since it fits the urban theme after you go through it you find a portal to hell because yeah
I'm not trying to go that crazy
if I wanted a meathook I'd recycle the one from endless madness 2
Oh i was just saying since i saw you trying to get the doom2016 hell knight and it reminded me of that wad
ah
I think there's a second pitch input field on the page where you give tags and special actions to things. Maybe that?
yep, thanks, works perfectly now. thanks for the help
I have to make a new wad since i think i accidentally deleted the wad again
Oops lol
At least i have the backups but for some reason the maps are showing oh well
I clearly still got a lot to learn about detailing the environment
what I'm looking at right now is incredible.
wanna see the rest of the map?
In a little bit, yeah, just send it now
WIP so is it ok if I just live stream it to you, DMs since there isn't a vc channel here?
No, I can't vc any time within like the next 2 hours.
Ok, lemme finish up a script rq and I'll send it over. It's made for GZDoom
I'd assume so
by the way how would you go about this
Sorry, force of habit, used to make stuff for Chocolate Doom and once I upgraded to Crispy a mod of mine didn't work cause it had a different sound file
ah
yeah I'm a UDMF loyalist
Here we go, it ends after you get the second blue key.
Is it possible to make more levels than just 32
DM'd you a link from the ZDoom forums, in short, I don't think there's a limit
Wasn't there a level in Doom 1 where there was like a bunch of pink flesh pillars randomly going up and down, I wanna find it so I can replicate the effect for some techno pillars I'm making
I think it was in the third or second episode
I think it was late episode 2 or early episode 3
my guess would be something involving asynchronous floor crushers but they don't make it up to the ceiling so idk
Thanks, btw did you gleam any info from my map on how to doom cute better?
haven't been able to check yet one second
It was E2M3
It's action 87, WR floor start moving up and down... that doesnt exist in ZDoom
how do you get this part to move you
223 - Scroll floor, set the ice to only scroll objects not the texture
what's this here?
fridge, like you'd find at a grocery store
how are these books faded
ohhh
oh it's a sector I set to be semi-translucent
I just put it 1 unit away from the contents of the fridge
fuck me man I died in the revenant trap (that's evil by the way) and forgot to save so I had to start the whole thing over
a whole sector? it looked like just one line
i meant line, sorry
ah
mm
I notice your take some notes from... what's his name, Casali? is he the guy with the revenant closets all over the place?
you don't do it as much thankfully
Yea, I mainly did that to explain the revanant human experiment lab, later on I'd get the guy in the office to explain that they were actually a super soldier project made by the UAC
And since none of my friends play classic Doom, when I one day get one of them to play I want to give atleast 1 enemy a good introduction
in the lab?
yeh
that's a bone
yeah could make it a brighter white. my favorite bit from the lab is where you can shock a revanant to life like doctor frankenstien
COMP01 is a bright-yet-even color, I think the lighting is the main thing working against it but I mistook the texture roughness for rust
maybe an attenuated spotlight...
still got a lot of work to do, the reactor room and importing the custom sitting doomguy I made
LOL thats awesome
full rotation, so no idea where to start
debating keeping my shitty blurry hell knight sprites honestly, they're funny and show the learning process to some degree
eh I like my textures crisp, always turn texture filtering off
this is an issue with the texture itself more than the the game settings
I turn filtering off too dw
well i mean in the program you used, I think, idk how blender works
ah
yeah idk how to do that
figured I'd have to edit that stuff in post but I'm beginning to realize it looks like a ton of work
especially for full rotation and multiple steps
yeah
Almost makes me go off the idea of putting my brother into doom and replacing the death animation with him grabbing his foot and going "owowowow" before collapsing to the floor under a blanket so I can make Doom deathmatch school appriopate and propse it to the esports coach there as a joke. Also going to replace all weapons with him holding his fingers in the shape of a gun and going 'pow'
But then i remember that'd be really funny so I'm going to do it over christmas break
there appears to be a sprite alignment issue
this one is stacked on top of another one since the sprites of the first one clipped into the floor
the enemy is actually about where my crosshair is
honestly I didn't do a bad job with the lighting it's just the blurriness of the image
can't you go into slade and just move the guy to the left
set auto to sprite