#classic-doom-maps-mods
1 messages · Page 28 of 1
nvm my phone doesn't recognize them
I thought putting .png on the end would resolve it but no
(I have to download these to my phone because my wifi is borked rn)
ok fixed it we good
more dev screenshots
can't wait for the midi
Honestly a freedoom wad thats like almagoom would be amazing because how good the first and second phase are
apparently doom 0.3 alpha's pinkies had more frames in their idle animation
sorry, the doom tech demo, not the alpha
map06 is still the end
opened this up not realising i had the Doom 64 sound font loaded
@last garnet bit of a difficulty spike at the end but i love it. did you make any of the custom assets/music?
It uses the ultimate midi pack and the custom enemies are from the eviternity dehacked
intresting, great work none the less. if you upload it to ModDB ill add a review
Is there other way to progress in map03? Only the secret seems to lead to the other side.
No
Oh damn
Yeah i didn't know where i would put another route
Map05 was definitely the more weirder level i made
Was that corridor meant to be a rocket jumping parkour?
Yeah it was to get a super shotgun more rockets and a plasmarifle if you pistol started
This sounds amazing
you've put my talents to shame.
if I can get this 3d modeling thing figured out I'll be on fire with my mod
In the world of Dragons... Spyro the DOOM is just what it sounds like, Spyro's first PS1 adventure recreated in DOOM!
Free the Dragons, collect the treasure, and face off against Gnasty Gnorc! Actually more like blast the demons, collect more ammo and battle John Romero's head :P
Play it for yourself! Download link here: https://www.mediafire....
the final trial this one will be the hardest which is why you need 2 keys before you reach it
the majority of the textures you're seeing here are unused textures from doom beta builds
I think the only stock Doom II texture that's visible in this picture is the darker concrete on the floor
the blue key arena the difficulty spike in this whole level
the lava comes down after you kill the mancubus but the thing is i gave it more health
this map is actually hard
full map there is just 1 more thing left to do
Actually that is the final area the map is fully done now i think i haven't actually tested it yet
I need to do more stuff like this where you're dropped into an area that surrounds you with monsters
usually my maps are just "clear the room, get the shit, save during the downtime, open the door, repeat"
i might post this on mod db as a little demo kinda thing
my mod db name to find it just put jacob____hoven thats the name
what would you suggest I do about my mod? the pk3 is too big to send over discord now
maybe use a file compressor idk
you could make it a 7zip instead, then rename the file extension to .pk7
ive never tried it but apparently it saves more space at the cost of a bit more loading time
the only issue with that is how oppressive the file size limit is on discord
that better be doing a real good job compressing my mod cos I'm pretty sure this thing is close to 40mb now
I'd dump it in a google drive but vega would more than likely have issues with that
map07 hell to pay its gonna be a toxic refinery
changed a few things
e1m3...
This, like, took 10 minutes to make. Much easier amalgam track than I thought
New 45 longslide sprite for my Terminator doom mod
This is honestly amazing i love your midis
more pics of map07
more pics
Thank you ^^
I need to figure out what I wanna do to sprite the back end of the Devastator...
Map05
I think map06 might just be the finale level for the wad
Wow looks cool
its supposed to be like a mineshaft or something!
the humble (windows)+(crtl)+(s)
yeah....
F12 to screenshot in doombuilder
didn't know udb has a screenshot feature
but still, i was mostly kidding around, i just wanted to post it fast and stuff
tip: press Ctrl+F12 to just take a screenshot of the 3D view
just pressing F12 you'll also get the whole window not just the relevant area
Ctrl f12 removes the menu bars
Looks like a doom64 item
they both do
I think it's because of the process I used
map01
more pics of map01
Live footage of Microslop board meeting
can anyone spot the secret door
is it just me or are spectres completely fucking useless when you're mapping for source ports?
I get if you're doing it in ports where the graphics are similar to the original game and the fuzz effect hides them better but (at least in gzdoom) spectres are just pinkies with half opacity and it just seems pointless
like just use the stealth pinky cos they're actually invisible
This is a setting in gzdoom. The issue (if you think it exists) is on the player side
is it not the default though?
does anyone know what I'm doing worng?
If you want spectres to be a threat then you need to use them in low light conditions, or combat set ups that have a lot of visual noise. Then it doesn't matter what render setting is being used
I tried making a quick map with some custom textures and when tested via gzdoom it just replaces them all with this checker thing
does it look right in doom builder
Your textures aren't loaded
in the editor yes
What are you doing to test the map
saving it as a wad and running it with gzdoom
You haven't loaded your textures then
how do I do that?
Press f9 from doombuilder
When you've finished mapping you will need to compile your resources with your maps
But while you're working doombuilder can manage it for you
i tried that and I get this message every time
takes me to a menu where I have no idea what to select ;-;
F6 to configure your ports for testing
oh I didn't know there was a keybind for that, I just did edit > map options > ok
Even better, ctrl f9 will launch the map place the player start where your map cursor is
incredible, I didn't realize it started the map at first and assumed it just reloaded the resources
I later found that f2 + enter does the same thing
F8 is reload resources
Worth going into the key config and just looking at everything
There's a bunch of useful stuff that doesn't have a default key bind
mm
learned that (kinda) when I learned how to create slopes
Yeah a lot of the slope handle stuff isn't bound
how do I assign a damage type to a hitscan attack?
how well-versed are you in zscript?
(sorry to bother you btw)
Very minimally (and no worries, happy to help where I can)
@royal wave is a bit of a dab hand with zscript
this is one of two questions I had
the other was, how would I track when an item is picked up? there isn't an event handler for it
I can set up basic actor definitions but that's about it. My forte is level design.
I see
I ask because I need something to happen whenever certain pickups are grabbed by the player
... under certain conditions
Pickup Scripts are a bit finicky, but not impossible. What are you trying to do?
basically this:
when monsters die in my mod, they drop bone pickups based on their health (it's very satisfying to kill a big enemy for this reason because they explode into bones), and bones are used for upgrades as well as ammo for one specific weapon.
since upgrades are simply just inventory items in my mod, I wanted something that has a chance to heal the player by a small amount when they pick up a bone, but only if they possess the relevant upgrade
so in short, I need something that can heal the player when they pick up a certain item, if they have a certain item
That's actually pretty simple to accomplish. Is the project already built on zscript?
yes
Cool! So the goto function I like to use for conditional inventory effects is TryPickup
There's several inventory functions and due to dehacked it's a clusterfuck, but TryPickup has been the most reliable?
hmm
Anyways. From there, you can get the player pointer and use findInventory or CountInv to check if the player has the item in question
I'll see what I can do with that.
This is why I was kind of hoping there was just an event handler that returned the player who picked up the item so I could just run whatever checks I needed from there
Nah. No item pickup handler
Oh yeah forgot to mention: TryPickup is an Inventory function, you'll want to modify it in your bone class
No. It gets called automatically when an actor attempts to pick up an item
It returns a bool. False if the item can't be picked up, true if it can.
Usually my approach is
let result = super.TryPickup(toucher);
if (result)
{
//do stuff
}
return result;
is this accurate?
Class Bone : Ammo {
// bla bla original code
override bool TryPickup(Actor a) {
if (a.CheckInventory("MarrowSuckerUpgrade")) {
int HealRoll;
HealRoll = Random(1, 5)
if (HealRoll == 1) {
a.GiveBody(2);
}
}
}
}
Close! Issue with that is it's going to execute on anything that gets close to it. Put the block you have here in the snippet I gave and it'll be solid
ok
map02
can proper mazes do well in a good map or would they become unfun and annoying
New sprites for the 45 longslide
yeah but I wanted mine centered like the lord intended
right. respect.
also doom 64 style. based. 😄
that was on accident
the frames were rendered directly from the model and I didn't light it properly
i recently updated my mod, it's currently in beta. i originally used a mod that had centered sprites, but for the 2.0 i wanted to make it feel more like the original game. i took frames of gameplay footage of a youtube video, and made aninmations of them.
still looks really cool
ya
i used another mod with centered sprites as a base, now im making my own graphics with gameplay footage
where did you get these sprites
\
as for the original sprites, they where centered, and they used the "dark ages weapon pack" made by TheCatMask over on MODDB as a base
oh! nice
i heavily modified the code in that mod to have all shield mechanics , including block, dash, parry, and parry dash.
uses DECORATE no ACS no ZSCRIPT
all compatible with online deathmatc, for ZANDRONUM
i've added like, 100 lines of code to each base weapon from that mod, along with the code from Craneos SheildSaw
XD
the decorate stuff is fine, I'll convert that
gah
that's all decorate, one actor
I don't know how decorate works really, all I know is it's the old way of doing things and zscript does stuff easier
although, DECORATE is technically less optimized, it's still just as powerful in a lot of ways and has advantages: Compatibility.
it can be used in ZANDRONUM and UZDOOM alike, and be made with DeathMatch online multiplayer, along with make singleplayer experiences.
although with High level Decoratre, you'll be seeing more lines of code.
and there is alot of hacky stuff with the code, and workarounds
each language and engine or sourceport has it's advantages and limitations; depends on what your trying to do.
I'm probably just gonna stick with whatever works for my current version of gzdoom, which itself is probably outdated given I got it before the controversy that lead to the creation of uzdoom
i've been working on something...
I wonder what the thought process was behind the names of certain wall textures, like why is this called SLADWALL? what the hell is a slad? did they predict the existence of slade?
or why is this called SHAWN2? why are these textures called SHAWN(x)? who tf is shawn?
I'm asking about this here cos I can't send images in classic doom channel and cos this also discusses naming conventions for assets
shawn green
is one of the developers of doom
bro got a whole ass set of textures named after him
wheres my JROMERO1, -2 and -3 texture
eh, theres only shawn lol
i actually really like SHAWN
cool textures and stuff
also i think you can copy the image text and paste it
Yeah that's pretty wrong, lol
I'm on my phone give me a second
Class Bone : Ammo {
// bla bla original code
override bool TryPickup(Actor a)
{
let result = super.TryPickup(toucher);
if (result)
{
if (a.CheckInventory("MarrowSuckerUpgrade")) {
int HealRoll;
HealRoll = Random(1, 5)
if (HealRoll == 1) {
a.GiveBody(2);
}
}
return result;
}
}
"line 542: Attempt to override non-existent virtual function TryPickup"
What is your line 542
override bool TryPickup(Actor a) {
I keep forgetting this. It needs to be trypickup(in out Actor a)
And don't forget to replace toucher with a
ok
already did that
new version of map02 atlantic base
Average pluntonia level
Now if you want it to be like tnt just switch them out for revenants
Imagine being a uac worker and accidentally walking in that room they would become powder
yea you get shot by so many things at once that you literally get pinned to the wall
when testing with an arsenal obtained from previous levels I was forced to use the bfg just because of the sheer number of them
map09 also introduced my can of coke as a healing item
reusable healing that you can fill up by grabbing more cans
ripped these from the doom 0.5 alpha
did this on accident and I'm fucking keeping it
is there a way to make projectiles do a fuckload of knockback without cranking the damage
map02 when you find the red key and the ssg they are just for testing but map01 is the only thing done
rough machine gun concept, might look cleaner with texture offsets
I have 2 ways I can go with this new weapon I created...
This thing 3-shots a baron
The first way I can go is making a traditionally-balanced level and I make the ammunition for the weapon and its maximum pool size fairly restrictive.
Alternatively I supply it with the same amount of ammo as any other weapon and turn the alt path maps into something leaning towards what you'd see in a slaughter wad.
main path weapon roster
beeg shotgun
map02 is pretty fun the first building is done
i changed the sky but its done if anyone wants to try
Sir, the enemy is in that direction.
Got it, removing that direction.
I have a WAD but it's very much unfinished. Map 1 is almost done (it's supposed to take place in a funeral home. Think PS2 Punisher for this one.) Map 2 is just Cyberdemon ass and an exit (it's a placeholder until I finally get an idea for this) and Map 3 is a Library. I'll post the WAD when home. I mainly want feedback on the first level
As for the name I'll either name it "Phantom" or "A Dangerous Meeting"
ok 2.0 is out now.
i talked in #general about an alternative version of E4M8, here are some screenshots. Do you have some tips?
no but i can say its cool looking
in the first screenshot (the one with the evil eye in the fire) i inspired from that Korax faces in Hexen
Dark Ages DeathMatch is a DOOM II/ Zandronum mod that brings Dark Ages to Classic DOOM. Compatible with online play, this mod is balance for both single player and mutiplayer.
is available for download now on moddb:
https://www.moddb.com/mods/dark-ages-deathmatch/downloads/dark-ages-deathmatch-v20
I need to do one of those for my mod
ok the cross pattern in the ceiling is awesome, I'll be taking inspiration from that
good to know
What's going on with that city looking map
Like theres just a white ceiling not connected to anything
my guess is it's either unfinished or they forgot to put the sky texture over it
anyone else wondering what the BFG 2704 was gonna look like
(that was the alpha version of the bfg we know, before the particle vomit beta version)
Why did you repeat what you said
Yea, i forgot to put the sky texture. That city part is the final zone
can somebody help and tell me why the right music isn't playing?
finally, the shotototogun
Did you put map definition into the SNDINFO?
you're looking at what I have in SNDINFO
Put map definition into MAPINFO file, that's where the info about maps is put
idk if I'm doing it right but yeah I have it I think
You need to put music here too
how do I change the music in the end level result screen?
map MAP01 "Mapname"
{
Intermission
Intermusic = "musicname"
}
in mapinfo or sndinfo?
sndinfo is for sound definitions, don't put anything map related there
what's different about it? isn't it just faster?
? wdym? this is in srb2
I don't even know what that is
sonic fangame built under doom legacy
oh
anyone else think doom should've had breakable decorations?
updated
Brutal Doom has them
ah nice
Coloured sectors go brrrr
Like one big texture
Well more like 4
what are these guys from?
Heretic
So you know the barriers move down to reach the final area i made this mini version of them that also move down
what are they called? "knight" only gives me an undead guy from heretic
im pretty sure thats the cleric from hexen
this doom wiki link has some pictures
https://doomwiki.org/wiki/Parias
found the base sprite in the hexen iwad, though in your picture he's holding a different weapon and his cape is colored differently.. maybe it comes from a mod?
yeah I thought he held a bow by default
I think the green is because it's made for a palette translation, it's red in the zdoom wiki logo
oh yeah, that makes a lotta sense
coincidentally it also holds that mace thing
Is it difficult to begin making maps for classic doom?
not in the slightest
maps are the easy part
it's every other part of modding that's more complicated
just don't copy tnt evilution's philosophy of "draw lines in a CAD program and throw some demons into it"
Requires more thought than that.
right
When I was a young kid in the late 90s I think I tried it out but moved to source and Quake a little bit more.
I don’t think the tools were as easy or something. No idea what editor to use now.
What’s the go to @tough fiber ?
ultimate doom builder
I can't imagine how hard it must've been back then
(I literally can't, I wasn't alive then)
okay can i use the game version on steam? or do I need a port of some kind?
I don't have doom on steam so idk, I have a mildly old version of gzdoom from before uzdoom existed and that's my default for testing stuff
so maybe it works if you set up the steam version as the editor's test program but idk
actually you can it will work
are any of the AIs like chatgpt useful at generating zscript?
He's helpful sometimes to be honest, but I haven't tried any alternatives.
I spent ages asking chatgpt and grok for sample code of how to do stuff in zscript, nothing they give me ever runs properly, only thing that works is looking at working code from other people's mods
Very true, clankers can do basic shit
But it's better to learn what all that shit in the code does yourself
what happened to learning it yourself??
i know its a passion project and that it doesn't matter but still
if its harder then it be so much more rewarding to get it right then
Probably the best use for them is to not write the entire code, but instead to try it yourself and if it doesn't work then look at zdoom wiki, if still doesn't work then ask the clanker, and at last best source is real people
Learning on mistakes is the best use probably
how many of you use d64-style coloring in your maps?
I mainly use it (if possible) for dark bottomless pits
or sometimes to create colored floors/ceilings
CEIL5_1 and a recolored FLAT19 are a good way to create roads and parking lots
hang on let me test my suspicion
thought so
huh why are messages deleted
I managed to reply to vega before it deleted itself
oh
did a little experiment, I posted a link to the google drive main page to see if it would delete it and, as expected, it did
which means I need to find a better way to share my mod
mapped all day yesterday. Final campaign, most of the final monsters added. hopefully i can finish soon
I actually made an entire level using it for an old wad
I wish I could do that
perfectly able to but can't
it can be hard to get out of "builders block". at least that is my issue. but once i figure out eh level flow, its a addiction
it isn't a block it's the fact that I'm literally not allowed to
I live with my family and they disallow extended pc usage in one day
I'm debating whether my maps should be more open or not
do both
i have linear maps, mazes, backtracking maps and open maps with multiple wayts to get keys
Most fair keycard placement
All seriousness I love this mod, hate how hard it is
Even if I manage to duck behind a wall two more arch-viles also spawn in those two adjacent rooms as well as cacodemomons
Yay....
This is going to take a long time to master
what is this? looks so nice
It was gonna be a thing I was making but i realized otex has to much textures and it was gonna end up being to big to put in this server
what, like the pk3 file?
I have that issue currently
I've come to the realization that my maps are too linear
and I'm not following the Romero Rule™ of balancing tight and open spaces very well
Real
When it comes to mapping i do it for fun and to see what people think i should change thats why i make so much maps the biggest thing i finally started learning is the door problem of just having enemies in a room facing the door so for every part of the whole map your door fighting
you can upload these to doomworld you know
and send the link here and such
yeah, i feel like more monster closets and traps are kinda needed
i don't mind door fighting but yeah
Howdy! Here's a playable version of my alternative version of E4M8. The level is short bcoz is a prototype. Tell me what you think about
wich alternative version of a Doom/Doom II level i do next?
That's extremely short
Even too short to properly rate it as an alternate final map of ultimate doom
is this doom in vr???
Ye
wdym
The map is still a prototype. It's unfinished. I want to add more in future
It's possibly the greatest single document written about level design
When I look at my proudest map designs they either have absolute door problem or they have none of it
Like barely any in between
Nah, my maps are mix of all
I mainly use doors to single progression points (eg key doors) or to signify transitions between areas
I also work hard to make my doors Cool As Fuck ™
If I'm gonna put 'em in I'm gonna make them epic
I spam doors. Usually because it makes sense for the location to have doors.
Realism is the death of fun
Everything you put in your doom level (or game) should be there for a clear design purpose
Tho I also really like the kind where you're walking through a very long location, like a canyon, a city road, a tunnel and so on.
Makes them specifically spicy if you have allies with you or are in a vehicle
I love Brutal Doom tanks
This is solved by having more cohesion between areas. Instead of having a series of rooms linked by corridors, have a canyon with a building at the end that the player enters and has windows that they can look back through to see where they've come from. The building could be visible from a distance creating a visual goal for the player to move towards
And tanks in general
Etc and so forth
What's the story that your map telling
Changes in height are great for creating a sense of progression. The classic ascending a tower or descending down a pit
Environmental story telling doesn't always mean telling a literal story.
So that's why Endless Madness is the peakest
Sure fucking can
makes sense
Anyone on PS5?
Lol another server im in has a play testing room and sent this same thing i actually read through it and i think i got better with enemy placement i hope
Depends on what your other animations look like. Consistency is the only thing that really matters
I have the perfect idea for a wad so its gonna be like doom 1 progression were every 8 maps ends on a boss
And there will be 32 maps map32 will be the icon of sin map24 will be the spidermastermind map16 will be the cyberdemon and we know map08
The thing is i like to do the end text and everything in slade before actually making the maps imo doing the hard stuff first is so much more easier than doing maps and slade at the same time
You can look at the frame tics on the original animations. Keep it closeish to that
so map01 is supposed to be based off a water facility i think this looks cool water facility's are real
wow im good at outside parts
I noticed im better at hell levels and outside levels than indoor areas now indoor areas is a 50/50
Anyone played alien bastards
plus, the lower framerates give it a charm tbh
Map01 wont have any enemies but it will have a few secrets so its at least playable the secrets will have enemies
The nightmare for all vanilla doomers
almost done with E6M1 - Venus Orbital Platform.
gettign my megawad to convert into Kex seems like a nightmare. Where do i look for support in that?
and I wonder how much it might cost me
Kex is an engine, not a format
The kex port supports multiple formats
up until mbf21 iirc
could someone tell me which classic doom map (doom 2 final doom etc.) this midi would fit in best?
Whichever one you want mate
yah i know, but i dont know where to really begin, no api found
Start from the beginning. What are you trying to do
dead simple clone
Crusher design I made for my vanilla Doom II Iwad
The first thing i thought of when seeing this image was e2m4
Its inspiride by the og crusher from E2M4
Oh lol
And its on purpose, this area in the map follows a tech hell theme, the whole place is build by the demons using stolen UAC tech
The crusher machine is made of tech and the spine is the actual crusher
And theres even more examples like that, I have some rooms that have both computer panels and wood
Like this room
That's how some mods render bullet tracers
Well it's like just 2 flat textures together
Could make them from scratch, it's just a bunch of gradients
First things first I need to finish my megawad. It is a huge 36+ level modded megawad i have been working on since 2015 when free time comes.
Second, I need to get some serious Q&A testing done by anyone willing. Ill even pay for some of this because i have invested so much time.
Third, I want to release it onto the new doom1/2 if possible. you can check out my wad on doomworld in my discord link to get a idea what its about
Lastly, i might just do a FULL reskin of the game and turn it into something unique.
but i also want start my own fps (engine undecided) but first need to finish my doom eternal mods
I also am working on a lore book (iso fantasy artists) for a gamemaker platformer, but that is irrelevant
All you need to do for this is use the correct format. Press F2 in Doombuilder and screenshot that window
its all under UDMF, so i much convert to KEX, which is going to be hell
im reading the google AI, oh boy thats going to be not fun ...
What?
It's easy
F2 > change the format > fix the stuff that you need to (all your line actions will likely be wrong)
and UDMF is a map format, not a port feature set.
Also the longer you leave it the worse it'll get, do it now
i mean, its ur wad, do whatever you want lol, even if it means it changes up doom lore in a way
yah ill have to look at when i get home. But from I can tell, ill have to redo quit a lot. Lots of decorate, zscript, acs, 3d floors, and like you said Line Actions to change
zscript is not supported by kex, neither is decorate, neither is 3d floors
neither is acs
At this point, make a new project
With the exception of 3d floors, none of this has anything to do with your map format
The only type of food the doomguy will give to demons is a knuckle sandwich
that is lame, wont be doing that. hopefully there is more support later in the future. pretty pointless
ive seen mods that were gzdoom get put up into the new listings, so someone had ot figure out a easier way to do it. wish there was a api
found some conversions on line. decorate possible too. I worry mostly about the perm hp upgrades
No, those are loaded without checking compatibility
Learn the features of the port you're targeting
Or, everything that was gzdoom specific was remade
bugfixing and playtesting v2.4.1 available soon
alright map 4 of my dantes inferno inspired mod done, 5 more to go
i decided to add a secret exit into this map that will lead to most likely wrath, though not entirely sure yet
i am really proud of how it turned out this time around though, definitely an improvement over my last one
lor ost
this is what skipping leg days happens
Bro never heard of leg day
Can anyone recommend me some mods that use the BD black edition style?

shitcube hit the fan
Items like this already exist
Skulltag iirc was the first place you started seeing powerups? In Doom at least. Hexen is probably the first idtech1 game to have them
If you want them to be
The inventory system that was brought across from hexen is persistent
What are the best WADs and PK3s for GZDOOM? I'm new to doom mods and want to find some mods that change up the gameplay kinda like Brutal Doom does, or wild maps.
so i wanna make it so a floor raises when all of these tagged cyberdemons die, but idk how to make it so the floor raises when all of them die instead of just when one of them dies
not very familiar with scripting
You'd best learn if you want to have events linked to monster counts
You can just use standard thingcount
alright but uhh how
Or you can have each cyber activate a script that increases an integer
Read the wiki
https://zdoom.org/w/index.php?title=ThingCount
Note: thingcount is notoriousy easy to break. If a monster gets stuck somewhere then the player gets softlocked. Best practice is to require the player to kill most of a monster pack (I usually pick around 80% of the total enemy count), that way you have some redundancy
The other thing you can do is have a parallel script on a timer that activates regardless
with what im making i dont think a softlock will be possible so ill just keep it as all of them need to be killed
Remember this crusher?
I made a room where another one is being built
All the pieces on the room, and I need to make more things on this room
The only thing I need now to end this zone is the Spiderdemon arena
I might go for a computer theme arena but idk how I am going to pul this off
alright, secret level map 9 done of my wad, halfway done with 4 levels left
this one im iffy about, i had ideas for it but i couldnt really implement those ideas very well and ended up kinda unintentionally turning it into a slaughtermap, a very simple one but it is what it is, its a secret level anyway so i wasnt planning on putting too much effort into it and just made it in practically a day
What's the best map builder for a complete newbie?
probably ultimate doom builder, its one of the most used ones and can make maps compatible with the original game or for new source ports
Thanks! Do you know where I can find it?
i forgot you cant send links, but just look up ultimate doom builder, and it should be the first result
it should have a github domain
Ultimate Doombuilder
Link is pinned in this channel
https://devbuilds.drdteam.org/ultimatedoombuilder/
UDB rocks. Imagine a future when we can make doom eternal levels as easily
i leanred on DEU2 back in the day when i was 13. during that time you had to play the level to see how it looked. then countless hours aligning textures just right
i didnt get buff liek that guy doing it sadly
I would KILL to find the doom 2 levels i made back then, its one some computer in a landfill
The beginning area of my first map before i realized didn't have the technical knowledge or patience to finish it (I clearly had trouble with the skybox)
Guys i just downloaded Brutal Doom and i tried opening my save and it gave me error saying Level was saved with different amount of ACS module what does this mean
you can drag multiple files at once to the gzdoom exe, or you can use a launcher
What's a good launcher?
i use doomrunner but most people use zdl (zdoom launcher)
Thanks!
oh and i forgot to say that zdl can be used for other ports as well
im making a small level set for doom 2 thats heavily based off wolfenstein 3d. is there anything i should add or change?
this one specifically is supposed to be E1M1 in wolf3d
Are you trying to load a save from when you weren't using Brutal Doom
You can't just slam a mod into an old save file (generally), you'll need to start a new game
there is a new mod i just watched a vid out for people to look for
called doom deluxe, it does indeed look promising and has a classic-ish feel to it (it's a gzdoom/uzdoom mod far as I can tell)
more screenshots of e1m1 from the .wad im making
Hello everyone 👋
I'l be showing some screenshots of my UZDoom game/mod that I am making.
The weapons so far are
Laser pistol - Infinite ammo, replaces melee
Revolver - Fire's a penetrating shot, it works like the Quake 2 Railgun albeit not as strong (I recommend using crosshair for it)
Shotgun - Based on the SPAS12 which fires faster than Doom's normal shotgun
Dual MP5's - It replaced the chaingun but you fire 2 shots per trigger
Fireball launcher - A mix between the rocket launcher and flame thrower, works just like the Vassago fireball
Laser battle rifle - Replaces the Plasma gun and fire's 3 bolts at a cone arc
i feel like im going insane trying to figure out why my switch textures just dont work anymore all of a sudden, the same thing happened the last map i made and i never had this problem with any other previous maps
quake ranger with freeman's guns in doom in srb2👅
Perfection
fake clips made wholly within quake ranger's weapon data fields (firefunc, viewmodeltickfunc, and customhudfunc)
playtest time
working on map 3 of the final episode 6. Takes place on the one and only UAC base on Venus.
So I talked about the MD2 model format being used in OpenGL ZDoom sources and now I need an example to show. Can anyone help me?
I thought it was relevant here since putting MD2s in those is like a mod.
Edit: Preferably a screenshot or a video.
Edit 2: I should add I would do it myself but at the moment I don't have a computer in fact I am on my phone.
What port are you targetting
What are you trying to achieve
Well I asked a streamer if Brutal Doom was compatible with MD2 models.
Brutal doom is a mod
It's compatible with whatever you code it to be compatible with
The port determines feature set
If what you're really asking is "is Zandronum compatible with MD2 (the port Brutal Doom targets), the answer is yes but it's a nightmare to set up
Evidence (this is from Culling Strike, a deathmatch project I helped run)
https://static.doomworld.com/pages_media/756576030_22_cullingstrike.jpg?_cb=1702158015
woop embed
Yes that's a Starcraft Battlecruiser c:
Thank you I quoted at least part of what you said. My understanding was MD2s were assigned to objects in the game to give them a model and it was easy to setup.
Edit: I had no idea about ports.
MD2 is a model format, and an old one at that
I know its from Quake 2.
Doombuilder can actually export map pieces as .obj, and the texture data will be baked in. It's extremely fast and easy to use
obj only supports static models though afaik. MD3 I think is the more modern format that GZDoom et al supports that allows animations
That explains why MD2s were paired with another file for animations. Or at least I thought it had another file.
Edit: Why is it that I thought I read something about that but I can't find it? Was I imagining things?
A screenshot of my map for the Forbidden Compass community.
what texture pack is this? this looks cool
Looks like otex
his texture pack was created not by me but by Kuroji_Shit2do, and the texture pack itself uses textures from other mods, namely the BTSX e1+e2 resource pack, Legacy of Rust, and Makkon Horror pack.
i see, thanks!
https://www.moddb.com/mods/dark-ages-deathmatch/downloads/dark-ages-deathmatch-v252-deluxe-update
=== 2.5.2
-
Ravager now build up speed and fires faster, but less damage.
-
"break projectile" behaves more aesthetically like the fissure rune
projectile in doom the dark ages. -
fixed the projectile offset on the cycler and accelerator.
Still working on it, but this what I have so far, this my first classic doom level
Is it hard to implement custom scripts in a Gzdoom wad? And if yes, do you know cool scripts I can put into the wad? Something fancy
Vodoo doll scripting easist scripting you could use, they used it alot in eviternity
Join me as I continue on from the previous episode, creating a new Doom map and teaching many tips and tricks along the way!
Follow along as I explain the potency of Voodoo Dolls, share lesser-known tools and explain the various rules I employ to make natural terrain, all while making a real map that uses these techniques.
A huge thanks to Tri...
ACS is way easier
Yes it's easy, and you wrote your own into a map. Adding scripting to existing maps is possible, but you should have an actual reason to do so
whats the parameters to make doomlauncher open dsda doom on a specific compatability level?
Really, like I know voodoo dolls you can do vanilla stuff basic stuff
You can do everything in acs
There's no rule that ACS scripting has to be complex. You can have the most basic actions in a script
has anyone heard of the mod kriegsland
cool switch textures i made
i wish discord didn't apply blur to images
the doom pallete is already applied. feel free to use, credit would be appreciated but im not gonna force it
I'm making a Total Conversion, so I would like to try making something that is not Doom-vanilla
How do I make an animated texture
this looks like a cacodemon's lower-back
😭
Map 6: Unsanitary Genocide (Inferno of Blood + Unspeakable Persecution)
looks awesome man
ty ^^
kinda supposed to be like that, a wall with the skin of demons.
im thinking about it being used as targets rather than generic interactables. so it starts with the eyes working, but you have to shoot the eyes out
so i might have messed up something
so in my wad im making the scret lvl is in e1m5, after u find it and beat the secret lvl and everything you still get teleported to e1m4...
and i dont think theres a way to fix it with dehacked
what do i do?
did you set the destination in Slade?
in slade you can set what maps the exits will lead to. i belive you have to do that in MAPINFO
.....mapinfo is for zdoom.
as i said, im making a boom wad
oh i thought that was a general doom thing. my b
no worries
i only learned zdoom mapping stuff so i don't know what exactly is from one or the other
when im stuck with that stuff, i ask an ai, look at its generally shitty solution, and look into the method it was using.
occasionally it gives good results but it primarily just points you in the right direction
not saying you should rely on AI for everything or use its code, but it can be a good way to get your brain working or learn basic concepts when there is very few tutorials online
This is hard coded, the only way to change the map order is via mapinfo. Note dsda doom supports umapinfo
darn it, well this is gonna be awkward
That makes sense
Very, VERY unfinished WAD, but here's what mine looks like so far.
Map 1 is almost finished, just need to patch up the unfinished MIDI and textures, as well as add to the basement area as it's empty.
Map 2 on the other hand is a placeholder at the moment. Cyberdemon ass and an exit 😆
Map 3 is a library, Map 29 is a coliseum and Map 32 is a gauntlet in a similar style to Go 2 It. All are VERY much unfinished and don't even have an exit yet.
I mainly would appreciate feedback on the first level at the moment.
How do I make a polyobject door to make it like a modern game door instead of the classic Doom doors, as I want to make a Total Conversion
<@&162901871168585728>
What do you mean
"Modern game door" is a meaningless description
Polyobjects allow for horizontally moving planes. Sliding, swinging, spinning etc
They are typically full height of the sector they occupy
Has anyone made a mod that replaces regular tracks into the siivagunner versions?
I scraped 3 levels before this because I have to learn the Builder, but this is the level I am working on so close to finish, it first level of 9 levels episode
screenshots for a WIP slaughtermap styled .wad that takes place inside a city. any suggestions on new building or room layouts?
Dark Ages DeathMatch is Released! The void of power was left when Doom : the Dark Ages excluded DeathMatch, and now it's here in your favorite sourceport, ZANDRONUM!!! Now with SinglePlayer Enemies OverHauled, COMPATIBILE WITH LEGACY OF RUST ZD EDITION...
First issue I have, the maps are huge big time
and you can't reach some pickups like chainsaw, or the berserk in first level
difficulty is good tho
Thanks mate. Glad to see someone reached out, I'll patch those problems up whenever I can.
i recommend watching this video it has two parts https://youtu.be/iuooUOuBVII
Join me as I begin creating a new Doom map and teach many tips and tricks along the way!
Follow along as I share the powers of tools like the Stair Builder, explain the value of player-considerate detailing, and tricks to make almost any texture fit the length of any wall, all while making a real map that uses these techniques.
A huge thanks t...
Much appreciated
His tutorials are amazing, and he build an amazing stuff
Just fixed this problem
My mouse is a bit fucked but I'll try to make the maps a bit smaller whenever I can
It learning process, take you time, Play alot of wads to get inspiration when you make stuff
Definitely will make sure to. I've played Final Doom and Scythe quite a bit recently
are there any mods that add rotation to monster death sprites?
The important thing you trying, and also you making stuff 😄
what do you mean?
<@&162901871168585728>
like a mod that fixes corpses constantly looking at you headon
oh, never heard of that before
i know some source ports make it so some corpses mirror when they die as an option
more quake ranger in doom in srb2 stuff except im playing freedoom
dont tell anyone... but yesee... the doom stuff is a quick cover-up to sneak my quake ranger in srb2 past the guards... and it also doubles as a quick way to peddle my srb2 to doom mod...
deathmatch time
whats the weapon mod called
Dark Ages DeathMatch
good boy
YO, i updated the file today!
Dark Ages DeathMatch is Released! The void of power was left when Doom : the Dark Ages excluded DeathMatch, and now it's here in your favorite sourceport, ZANDRONUM!!! Now with SinglePlayer Enemies OverHauled, COMPATIBILE WITH LEGACY OF RUST ZD EDITION...
Working on a doom wad, how do i add new textures using slade?
the doom wiki has a tutorial on how to replace or make new textures:
https://doomwiki.org/wiki/Adding_custom_textures
also for more complex sourceports like uzdoom or eternity engine, you can make 2 markers (TX_START and TX_END)
and put png images or doom lumps, which will be auto detected by slade level editor and ultimate doom builder
one last thing, for zdoom ports theres a more modern alternative just called TEXTURES which
allows for image scaling and other cool shiz, but use the other methods if you dont need to modify any graphics
https://zdoom.org/w/index.php?title=TEXTURES
<@&162901871168585728>
👍
what keeps happening in this channel that's getting the mods pinged weekly? 😭
scam bots
A
What's a cool doom 2 mods for a beginner? I'm just starting out modding doom 2
Hi does anyone have a reskin of the shotgun and supershotgun for Brutal Doom v19?
More DUSK midi
I might use this for my WAD if that's alright with you
perfectly fine. Just make sure to credit me & ping me when ur finished with the WAD ^^ (also credit Andrew Hulshult!)
Thank you. I love DUSK and honestly the WAD I'm creating, it would fit perfectly!
np ;>
Help me what are good doom or doom 2 mods or wads
Depends what you're looking for
Are there any cyberpunk style monster packs out there?
WHO want pink valley?
not really a fan of that mod, too edgy
I know
i guess people who like horror would love it
Also are there any monster packs that make the demons more like their doom eternal counterparts?
can't think of any but i can do for mapsets
....i know you asked for a monster pack and i'm suggesting something else, sorry....
Auger zenith and neon overdrive yeah
😂
i saw you are like a new memeber so i just assumed you are just starting off with something
XD
Ive been playing around with doom mods on and off for years. Recently its kind of become a small obsession
Trying to perfect my gameplay experience with delta touch on my phone
I love that one. But last time talked about it, my messages got deleted
How to mod?
bruh
i feel like the pinned gzdoom link should probably be changed to uzdoom now
make or use them? if you are trying to make them, i highly suggest watching these https://youtube.com/playlist?list=PL1cBWOFfRw5V69xdgxhmjVwaC1DfIvnwe&si=4FYOUQF6S0UJTh2R and following along. they still apply to UZDoom.
mapping was going pretty well, started the basic layout for E6M3. Then a diablo 2 expansions go released and now im back to the loot hunt
I still need to finish it before quakecon! It takes about 2 weeks to finish the level layout, and another week to decorate and bs
DUSK INSIDE DOOM!! WHAT ELSE TO ASK FOR??
Leave what you think of the mod in the comments, any feedback is deeply appreciated :)
MOD HERE: https://drive.google.com/drive/folders/1nDpsC8P43zTH5dRbhl-nxxxIQuBf7O2L?usp=drive_link
#trailer #doom #doommodding #dusk #newblood #ultrakill
nobody told me about @duskdev
IT'S OUT
Does anybody know how to play Doom with custom texture packs?
I want to use this pack, and it's a WAD, so Iassumed I needed to just play Doom with the WAD via ZDL but it didn't work.
https://www.doomworld.com/idgames/graphics/ultratex
need help with making this door work. i'm very new to mapping and working on my first .wad but i cannot get this door to work even tho my other ones work just fine. i'm using slade and i have the lines pointing out. top line is flagged for the yellow key and bottom line is for blue. i can hear the door make the closing noise after interacting but it never opens.
Aw how sad.
Do you know any texture replacement mods?
Doors raise to 4 mu below the lowest adjacent ceiling
I'm guessing you've lowered this ceiling to the floor. You should delete the sector instead
finally got it
thanks!!!!
np
we're cooking good tonight
this map is absolutely gigantic and i love it. still maybe 75% done
i cant see shit, is this because i use ash mode?
probably. it's a png of all the linedefs i just downloaded it directly off of slade
you might just have to zoom in a bunch
FU-
bottom right pic is old so that's why the skybox is different
i've been working on this nearly nonstop for the past 3 days
due to my extreme stubbornness i refused to use any tutorials and taught myself everything through brute force. this is my very first map ever and i'm quite pleased with it currently
rn we're at 710 things, 2332 linedefs, 4011 sidedefs, 2140 vertices, and 310 sectors
total size is 21,232x21,755 map units
First maps are all about learning so some constructive criticism, this is way too much open space.
guess which one i made when i was like 9
Gonna take a wild guess and say it was the one on the left
hey is anyone able to help guide me throught and give me tips on how to the the ultimate doom achivemnt
I mean u was better than me when u were 9 lol I didn't even know how to texture stuff
the maps i made were horrendous
now that I know level design theyre much better
My first map was terrible but at least it was a map now I can't map cuz I get no ideas for maps :(
Also my doom builders kinda broke cuz I can't use flats 🥀
do u use ultimate doom builder or doom builder 2
That'll be an issue with your resources most likely
udb
is it common for the steam version of smth?
omg
bruh i figured it out
i had a filter on that made it so udb only shown the wall textures instead of both walls and flats
When you select a wall, the texture library will only show you wall textures
(Unless you're in a format that supports interchangeable flats/textures)
big fan of using sectors for added detail
it was just me being an idiot lol i had turned on a filter that makes it so flats dont show
depends on whether youre making a modern gzdoom type map or in actual style of doom1/doom2 i find that is better to just simply design and focus more on actual gameplay aspects and using the detail alr baked into them textures themself
idk what i'm going for i'm just having fun making maps lol. my friends are gonna contribute some we're gonna turn this into a 32 level megawad that hopefully won't be shovelware levels of bad
that sounds fun
i would like to play it when its done
this is my first experience with mapping be warned. it's probably not gonna be great but i've put lots of soul into this first level i've made
i plan on doing the same for all the ones i make
yeah honestly i would start with doom 2/1 formatting maps because it teaches you to go off of the actual devs designs which still hold up. creativity can be used but i think it interferes with making actual good maps when starting out
it also forces you to use better texture placement
something i reallyyyy need to work on is texture alignment which i suck ass at because i haven't really figured out how to do it efficiently on slade
r u using slade or db
slade
no tutorials watched or anything i'm making myself learn it all via raw experience
personally i find db to be more userfriendly and easier
@stark cargo also i would go into doom 1 and 2 and look at the design
i know the design of both of them well i've completed doom 2 about 70 times total now 
thats cool
i've been using a lot of evil tricks and traps found in plutonia as well
a lot of my inspiration for traps and fights comes from final doom just because of how brutal it is
sound pretty cool
i tryed to make one with a couple of friends but it kinda turned into this
i havent made a proper map in ages lol
this is the pinnacle of map design, u don't understnad
hi.
I'm having trouble with custom enemies. Whenever i try to import a custom enemy into my map, it won't make a decorate folder in the thing editor. What can i do about this?
yes a bfg and a few zombie men is peak map design
Are there any doom mods that turn doom into an immersive sim like deus ex, system shock 2 or.prey?
stayin' alive
you could make a short and very punchy map out of this. give it a hotstart with like 5 revenants, an ssg, and 2 boxes of shells
i am working on a wad
but its going slow
map 1 isnt even done lamo
Having fun is the correct way to make maps
Incorrect. Use the format that has the featured you want to use. Vanilla had a horde of esoteric restrictions that make learning how to map actively more difficult
What I would recommend, is to try different map formats. It's a fun challenge and you might find yourself more drawn to something new
Community projects are a good way to dabble in different ports/formats
@whole blade cap
Did you drop your hat
@whole blade 🧢
you don't have to ping them a million times
Real ballsy move calling out Bridge of all people on their mapping advice
Is there any way to make it so that monsters will always gib when killed? I know gore mods like Bolognese have this option but Bolognese is not ledge-compatible and that makes for an annoying sight. Beautiful Doom's enhanced blood and gibbing system is perfect, however, so I really want every monster to gib when they die.
ive broken ground on a secret map and ive decided to make the secret maps extremely unfair. this is agonizing and i'm taking great joy in it
I make baby maps for babies
Secret map is a good place to do something whacky. People are more tolerant of bullshit if it's in a secret map
As long as you're at terms with it
i plan on making map 32 something absurd
okay so, i'll never get an answer to my problem 😭
"and game of the year, is"
omg my mangnum opus won game of the year
Beautiful Doom is indeed beautiful
what the HELL am i looking at
Hi
art
screenshots from my upcoming deathmatch wad
So uhhh anybody know why this Soundpack mod is not working?
I've been using it with Beautiful Doom for a while.
After like 10 or 12 times playing Doom with it, it just stops working and just wouldn't change any sounds. I've opened the pk3's files and the entire thing looks totally fine.
The only way to fix it is to just reinstall the soundpack.
Sooo uhhh, there's no way to make a hud bigger than standard resolution?
monochrome tf2 shotgun
What sourceport are you using?
Nvm, figured it out
guys, i have made this mod that i develop since 2025, any opinion?
(made entirely on budget phone)
yuh huh, still standing'
Custom folders (categories) are defined in the decorate file. You have to do it
almost scrapped this monster since the Death state also calls A_Fall (atleast, i THINK.)
a self reviving monster (just like quake) except the corpse can be shot to prevent the self resurrect
spritework is by BUBBLES.
yeah but can u send your decorate code
okie
I'm literally in my bed, it is night in my country hahah
Can i dm you?
sure
ULTRAKILL IN DOOM RAHHHHHHHHHH!!!
I made a bet and I have to deliver now.
what do you mean by that.
you need to put //$Category “your category” in all your actors for them to show up, you can also use default names like Decorations
Doomguy got drafted in ULTRAKILL, damn.
#ultrakill #doom
This is kinda cool. How fast does it resurrect?
This reminds me of Forsaken.
i feel like this is moreso like descent
I vaguely remember the game. I think I memorized the cover though.
about 20 seconds after “death”
are there any mods that turn the game into redneck rampage
MAURICE
Doomguy got stuck in ULTRAKILL...
#doom #ultrakill
Samsara has the Redneck Rampage enemies, and allows you to play as the PC from it, if I recall.
is anyone able to test my mod?
sure
"What if Doom-Guy was the last man alive in the ULTRAKILL universe?" asked nobody, except me. Here's that in Doom-Mod form.
#ultrakill #doom
Do you like the resprite? Lemme know!
hi everyone
so i'm making my own map right now for the first time
but for some reason
on one side of the wall this texture is correct and on the other side it's offcenter
oh nvm fixed it LMAO
another issue i'm having is for some reason one of the starting doors doesn't open
Tag the sector.
i sorted it out thank you
the door was the lower texture so i had to make it the upper one
rrroookie mistake
i only installed udb yesterday of course
also does anyone have any suggestions on how to make this door open
it acts really weirdly when i try conventional ways
i think you need to raise the ceiling all the way to the groun
and make it untextured
oh yes good idea
wait i have another question
i'm adding things right now and for some reason they all clip into thr ground soightly
thats intended
oh huh
how would i go about that?
i've got the door texture as the middle and no upper texture right now
right click the texture in the linedef menu
ah
i think theres a linedef action "transfer ceiling heights"?
it should make doors possible
does this still apply
yea
the important part in map making is the map format
you don't wanna look at the "Doom: Doom 2" part usually
just the "X format" it says.
anyone able to play multiplayer on steam doom 1 on doom 2
Death 4 Foretold with Mods that graphically improve the game.
AND
Eternal Suffering (v3.0) with my new style for sprites; weapons, and items.
It's not a comparison.
Is that pbr and actual lighting in doom
anyone please
Death match or coop
uh huh it works
What if DOOMGUY was in-place of V1?
Is Zandronum engine, It does not support pbr
what mod is that then
that makes it look good
coop
Which one? I put the names there.
The Doom Eternal one is mine, it's made using D4T.
The download links in this thread appear to be dead. Does anyone have a copy of this mod?
https://forum.zdoom.org/viewtopic.php?t=76635
This madness is pretty endless
who knows how to make a custom weapon (like a key)
guys, i made this mod, can anyone made a map for it? i made it entirely on mobile
another weapon
i also add pee weapon which is rare in doom modding
W MOD
Should've been in the cacowards
The mod uses normal 3d models I'm pretty sure
can you give me the link
To the mod?
ye
thx
ur 10?
saved for future blackmailing
Who remembers my house.wad
we all do rtuts
some issue im having,
the boom format has a general linedef specials where you can customize and such, but for some reason no matter what, it just doesn't work at all, i keep checking the environment and everything and still nothing. any clue to why this is happening?
Send screenshots of the custom linedef in doombuilder
couldn't do screenshots but yeah
win+shift+s
can u show the floor itself it's lowering (in 3D render mode)
I started learning Decohack, and this is what I got.
sorry for being late but yeah, here it is, if i used a predefined action then it works normally so i am just so confused
Idk what’s going on, that’s really weird. Just use the predefined action I guess
anybody here use dsda-doom?
Do I absolutely need a PC to make mods for Classic Doom?
all tools i know are pc only, but i guess you could do some text editing and sprites work with a phone
Ok, thank you
no but youl be rlly limited from what ik
Ok
id just buy a cheap laptop or smth
Thanks for the suggestion
are any of u experiencing this glitch when u pair auger zenith with diamond dragon & the shotgun will alternate between the two mods' sprites
Try loading the map wad first and then the gameplay mod
ait ty
idk where to put this but if anyone wants a soundtrack for their mod i'd love to
A Colt M1911, a semi-auto .45 pistol suitable for self-defense. It's design has never changed for almost 100 years and is still used today by the military. It can only hold 8 rounds, but that's 8 kills.
you know what they say, if it's not broken, don't fix it
good sprite design though
I'm migrating from Doom Builder 2 to Ultimate Doom Builder, and for some reason, my mod's custom weapons and monsters are not showing up in the list in UDB, when they show up just fine in DB2. How do I fix?
It already has a DoomEdNumber and a category in the .pk3:
If it helps, here's my loading config:
I need to learn how to make a new hud like that
Is there a way to increase how much blood comes out of enemies?
I'm also thinking sort of doing a doom 2016 type thing in my game. Like with the lock down thing and wave battles
what do you mean, like the enemies itself or the sprites that come out of the enemy?
Anyone know how to copy a wall’s properties so I can copy it the exact same way to another door? I tried ctrl shift c and v but those don’t seem to do what I want to have done
If you code it, yes.
Might be better to just download brutal doom
If I get brutal doom, I can still make my own maps. Right?
yeah you should be able to make maps fine, just remember to add brutal doom pwad to doom builder or whatever tool you use
Im finally back into making doom maps.
If you just want juiced up gore then Nash Gore is the go to mod
I'll look for dat sheet
Would people like an expanded doom 2?
I have been thinking of continuing doom 2 after you complete hell on earth
There are hella lots of mods that do that, the coolest one that I remember is After Doom, but you do it your way.
I'm trying to find that Nash Gore mod. I can't find it
Just google nashgore and get it from zdoom forums or github
Doom guy should get a happy ending, settle down with a wife and raise a couple of little space marines. Change genres maybe, make it a sims style family raising game, with some pinky demons as household pets
The way i look at it after defeating the icon of sin there was nothing that said the invasion was over. Or that the slayer got transported back to earth
From what I remember
So i was thinking at the beginning should be escaping hell.
That's adorable, I'm going to use him in a playable basketball game in a doom mod....somehow
Cacoballin
I wanted to use sky 3. It doesn't work.
I guess I need to do scripting to get it to work. I don't know how to do that. I tried looking up tutorials
Oh I already found it. Sorry for not saying anything
This sky thing is my biggest issue. I wanted a proper sky for my hell map. I thought sky 3 looked more appropriate
Hmm
what's wrong with the sky?
wdym? send screenshots
Ok. I just need to do a couple things
you probably used the actual sky texture which is why it looks flat, you need to use one called F_SKY1 and then put something like a UMAPINFO inside your wad to define the sky texture manually
it should be like
MAP map01
{
levelname = “Cool level”
skytexture = “sky3”
}
put that in my MAPINFO?
yes, but this is a specific variant meant to work for more source ports though, iirc the u stood for universal
so I need to add a U to my MAPINFO?
i think it works without but its better to do it just for the sake of organization
It should still work the same. Right?