#classic-doom-maps-mods
1 messages · Page 26 of 1
black lines appear showing you the floor and the center
just press ctrl+s after you make an edit before moving to the next sprite
yeah but it does it anyways
fuck it does, you can make the message go away by pressing enter instead of clicking though
I've seen better (cyberdemon cough cough)
TRUE
demon was a clay model, guy at ID had to scuplt that ass
I can't find an ZDoom equivilant for the og Doom's: wr floor start moving up and down
👋
hello
So since im remaking my wad i changed all the exit text there way better but the first 6 level is in 1 big prison that turns people and other living things into aliens and you were 1 of them so the first level is a prison break
And it ends with a single alien starting another invasion on a different planet which starts up the second part
this is so fucking tuff
I can't wait to figure out how to make these guys jump
I want them to launch themselves at you from a distance so they scare the shit outta you the way they did to me the first time I saw one
^not sure but I thought I read this was part of a custom mapset. are you gonna make it into a monster pack as well?
no I'm just kinda half-baking this stuff
all the custom shit gonna get crammed into a pk3 resource
spent like 2 and a half hours on this 1 room its very decorated this is the starting area of the prison
its pretty easy not alot of shotgun zombies 1 secret so far all you need is a hidden key
why my man blurry as hell
this looks really good so far
i don't know crap about blender so i can't really help but i feel like you could grab ur sprites to other programs and fix them
there comes a point where I just stop detailing stuff
my initial focus is the layout of the place
I'll go back and dress it up later
I wanna get to like freedoom style decorating but its nearly not as good as some of the things i seen in both phase 1 and 2 my decorating is ok at best
here is the courtyard done i think it looks pretty good
Thats now the prison part done
does freedoom just reskin everything from the original game and change the maps or is there new content
it adds more stuff than just reskins
more textures atleast
i like useing it because the textures are cool
and the music is just amazing
true but I feel like it might be awkward to mix them with original doom
wdym
idk I haven't used them together so that's just conjecture but from the freedoom screenshots I've seen there might be some issues
i tried useing them together it looked weird you can actully take out doom2 from the udb confugiration and replace it with freedoom 2 and you will still have all the textures even the custom stuff
or you can merge them
but having doom 2 and freedoom together makes it looks weird
yeah that's what I thought
they have notably different art styles
i downloaded Vanila doom corpses from realm667 and i didn't know that the dead textures would use the freedoom ones
i love this
map01 is done tell me what you think also i made the yellow keycard telporter very easy to tell were to go to reach it
add some height to the floor sectors so the wires look like they have depth
i actully did that after i saw how flat it looked
smart man
Duke nuk textures
Nice map, horde of zombies caught me off guard and I even died once
yeah i wanted some city textures and i decided to use some of the textures
did you find the yellow key
Ye
Blue glowing toilet
I went cave diving into the shit
i literally had no other hidden places but the toilet
the test tubes were my favorite to make the courtyard was just annoying
I luv outside areas
Insomniac Inscriptions
(no rest for the living x SIGIL)
me to but there so annoying to make i used to be good at makeing them
is this like almagoom
yesh
i was just playing almagoom map13 has the best music
amalgoom & its ost is so peak
house of pain with that weird meat tunnel was so weird and amazing
lol yes
the map your makeing will it also mix both themes together
yeah :3
the earlier levels will be very shores-of-hell coded
nice it already looks good
is this what you have been cooking up? looks awesome :3
this is map02 a cave system map01 ended with an elevator which is what im standing
how would I simulate rain or snow in my maps
Thank you!
This is a very recent project so I wouldn’t say it was what I’ve been cooking up tho :P
ah, still looks awesome tho!
Thank u again :D
3 screenshots of the first 3 rooms
is it possible to make breakable windows in udmf
is it possible to have weather effects in maps
i dont think so im not to good with that kinda stuff
I just realized how insanely easy it is to make weapon sprites
One of my custom weapons was just a picture of a VGA cable
I'm working on another thing right now that's basically just a double barrel plasma gun, I replaced the tan part in the middle with a meshy metal tecxture from the microphone I have on my desk
it's world sprites like enemies and stuff that are a problem
might be a silly idea but what if you took pics of monsters you made out of clay 😆
that would require me being a good modeler
not the cleanest (barrels should probably be angled inward) but it'll do for now
uh why do my projectiles still have no gravity even if they have the -NOGRAVITY flag?
nails still spawning in the wrong spot, ignore that for now
what the fuck I just figured out the reason why
that's so weird
thinking about adding a devastator-like weapon, kinda like the one in duke nukem
map02 is short because i had no idea really what to do so its already done map03 has a vent maze and no you cannot use the map i prevented that
map03 is done now the last 3 maps which are outside
map04 so far ive been working on this wad for almost 8 hours straight and finished 3 maps
definitely taking a break
I don't trust that my wad's good but I might send what I have after I finish map05
I'm sure its good
My first ever wads i wish i could say were bad but i looked back at some of them and they had more thought put behind them then my recent maps but now I'm starting get that skill back
the first couple levels are ok
I like the first one but I feel like it falls off after map02
I'm gonna warn people about it again after I actually post it, but there's gonna be a massive difficulty spike on map04 and I want people to be aware of that.
haven't fully tested the end sequence in that map, but I imagine it's ridiculously hard beat the final encounters so I added a fail-safe where you just go to the next level if you die against the boss
I either need less enemies or more megaspheres.
Made custom textures for every Doom 1 weapon. (Was too lazy to open recording software)
This’s the pistol
lol nice! what's in the left hand?
Its this goofy look'n bird
I dunno what bird specifically
But its all apart of one large shitpost texture pack I’ve been doin’
Dammmmm!!!!!!! I know that bird
could i try the wad to see if its as hard as you say
I balanced it around hurt me plenty as the original developers (probably) intended, ultra violence steps it up significantly in some areas
a lot of areas with ammo or health pickups are lessened if not halved and more enemies are present in some encounters
When you put a minus in front of a flag like that, it means to remove that flag
that was the intent
+Flag turns it on, -Flag turns it off
I wanted the projectile to have gravity
I'm aware
yeah I realized that after consulting a clanker on the matter
I never fully trust their answers but if they're easy to implement it's worth a shot, at least temporarily
Some flags are special in which they toggle several flags. If they're not added with a +/-, or have a value assigned to them, assume they're doing multiple things
This is amazing
thank youuuu :D
I already know map02 is gonna be amazing since the sigil midi for map02 is really good and no rest for the living uses ddtblu
Both are amazing tracks
no need to pressure me like that "o_o /j
I wanna learn how to make custom midis what do you use to do it
FL studio, actually. It has a soundfont player.
the exporting progress is slightly complicated tho
The last 3 maps of my wad are gonna be in the void map28 will be when you first show up it will introduce the invisable walkways map29 shows you entering the alien queens lair theres invisible walkways with candles that show its safe to walk on its just floating islands then you get to the actual lair which was built by people the queen enslaved just to kill them after but it will show off the makeing of demons and arachnotrons i figure i just should say this srry for the yap session
Heres the level names because yeah
All these maps will connect and not look like there far from eachother
free textures I made from pictures I took outside
use them in whatever wads you want
This ones amazing your pretty good
No its because i make my doom wads on a laptop while i sit in a wood chair yeah i dont have a gaming chair or anything like that
Real :P
probably not the most convincing nailgun but since when has anything looked like what it was supposed to
the plasma rifle was a damn rambo gun
did you make that looks cool
Hoyl shit I love this
Thank you :D
This is actually so tuff like what
thank you
the idea was the place is an infinitely tall complex of rooms connected by staircases
and so any time marines found themselves trapped there they either died, formed primitive tribes, or lived alone
but they all sorta went mad after a while
so that level's full of custom enemies, all of which are crazed marines with different guns
That’s really interesting :0
that's also how you get the nailgun
Nice
it's basically a super chaingun with the downside being that it fires projectiles
Plasma shotgun
Oh wait I read it as super shotgun
Oh xD
I guess super chaingun is kinda like plasma rifle
Super chaingun is spider mastermind's chaingun cuz it fires thrice more bullets than a chaingunner
That’s tru
Kinda looks more like a Tommy Gun
I know.......
I updated the graphics so the drum looks thicker but I don't think it helps
Kinda hard to make a nailgun at the angle ur drawing at anyway :P
what's different?
I could just steal the render from tf2 classic
tru
how would I make a weapon remove itself from your inventory after it's fired?
Intermission
this might be my favorite midi so far
is there an equivalent to A_SpawnProjectile that just shoots straight forward and not towards the player?
Put this into flags field of A_SpawnProjectile
CMF_AIMDIRECTION — Aim mode 3; the projectile is not aimed at a target. Instead, it is shot in the specified direction with the specified pitch. This implies the CMF_ABSOLUTEPITCH flag. This aim mode does not require a target to be present in order to spawn the projectile.
so I'm trying to make it fire constantly in one direction no matter what.
also that didn't work, do I need to also have that second flag there?
Holup, found this
CMF_ABSOLUTEANGLE — Use the angle parameter as an absolute value, ignoring the calculated aim angle. The calling actor's angle is still factored in, however.
Probably
I tried it and now it's firing backwards and kinda to the side, but it still moves with me
lemme get a video
Thank u :33
The music for the level with the bfg the doom eternal song bfg10k plays its a midi
I really want a reclaimed earth midi that would be amazing
If I was making this mapset in UZDoom format I could do that (but I’m not so :P)
doesn't work, neither does absolutepitch
Damn, idk what to do then
Only way is to keep looking at this to find correct flags
nvm problem solved
Oh no i was meaning for my wad
Oke, cool then
oh sorry (embarrassing ;-;)
Dig through D4V's files in Slade, I think there's a midi for BFG Division in there
I just looked up d4v and it looks amazing i wish i knew about this
lol right? ITS SO GOOD ADSDASDAFAF
FOUND IT
is the imp okay
no
they're supposed to be like those stone heads in the binding of isaac
the ones that constantly shoot in one direction at a certain rate
thankfully they work now
so what is among the many things you supposedly like
huh? wdym?
oh, wait my bio-
i like doom obviously (especially classic doom games), quake 1, duke nukem 3d, blood, ultrakill, etc.
favorite shows are breaking bad and better call saul (and also the amazing digital circus currently)
my favorite music genre is industrial/industrial rock (skinny puppy and nine inch nails)
and yeah! thats it i think
watching futurama rn
also based duke3d, my first experience with that game is uuh
interesting
(I can't figure out where to go half the time)
Hi, i recently bought doom 1 + 2 and i wanna get into all the mods and stuff cuz they look really fun, but i dont what i should start with and some mods are still a little too difficult to me. What mod/expansion would you guys recommed to a beginner like me?
I would expect that you've got gzdoom/uzdoom for mods, so I would give you some mods for these.
For gameplay mods, try out well known Brutal Doom and Extermination Day campaign for it, tho it might appear a bit harder than vanilla game. Final Doomer adds ton of classes themed after various Final Doom IWADs. Makes the player stronger than normal, so it's good for starters. Mods like Abyssal Marine, Russian Overkill, Guncaster turn the player into an absolute powerhouse with which even a newbie can beat slaughterwads like Sunder with. Or you could combine them with mods like Corruption Cards (gives the player a card every map that changes monster behaviour, things on the map and other), Colourful Hell (adds mmo like rarities of enemies) or Project Malice (similar to Colourful hell but the tiers are themed after layers of Hell and others).
For map mods, I recommend MyHouse.wad (better to play without knowing anything about it), again Extermination Day, After Doom and Elementalism (needs a good pc). If any of them seem hard, try playing them with one of the gameplay mods that make you stronger.
And there are both, gameplay mods that have a campaign together with them. Stuff like Winter's Fury, Dead.air, Endless Madness and Endless Madness 2. The last two are wild, so don't go first with them to not ruin your expectations for other mods + they are pretty hard.
map02 remake i like this layout more
Nice lookin mop
Doom Zero is a perfect starting map
And No Rest For The Living is great too but a little tougher
if your ever interested in trying slaughter maps play legacy of rust
Alright, thanks a lot yall, i'll look into those maps
incredible atmosphere
Cooked that up after watching a content smp vid that had a liminal dimension called Neverend
You should make a liminal Doom mapset
I haven’t seem too many of them
And then Midnight guy makes a vid about my wad and it'll be called some shit like Most traumatising and terrifying wad ever that is illegal
yeah I swear he's just content farming
uses the same 3-4 titles and thumbnail text
otherwise good channel
Anyways, that would be a good thing for the creator of the wad
true
Ye
I love Midnight
why does this just randomly happen sometimes when UDB tries to load my custom textures? (ignore that some are sprites idk how else to include them for custom enemies/weapons)
so I did that and it just changes the range of the random spread
like say I wanted a bullet to always be 10 degrees to the left of the crosshair and another that's always 10 to the right, but neither would be in between
Maybe try Random(10,10)? It works to remove randomized projectile damage.
hmm
nope
I think that's randomizing the maximum spread
What if you put a negative value there? Would that be the same?
yeah
I tried both at once and noticed no consistency aside from the tracer with 0 spread
ok clearly you have more zscript know-how than me, would you have any idea how to make a custom weapon fire differently based on what's in a player's inventory?
I ask cos I wanted to make an extension of the super shotgun that fires twice in one burst if the player has an inventory item (which I use to represent the player having an upgrade)
@robust wave
Has anyone ever ported the maps from the recently released Alpha version of PSX Doom to pc
I ask as they have some new areas I would like to add to my project and I'd like to reference the placement of Doom 2 enemies there again for the same project
well I just recreated the devastator from duke nuke
map02 remake is done now i just need to add enemy's and stuff
Map 02 of Doom 2 or some other wad?
just nerfed my special chaingunner variant
tomorrow I'm gonna add sprites for my devastator clone, put my wad maps into the pk3, and send it here for yall to give feedback
I was eeping cuz Europe
Use this at the start of the fire state. It will run a completely different firing sequence if SuperShotgunUpgrade item is in players inventory.
Fire:
SHT2 A 0 A_JumpIfInventory("SuperShotgunUpgrade", 1, "Fire2")
//normal fire
Stop
Fire2:
//upgraded fire
Stop
You can even go further and make it check if there's 2 upgrades at the start of fire2 for more power
holy peak
map06 is gonna go crazy
imma use ACS to create an elaborate upgrade station
I love when gameplay mods give very large power difference through permanent upgrades and shit
That's why I love Endless Madness 2
BROTHER
You start as a hobo and end up as a interplanerary threat
yeah em2 is my favorite mod of all time
I really want them to have a steam release at some point. been grinding away at making a few tierlist videos on it
Same, a badass story mode and a rogue like adventure mode. And my fucking reaction when seeing a battleship was a bliss
Now my mod expectations are ruined
yeah I'm PRAYING he actually releases endless madness 3
and buffs the mediocre weapons in the kit
and maybe nerfs revolver autoaim
And make third chapter
yeah cos I imagine that's what would come with it
Same. Strongest shit ever
I usually combo that and the t55 cannon
I expect drivable helicopters in chapter 3
the revolver burst perfectly covers the downtime between cannon shots
Now that I think about it I don't really combo much
praying raveyard buffs the atomizer
Plus I think I underrated the t-55 cannon
true
I think it's still strong, but very expensive to upgrade
yeah but a lot of things are just as strong if not stronger
it wants to be a superweapon but I can't justify using it over some other things
It's mostly good only against like demolishers and that's it
you'd think it would be stronger considering what you have to kill to get one
which reminds me you're aware that story mode loops right?
and gets harder each time?
Ye, I did that 5 times but I cheated on shipyard when it spawned arachnoterminators instead of spider titans
I have no idea how to beat them
so it's tough but very much possible
you do have the ion plasma cannon right? (not the tank version, though that can work since it's on shipyard)
ion plasma in general is the best counter in my opinion
if you're able to time it right
I think the minigun does well against them
And I wonder if you know the ravegun spot
the what.
I thought it wasn't in em2
aside from the shop
Yes, there is a ravegun in em2 campaign
I found it with map hack
I would give you a lil clue if you want tho
Extremely hard to get by default, pretty easy after 1-2 loops
ah
mm
alright that's fine
did you ever find the secret in DC's ruins?
(word of advice in that area, don't kill the terminator cos it just spawns like 3 more)
I map hacked a lot so I know most
Sounds like 150k more $ to me
Oh wait, I found that one without the map hack
I was recording background footage for the game when I found it so I was muted for the start, but I can find the video and post it here
I was also surprised to find it. I haven't even noticed it when doing listmaps or map hack
is there a real way to get the quad shotgun on shipyard? like is that an item in the map or does it need to drop from an enemy?
Btw, killing three is not a problem if one didn't cause much hassle. Usually upgraded anti plot armor rifle does the job
A single quadshotgunner near the switch in the cave
maybe I just need to rethink my strategy
yeah but I was thinking there might be more in loops
ig the achievement name makes sense after all
Extra would logically spawn
Yes
Have you tried petting a battleship?
I don't think I've been close enough to
It's pretty easy in Texas
man texas is such a forgettable map to me
only things keeping me from forgetting it fully are the fact that it's right before the fucking ODYSSEY of a map that is refinery, and the fact that you can break the sound barrier several times over if you bhop around the last area enough
I'm so glad the RPG has use cases past getting the t55 cannon
Not that forgettable for me cuz I buffed that shit
once it shoots 4 rockets at once it drops any breakable door in one shot
so you can cheese the first half of the map pretty much
is than an ubercyberdemon
Ye, happens
or just a regular
Yep, plus theres 4 of them, plus 16 helis plus 24 Abrams plus a uberspooder
mm
terry's clusterfuck: revived
I actually downloaded the pk3 to my phone so now I just have the raw assets for most of this stuff
Did you try playing it on your phone?
no
M
16
I wonder... how would one replicate the doom tda shield bash
firstly that would be awesome in em2 for movement, secondly I wanna do something like that for my own mod if at all possible
Football :3
just had an idea for chapter 3
the dreadus final fight should have a hardcore version of em1's first level music
Holup, that's cool
Btw, I found a code comment
About "if you disable the chip you could skip the chapter 3 entirely"
The rigged chip that dreadus put
You can disable it if you hack the terminal at the end of laboratory right before the siberia
yk I was wondering what that was for
I know the password cuz I hacked and checked it through the code
could never find the code, how are you supposed to find it normally
Said to be somewhere in chapter 3
And it disables the chip
I thought it was gonna be some stupid shit like 69420 and it was just gonna be a funny easter egg...
Nope, that's lore
so what's the code and does it do anything as of right now
👋
first 5 maps of my mod are now available!
Note: This is balanced around Hurt Me Plenty, as that's the way the original DOOM devs did their maps.
There is a substantial difficulty spike in map04! Please be careful and persistent!
I highly recommend saving during any kind of downtime. There's autosaves in some areas but not everywhere.
also this is made for GZDoom and it's recommended you have freelook enabled
am I losing it or did someone send a message here
so that's a regular occurrance here?
yep
Recorded with fun cause its funnier
welp just did this on endless madness 2
i havent touched a level editor in a year and a half trying to get back into the swing of things
seems like ur still going strong, looks neat ^^
i spent a large part of the hiatus thinking about doom maps
i just never opened up slade
ive also never tried udb i should try that
very easy to pick up. I'll give you a tip, press F to flip a linedef
oh thats the same on slade
nice it probably wont be that hard to intuit
can udbs keyboard shortcuts be changed ? if so and if it has a lot of features that slade doesnt have then i may switch
something with "preferences" and keybinds
does slade's map stuff also include a 3d view
also. lol
incredible
yeah I've used UDB for my mapping and I just leave Slade for my custom shit like zscript
could use it as an all in one
just had this idea for a wad called doooom and all the levels are extended to be twice as long
someone needs to turn the home alone movie into a wad
how would that work? basically YOU are the monster closet?
instead of the monsters?
maybe?
probably just gonna be a whole bunch of "press use in this area to set up the appropriate traps"
i could make it but im busy doing sum else and im used to making maps on vanilla/boom
Hi, what maps would you guys recommend to play co-op or deathmatch with a friend?
Or any good mod too if there'a any good ones
Im playing on the Doom 1 + 2 version of the game btw
Tower defence Doom
SIGIL has a lot of deathmatch maps built-in to the levels if you want an option you don’t have to download any mods for.
If you go on the DoomWorld forums, there’s this user called “ArrowHead” who makes a lot of great maps specifically for Deathmatch if you want to check his stuff out.
Merry Christmas
Merry Axe-mas
Merry Christmas i hope everyone gets lost souls in there gifts
The doom 2016 version
Goofy ahh scammer
Does anyone know an easy method to merge .pk3 files? I want to add several enemies from realm667 into my mod. It's easy when they are in .wad files so you can just throw them in and all good, but it doesn't work with .pk3.
turning SRB2 into doom counts as #classic-doom-maps-mods right...
I don't remember how i did it because i spent 6 hours brute forcing it when i was literally falling asleep doing it but when i tried to recreate it when i was awake I didn't know wtf i was doing
Yeah the wad got deleted by accident
👋
You can load multiple pk3s at once
If you're compiling resources though, you should be creating a single resource anyway. Easiest way to do it is to leave it uncompiled in a folder structure. UBD and zdoom ports can both read these
You only need to compile the pk3 once you're finished
And how do I do that?
So leave the mod as a folder, not zip or pk3?
Pk3 is just a zip file renamed. The internal structure is a basic folder setup
This is readable by udb and g/uzdoom
Slade will also perform better working in a folder and not a wad/pk3
You'll need to use the udb option "load resources as directory"
Yep
You also don't need to use slade at all with a directory set up
One of these days I'll get off my ass and make that "how to mod zdoom" videos
But I don't need it in udb, I'm making a gameplay mod that should probably be one file
Another thing, when I run this script ingame GZDoom says that it doesn't support executing console commands from script. How do I fix?
I think that's a security feature so people can't fuck your game with acs
imagine someone doing this to send "unbind all"
ah, makes sense, is there another way to remove to not draw the hud and weapons from ACS?
uh idk
am I specifying the wrong classname? I thought the player's classname in ACS was "Player"
I think you can just use 0
maybe DoomPlayer or PlayerPawn
hmm
still no, I'll just have the script trigger on a linedef instead of waiting for the player to get near
could you maybe give the player 1 start a new ID?
wait nvm
you mean put a TID on the player?
No I checked the page, the 2nd thing is a string classname not an ID
And you said a crossable linedev would work right?
lol
it also heals you for 25
This reminds me of the imp from the realism wad where he talks about his life and how he stopped burning people
I added in another interaction
with different npcs
it's a pain in the ass to send these videos cos OBS exports them as an MKV by default so I gotta convert it to send it here
There’s a setting in OBS that exports it as mp4 instead so you don’t need to convert
mm
This map was a doozy
why is the health number any color but red
WooF has optional color-coded stats
it's cool
anyway, the map is finally finished omg ;-;
This room took an embarrisingly long time
I need to lean into some textures that I don't use
Looks nice
So an idea i got for teleporting monsters i know theres probably an easier way but basically im gonna make the floor a conveyor belt that moves them into a door so when you press a button it will move them into a line that teleports them idk if it works like that but its a cool idea
Are you using slade to make maps? Also cool level
you use woof? thats great
although my sourceport of choice is nugget lel
Attempt at making a monster randomizer gameplay mod that doesn't turn a room of imps into a room of 11 different monster types. On map start a theme is being decided and based on that theme monsters will change. Currently I have cybernetic and hellish themes, where the first one adds cybernetics to monsters and second one makes them more evil.
I used monsters from realm667
some of these look familiar
Cuz they're from Realm667, even EM2 used many of them
em2 is where I recognize them
Tho in em2 they act significantly different plus their health is like 10 times higher
hmm I wonder why
Cuz biblically accurate Doomguy and Raveyard is a coder, not a spriter
definitely not because we're shooting them with antimatter and detached tank cannons and nuclear weaponry
Biblically accurate Doomguy
Am I defining the sounds correctly?
Should be correct
ok it was just my script, I wondered why it wasn't working, thanks
Ok now I need to figure out how to play a looping sound while you're in a specific sector
hp in a soda can
Could have used some leather gloves to mimic doomguys hands
I don't have any
and even if I did they wouldn't be the right color
Sadge
so I just colored my hands orange-ish and did that
Reminds me of when I made my redneck themed map and retextured the health vials into cans of Natty Lite
is it some kind of... redneck rampage?
i initially called it redneck rampage, but then I realized 'that's a game' and renamed it redneck rodeo
that's the joke
I know
Found it, I originally made it for Chocolate Doom but then I found out it didn't support custom background music in formats besides MIDI so I moved to Crispy Doom. The music I wanted was from redneck rampage too, wasn't very subtle about it. Even made it so when you pick up a SSG the popup says 'yer scattergun'
It was my first time doing custom sprite work, very fun.
Ok first step in creating a script that randomly raises and lowers a sector, but with the current setup I'd have to tag and script each sector I want to move, since I don't want them to be in sync
that sounds fucking infuriating
I woulda just tagged a random bunch of them with the same number and kept doing it until they were all tagged
used it in 2023 because my school blocked udb on our laptops. never got out of the workflow
THIS... IS ONLY THE BEGINNING
you could select all the sectors and give them a unique tag using the tag range tool assuming your using ultimate doom builder.
Then use a for loop in your script to go through each of them and randomize their movement:
{
goal = Random (...);
floor_raisebyvalue(tag,10,goal);
}```
Edit:
`should say tag++ where it says counter++`
to save you the small eternity it would take to tag and script each sector individually
this musta taken so long
i was thinking i would have to find an operator that applies the function to each sector with that tag
Like for every sector tagged 40, do this, but looking back on that I have no idea how that'd work. I was trying to replicate the action 87 from vanilla Doom that you can see in E2M3, and those all use the same tag
Thanks for the program, I'll test it in a bit
I did this script based off of yours, no idea what I was doing honestly, and only tag 600 moves
Oh whoops that should say tag++ instead of counter++
Mb copied it of the zdoomwiki and changed 'counter' to 'tag' in one place but not the other
There might be a way to do this but idk what it would be
aight so it does every single one now, but sequentially instead of all at once, probably because I put the tagwait in there? but i dunno how else to get that raising and lowering action
Oh right the delays
maybe i could put the raising and lowering outside of the loop?
I might just mess around with something like this in my doom builder to see if I can figure out something that works, but I'm sure there's a simple solution
I'd change tagwait to a random delay and see what happens but also idk entirely what the plan is here
make each hex move up then down randomly
like that room in e2m3
ohhh
I mean we have the original wads, shouldn't be hard to go and see what they did right?
they used an action that doesn't exist in zdoom mapping format, action 87 raise and lower floors
i think line action 60, platform perpetual move is the same thing
Cybernetic and hellish themes for pinkies
Don't know how it works, make a test sector and it just stays still
doesn't move at all
Because the height of adjacent sectors is equal I think
Make a sector with different floor height hear it
no, it was above the surrounding floor
I just tested and that's exactly it
all the sectors move independently up and down?
can I see what yours is like? my sectors and perfectly still, but occasionally make the lift sound
Are all your at different starting height?
every single one is at a different starting height? no
That's how it is on e2m3. All are at different starting heights
tested it, looks like the sectors move up and down based on their neigboring sector, so if i make 1 different the ones around it will either be at their base height or the height of the different one
Yep
Aight thanks a lot for your help, I was stuck on this for 2 and a half days. Btw do you know if it's the initial starting height when the map loads, or the height when the action is called, the determines how much they move
I think the sector remembers the height it started at, then moves down once and remembers that height. After that they will move in perfect loop
I tested that by setting their heights in the map editor to be all up and down, then I used an OPEN script to then make them all the same height, and once I activated action 60 they stayed still. It's alright, just means it'll be a little less pretty before I activate the action
why are these flags not working?
according to the wiki they do
but it keeps saying "unknown identifier"
I think bones has to be in quotes cause it's a text string
no that's working
the flags are the problem
(bones is a variable name, it's not the text I'm displaying)
Yooo what mod/wad is this for this looks fire
I'm working on a totalish-conversion similar to Doom4Vanilla called DOOMED by DUSK
It's a project I hope I don't burn myself out working on, but the dehacked patch is already a mess so we'll see :P
Are there any other images / videos of it as this looks fire just from this one sprite already! 🙏
working on the Mages right now actually :D
Fire, it looks a little akin to an irl group lol, is that intentional?
fire eitherway tho
Well considering Wolfenstein...
OHHHH Yeah, i forget abt wolfenstein lol
Hmmm not sure? the name rings a bell but im not too sure
OHHH
Okay this WAD is a demake of that game in the doom engine.
These are how they look in the actual game
ghost ping 0_0
Oh i see i see, i was gonna make a wad but custom enemies are too much, although i thought the concept was cool of what I was gonna do
Non-believer
HERETIC
Sacrifice
Blooood
Unworthy
something ain't right here...
hmm
I have no idea if you're refering to the fact they look like a particular cult, or the sprite itself
I think they need to be wider and more boxy
that's true
I'd recommend not using the HD models as reference, I think the style would transfer better
well my logic is how the DOOM sprites were photographed clay models, and the HD sprites look like clay models by themselves. They're also gonna get pixelated anyway, as it'd be weird to make an already low-res model an even lower-res texture, might as well just base it off the model that's more detailed and then sacrifice the details once making the sprite
...if I made that point coherent
Yes but those clay models were stylized, kinda hero scale 40k like, boxier, bigger heads and weapons, and I think non-hd dusk models reflect that more
I think it would be simpler to say I just simply prefer the HD models and I can do more with them when tranfering them to spriteform :P
I get what you're saying tho -w-
'do more' means more detail on the same size canvas, there's a reason the ID boys made this design over this one back in 93
Of course do you, just saying I'd try to keep it as simple as possible, leaning more into iconography then trying to directly show detail
oh yeah, ofc. The HD models don't have much detail to begin with, more matching Xbox360 graphics (which is an artstyle I want to see more, cuz of nostalgia, but whatever) than, well, doom 2016 graphics
Also the fact that the mages look like klansmen doesn't help with people's impression, but you can only do so much about that
Ive figured out how to possible freeze/crash udb spam curve linedefs on the same thing until you get this mess
yeahh ;-;
my pc is lagging just opening the image
looks like one of those pendulum animations that never repeats itself y'know
I did that on a laptop and it ran like crap
I bet it did
Then it froze and i had to restart i love breaking games by accident
how do you make that on accident
'whoops i somehow broke the 32-bit integer limit, clumsy me, must've slipped on a banana peel'
Yeah your right that was definitely what i was trying to do
"Either way, THEY'RE the bad guys"
indeed, althought since the god they're (the mages) worshipping is litteraly real, you see him ingame, could that justify their actions?
deep lore
Like if a giant fleshy god thing came down, announced a chosen one, and gave me magic powers, I'd probably fall in line
Sure
In lore they sold their sanity in order to throw fireballs, float slightly above the ground, and emit a green mist while doing so.
So maybe they're just dumb
Also good news, V1 of my first map for this WAD is complete. I still want to add some things, a custom sprite, lowering the player's gun when they're talking to the officer, and a bit of voice acting, but now is a good time to move on.
Replying to my previous comment so I don't get called a sicko
É
I know.
It's an unfortunate day.
I'll fix it maybeeee
yeah-no I'll fix it.
someday
can someone tell me how to do sector stacking?
i may have kinda forgotten about the dantes inferno inspired wad that i was making a while back but im back to making more maps for it, anyway i finished map 3
not entirely that proud of it, i tried to make an ice cave but no matter what i did it just didnt feel right
i feel like it should've been a fleshy level for gluttony to sell the illusion of like being inside a stomach and such
i did this in one of my levels
but other than that, it looks neat!
in dantes inferno gluttony isnt like a stomach
its just the most common depiction, its a layer of mud and ice
oh, i was taking the wording to literal, oops
im used to playing ultrakill so i can probably excuse it with that
my apologies
How the hell is negative max amount of monsters possible?
something something creature of steel
👋
starting on my the next map of the WAD, gonna be a big ol warehouse and you need to find a battery in it
is it possible to have an ACS script with a string as an argument?
You mean shit like script 1 (str something) {...}?
yeah that was the original idea
seemed easier than writing a function and having a bunch of different scripts that call it with different parameters
I think there's no way to do that in scripts
Only functions
aw
Does anyone could helping finding a fire sprites, like torch I need only the fire sprites
like from the archville?
yeah stuff like that
I already have the archvile one, need new fire sprites, like fire use for environments as ambient stuff
You just need a variety of stand alone fire sprites, how many more do you need you reckon?
I need two types, one used as torch, and one as just ambient fire
this been made in idstudio idtech 7 for eternal trying to add sprites now
fuckin hell that's beautiful, thought that was a RTX quake map
I could whip one up real quick, or you could modify FIREF0 and FIREE0
Looks cool! its rather bright
I think will use those
I meant the archville ones, but those look a little (lot) more fitting, so all well ends well.
I think do the archvile one then
how does one achieve this level of visual quality
full use of all of GZDoom's suprisingly advanced tools
at this point make it 3 so atleast 1 ball will go where you're aiming
the tracers kinda cover that
wait until you see the rocket launcher
Let me geuss you made it shoot 2 balls too so the rocket launcher is even more like a dick?
its sole upgrade:
- Consumes 6 ammo
- Fires 8 rockets in a 5-degree spread
- One-shots Hell Knights
- Has good odds of killing the user if they aren't careful
- Doesn't fire a rocket down the middle so they need to place their shots carefully
or that too
no the nailgun is the phallic-shaped gun
and its altfire vomits out 40 nails in a similar vein to the ultrakill overheat nailgun
I working in this one in idtech 7 doom eternal engine, sorry for the confusing but i though it cool to share it here
oh, still very impressive, thought the doom eternal style pickups were out of place lol
so it's not actually classic doom
No this a doom eternal level
if I were you I'd rotate the textures on those platforms in the first image so they align with the edges
if possible
Oh i notice that now thanks
Are there any doom mods for ZDoom that add a map select feature? Essentially like DOOM 1's episode select but for whatever maps exist in the loaded mods/game
I really want to get to classic doom level design, or trenchbroom for quake just need to play those game more to get idea how those games level design
ZDL launcher I geuss
I'll take a look into this ty
Not a mod, but a launcher that lets you mount stuff. Mods on the left, game on the right, source port in the top right
If you want to you can DM me and I can walk you through, I've done this for a few of my friends before
I've downloaded it, i'll gives it a tinker n lyk if i cant figure it
thanks as its annoying doom or its ports dont have a map selector by default
aight, I just recommend having everything in folders, like so
already got one lol
all the doom editors, ports wads n pk3s and whatever else doom related
Nice, suprised you didn't have it already with that modding experience you got
Yeah, ive been using AceCorp which is a watered down ver of it iirc
Leatherneck
+Jakob, couldn't draw his face without him looking goofy, so he has a hood instead. Very fun boss to fight in this mod
Next is probably gonna be fork maiden. Dusk's most forgettable enemy.
Unless you actually play endless.
Whatever, she's one of the reasons I'm basing these sprites off the HD models, I saw someone who was going off the base models call them "Aliens"
you talkin about the ladies with the wheel legs and rocket launchers?
nope, their lesser-siblings that are only seen in Episode 1
oh the fork maidens? hated them in the mine level
I liked the Mine-Level until I tried to beat the game pacifist ;-;
I forgot that making lights much brigther than their surroundings makes them look like they're actually lights, y'know, instead of just another texture
That logo is defs ai generated
oh god it is.
With certain things, you can tell
Some things take a little longer to confirm it's AI than others, but you can always tell
If it feels soulless, it's probably AI
https://media.discordapp.net/attachments/1450062150658953278/1455135952891547751/image.png?ex=6953a076&is=69524ef6&hm=2e634d7f9c0ce90f6b8b19ec37130112990a4f88391f7c5736c032728205daa9&=&format=webp&quality=lossless https://media.discordapp.net/attachments/1450062150658953278/1455135953332211843/image.png?ex=6953a076&is=69524ef6&hm=c741be51a8af0af9b56eaa6ee921383f82cc40ee2b1d4d8e60635c7f4fe4ff6e&=&format=webp&quality=lossless
(screenshot 1 crispy) (screenshot 2 gzdoom)
why do certain DEHEXTRA actors not appear in gzdoom? i've been tinkering around i'm not sure what's the problem.
I animated a cartoon-styled shotgun for my Doom mod
👋
BEHOLD! The crate castle
how do i make the stairs build in the other direction?
try flipping the linedefs between the stairs
Set them all to negative i think that could work idk
Just a guess
I think it's based on the back side of the linedefs
Good news: They go up to the right, bad news, they sank into the floor
they just rose up 1 step
hmm
stupid double tap
uhhh I'd have to see how I did it in my map
I know there was a video by chubzdoomer that explains this stuff
Yeah nvm i thought it would go the opposite direction well i mean it did just not the right way
Building stairs (i.e. stairs that automatically build up or down) can be pretty tricky to implement. This tutorial aims to clear up any confusion by breaking down the four different types of building stairs and showing how to properly construct each one.
00:00 Intro
01:28 The Four Types of Building Stairs
02:36 DOOM Stairs
10:01 BOOM (Generic)...
hey it worked for me
chud (zdoomer)
it's a b not a d you illiterate
oh shit yea u right
aight watched through it, did some random stuff, now it works
thanks : )
ya
check out the rest of his channel if you need more help with stuff
I learned how to do strife dialogue because of him
I'll keep that in mind, thanks.
also interior of the afformentioned crate castle
In universe the reason why the crates are a castle is because a nerd working at the warehouse made a program that would make the warehouse robots build a castle instead of properly sorting them, and then when the employees suddenly got invaded by the demons they ran the program. This is mostly because this is something I'd totally do if I had the ability to
Is there anyone who might know where these pickups or sprites came from?
aw fuckin sick m8, can you give him a cigar or like a leather jacket or a cool ass hat. also can his name be chad broski
Brutal Doom/Project Brutality if I had to geuss?
I took it from a map for brutal doom so I'll check pb and maybe some bd addons
I used to play a lot of Project Brutality back in the day, but then I stopped, and when I came back and installed the latest version they removed flipping enemies off and the dash felt worse so I just never played after that
I just didn't get into pb, got overwhelmed by the buttons
Brutal Doom felt great for me
trvth nvke, I remember Civvie11 complained about it in an unrelated video
Never played, probably because I just thought "PB is BD but more guns, so PB is better"
Imagine having both run and dash buttons, like what the hell is dat
You don't just turn on auto run then never stop?
I also don't like inconsistent artstyle of pb, while bd looks clean
Sounds true, from what I heard BD was made by a team from the ground up, while PB was just taking shit from wherever to make it as overkill as possible
I do have autorun now cuz rn my laptops shift is uhh gets stuck often for some reason if I hold it for like 3 secs
Take off the key and clean what's under it, if nothing's there replace the key cap I geuss, that sounds wierd
Also middle tier monsters act like bosses by having several attacks and abilities, like wth
Well I geuss it's to balance out how OP the weapons are, you get more guns, they get more abilities, from what I remember PB was fairly easy(?) when on UV
Not for me, I was getting cooked and weapons didn't feel op
earliest draft in the works for a map pack im doing, its heavily WIP, does anyone know how to merge content from wads so it can run from one and not need both the legacy of rust and doom 2 wad + the additional custom textures pk3?
much appreciated if anyone could help
Slade, copy everythng that isn't LOR's maps into your map's wad, probably more complicated than that but hopefully you can start there
I'll try this, thanks!
The Bone Ball.
Holy shit this looks fire
Oh this is fire
mine is just the most WIP to ever WIP, Legit the most work in progress thing ever lmfao, its meant to be similiar/close to the feel of og doom 1 and 2 levels
Its obv nowhere near done
It looks pretty interesting :0
poolrooms /j
Poolrooms was the inspo for the tiles lol, you've got that spot on
mainly the poolrooms inspired section in myhouse.wad, which is beautfiul in my opinion
I Need to find what the name of the DOOM II file is
M_DOOM
Tyty
We're getting somewhere now
ye >:D
i gotta figure out how to put legacy of rusts entities into the wad 😭
Have fun slading
Yeppppp
& DeHacking
No idea what the hell is going on here
lmao
Whats the character bar img called again
hud
why is everything that one flat texture
Ty
cuz i started it like an hour ago
this is nothing much at all cuz its new
oh, according to the Doom Wiki the new textures, enemies, and weapons, can be found in seperate files from the rest of the expansion, should be a lot easier
id1-res and id1-weap
Oh brilliant, What is the HUDs Image name, i've lost it lmao, had it then my brain forgot it
hudbar I think
yeah all the new textures are in the wad file for the mappack
STBAR + STARMS
OH TY
ofc :D
Still can't grasp whats going on here although it may be due to this, theres a long hud and a short one
@lyric verge if you got the steam release of doom 1 +doom 2 you can just look up id1 in the folder
Yeah i have the steam release, i'll get em out now
Partially fixed it, do you know what the marine's head sprites are labelled under?
There are 41 different head sprites. This explains each
The mechanics behind Doomguy's mug shot.
Music:
Mystproj by Sarah Mancuso
Lost City by Sarah Mancuso
Drilling By Night by Stuart Rynn
Patreon:
https://www.patreon.com/decino
there's no "I" in EVL btw
Oh ty!
What texture goes here im confused, something is causing this and its behind doom guys head, the rest is fixed
I'm not sure
Hmmm okay ill try and figure it out
GOT IT! It was a duplicate of the grey numbers
Smh
lol
Just adding arbitrary stuff now
Do you know if the enemy marines are ever used in the normal game?
I cant seem to remember ever seeing them
no
I see I see
also how come the sky1 texture isnt doing its thing lmfao
LMFAO WOOPS
You can tell im new to this, but I'm having fun so
Seemingly not doing much for the walls, i've gotta lot to learn lmfao
i figured it out lol
my lack of knowledge is showing
Im new to well not really anymore but still new to a bunch of things if you hold Ctrl + A you can auto align any selected texture
Map04 is done just need to add things
Yeah i figured that luckily lol, im just having fun making the first map
Oh makeing maps is so much fun
Yeah i'm having fun here lol
Until you end up doing it for 10/12 hours and you realize omg yes that did actually happen
i need to align the roofs lol
Im so confused how you got custom stuff all my keep saying theres actors missing but everything works fine
Because ive been doing the same thing since i learned and its weird how it stops working
Using slade i made a new .WAD and copied the textures of every mainline doom WAD. and also inserted my customs
have you added them to these
Usually when I make computers I think they look ok, but I'm not sure here, thoughts?
Better than what I can cook up atm lol
I did the ss_start thing it normally works does adding the enemy sprite to textureX also work?
i havent dabbled with new enemies yet
why is there a stage in a base? no idea, why the hell not
Part of the first map
What do we think of the random ass theatre, guess the people on base need some entertainement
I dig it, maybe make some curtians that rise up when you enter the room or flip a switch
Ooo thats a fire idea actually
Do you know how to change the name on the finish screen?
dunno
fair fair
mapinfo?
Ty
All going according to plan
please caco I need this!
my shore kinda hellless
CRATOP2 wants your location
wait wtf
where's the detail
why is it a solid color
mb bro ok
also done some graphics to put on the wall
Wow a lot of flat20
That looks nice
I think he said those were placeholders
They are unless I purposely make it as bland as possible as its an office area
There will be a level that focuses on these fuckass things
Its bad because i kinda like having the flat 20 everywhere lmfao
I decorated the outside tho so thats nice
Panel6 could look interesting
Oooo maybe
how did you add custom decorations
here is map05 a bomb factory
ITS JUST ANOTHE FLAT20 LMFAOOO
I Tried to do a linedef method for decorations that are 2d but it didnt work
And the chairs and that arent custom, theyre from the Legacy Of Rust Level pack for DOOM I + II on steam
looks fire
Atleast for this level it WILL be flat 20 majority
it just looks like a sad office building i like it
lol like I'd use that
I prefer Blue-Collar texture alignment
Whats that?
Looks really good
Is it like 1 texture?
Just looks like a audience but in reality its a cardboard cutout
A very long texture on multiple layers, and looped
Example of one of the frames
Found out how to make it a gif
Thats amazing
It took me a lot longer than I'd like to admit, every version of the textures in every color, with some not even being used
Thats fire as hell
what map is this for
Something called "The Trial of Keys" which I've been procrastinating on.
Made a cutscene for it as well https://www.reddit.com/r/DoomMods/s/wtG8Nil47H
"Coming soon" I said over a month ago
fire as hell
Adding more silly decorative stuff to MAP 1
After trial of keys, I'm gonna do the trial of time, where you need to beat the level in under 66.6 seconds. Then the trial of silence, where it plays like a stealth mission. Trial of stone, where you are in a haunted castle, then trial of paths, where there are tiles that you can only step on once, so you need to plan your route through the level. I want to make more but I'm not sure what to do after that.
define the limitation of trial of keys
if time is a time rush then what is the keys all about
nvm i just read it, i thought it was gonna be some find the MORE keys and it adds like purple, green, orange key etc
actual fire tho, will play when it drops
Yeah, starting out simple, this is my second map I've made so I'm learning more as I go on
hell you got cutscenes goin on, i'd have ZERO ideas how to do allat
I always thought additional keys would be a great mod, someone needs to do that, be fun to see longer levels with the 3 keys, then more like green and purple keys etc
For the music, I decided to do what ID did with some of their songs and take inspiration from existing rock music. Not the entire song, just the main melody. I picked Living Dead Girl by Rob Zombie
Oh fire as hell, are you gonna put all the trail maps in ONE wad
Link all the trails with a hub level or something
Yes. And release them 1 at a time in updates
Fire as hell
will there be any custom assets other than the music?
im assuming no custom entities minus the crowd
Not a hub though, it'll still go 1 after another
Ah I see, I assumed it'd be hub based so you could choose what trail to do
And I have added custom sounds and textures, but I haven't learned enemies or weapons yet. The hub in the trial of keys leads to 6 rooms or mini trials with their own key. Tests with friends took roughly 20 minutes when going in blind, and 6 minutes when speedrunning
I see, it'd be very fun to play that from what i'm hearing and seeing,, can't wait to play it
If you want to see a playthrough, I showed it off on a recent stream and I'll send the link, but if you don't want any spoilers, I understand.
Yeah no spoilers, as i'll go in blind
Got it 👍
I want to see that seems interesting
Doom cute, love to see it
Anyways, putting a WIP here so I can access the WAD at my mom's
Are those brutal doom monsters?
yes
Very smooth and stylish animations, very cool. Reminds me of that one old school disney inspired boomer shooter that's coming out soon I think
You're probably thinking of Mouse: P.I. for Hire
Indeed, that's it
right, that's the name
I also tried implementing Black Dahlia in here too, but I think it's pretty barebones right now.
Anyway Happy New Year everyone
Yappie New Year everyone
10 hours til new year
Just load them both
Either through a launcher or drag and drop
happiest of new years to you all
Happy New Year to everyone indeed
Would it be fun to have a stupid curve from MAP01 having just sergeants and gunners to monsters like these
really mess up the roster
wtf is that black revenant 😭
lord, its from realm667, it has many custom doom entities that dont overlap the og ones
i said lord cuz the link wasnt allowed btw, not at u dw
whatever, it's kind of a bad idea to have difficulty spikes regardless. If you wanna make a difficult level, then go for it, just place it near the end of the WAD
I want certain areas of the overrall thing to ramp each level, thats sorta the idea but it wont be too drastic
that makes sense actually
in the lore you're going down a floor of this massive corporate building overrun by demons, and the further down you go the less normal it is
Reminds me of the maps I'm currently working on, from a cafeteria with zombie men and imps, to a revenant rush down a dark hallway. Had to rework it a bit because the 2 play testers that played them really struggled, but that's mostly because 1 never has really played doom and has bad aim, and the other one doesn't really play doom either, so I dunno how the average doomer would deal with them.
Converted Soldier
My map02 has chaingunners placed normally and like 3 cacaodemons map03 adds 1 hell knight and 2 cacodemons map04 has 6 cacodemons and 2 hell knights map05 is gonna have 2 revenants i tried to make the difficulty not as annoying but i think its pretty annoying if you dont save ammo
happy new year to you too
can it run doom
no
wrong
holy shit
