#classic-doom-maps-mods

1 messages · Page 28 of 1

last garnet
#

I know its very red but every time i kept trying to use marble i just couldn't make it look good i mean i made it look good in map04 but i honestly just like red brick more

tough fiber
#

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

robust spear
#

more dev screenshots

last garnet
last garnet
#

Honestly a freedoom wad thats like almagoom would be amazing because how good the first and second phase are

tough fiber
#

apparently doom 0.3 alpha's pinkies had more frames in their idle animation

#

sorry, the doom tech demo, not the alpha

livid sentinel
#

or at least the base idea.

last garnet
livid sentinel
livid sentinel
#

@last garnet bit of a difficulty spike at the end but i love it. did you make any of the custom assets/music?

last garnet
#

It uses the ultimate midi pack and the custom enemies are from the eviternity dehacked

livid sentinel
#

intresting, great work none the less. if you upload it to ModDB ill add a review

robust wave
robust wave
#

Oh damn

last garnet
#

Yeah i didn't know where i would put another route

#

Map05 was definitely the more weirder level i made

robust wave
last garnet
#

Yeah it was to get a super shotgun more rockets and a plasmarifle if you pistol started

last garnet
storm charm
tough fiber
tough fiber
#

if I can get this 3d modeling thing figured out I'll be on fire with my mod

iron delta
last garnet
#

the final trial this one will be the hardest which is why you need 2 keys before you reach it

tough fiber
#

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

last garnet
#

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

last garnet
#

this map is actually hard

last garnet
#

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

tough fiber
#

usually my maps are just "clear the room, get the shit, save during the downtime, open the door, repeat"

last garnet
#

my mod db name to find it just put jacob____hoven thats the name

tough fiber
last garnet
#

maybe use a file compressor idk

olive mirage
tough fiber
#

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

last garnet
#

map07 hell to pay its gonna be a toxic refinery

last garnet
#

changed a few things

tough fiber
last garnet
#

It's gonna be more inspired by e2m4 i guess it could be that to

robust spear
haughty flower
#

New 45 longslide sprite for my Terminator doom mod

last garnet
last garnet
last garnet
robust spear
tough fiber
#

I need to figure out what I wanna do to sprite the back end of the Devastator...

robust spear
novel bramble
#

oh yeah, its all coming together

#

still too lazy to screenshot ✌️

novel bramble
#

whats this for?

last garnet
#

I think map06 might just be the finale level for the wad

last garnet
novel bramble
#

its supposed to be like a mineshaft or something!

robust spear
novel bramble
#

yeah....

whole blade
novel bramble
#

didn't know udb has a screenshot feature

#

but still, i was mostly kidding around, i just wanted to post it fast and stuff

summer wolf
#

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

tough fiber
#

so the limit is 4

#

it also occurs to me that these look more like doom 64 weapons

whole blade
tough fiber
#

so glad the gmod models had rigs for this stuff too

last garnet
tough fiber
#

I think it's because of the process I used

last garnet
last garnet
last garnet
#

more pics of map01

tough fiber
#

the council of chaingunnners is deciding your fate

trail void
tough fiber
#

can anyone spot the secret door

tough fiber
#

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

whole blade
tough fiber
#

is it not the default though?

mint elbow
#

does anyone know what I'm doing worng?

whole blade
#

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

mint elbow
tough fiber
mint elbow
whole blade
#

What are you doing to test the map

mint elbow
#

saving it as a wad and running it with gzdoom

whole blade
#

You haven't loaded your textures then

mint elbow
#

how do I do that?

whole blade
#

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

mint elbow
#

i tried that and I get this message every time

#

takes me to a menu where I have no idea what to select ;-;

whole blade
tough fiber
whole blade
tough fiber
tough fiber
whole blade
#

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

tough fiber
#

mm

tough fiber
whole blade
#

Yeah a lot of the slope handle stuff isn't bound

tough fiber
#

how do I assign a damage type to a hitscan attack?

tough fiber
#

(sorry to bother you btw)

whole blade
#

@royal wave is a bit of a dab hand with zscript

tough fiber
#

the other was, how would I track when an item is picked up? there isn't an event handler for it

whole blade
#

I can set up basic actor definitions but that's about it. My forte is level design.

tough fiber
#

I see

tough fiber
#

... under certain conditions

royal wave
#

Pickup Scripts are a bit finicky, but not impossible. What are you trying to do?

tough fiber
# royal wave 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

royal wave
#

That's actually pretty simple to accomplish. Is the project already built on zscript?

tough fiber
#

yes

royal wave
#

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?

tough fiber
#

hmm

royal wave
#

Anyways. From there, you can get the player pointer and use findInventory or CountInv to check if the player has the item in question

tough fiber
#

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

royal wave
#

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

tough fiber
#

went to the wiki page on it

#

it says I shouldn't call the function directly

royal wave
#

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;
tough fiber
#

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);
      }
    }
  }
}
royal wave
#

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

tough fiber
#

ok

last garnet
tough fiber
#

can proper mazes do well in a good map or would they become unfun and annoying

haughty flower
storm charm
tough fiber
# storm charm

yeah but I wanted mine centered like the lord intended

storm charm
#

also doom 64 style. based. 😄

tough fiber
#

the frames were rendered directly from the model and I didn't light it properly

storm charm
tough fiber
#

ya

storm charm
#

i used another mod with centered sprites as a base, now im making my own graphics with gameplay footage

tough fiber
#

where did you get these sprites

storm charm
tough fiber
#

no I mean the centered ones

#

or were they placeholders

storm charm
tough fiber
#

oh! nice

storm charm
#

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

tough fiber
#

the decorate stuff is fine, I'll convert that

tough fiber
storm charm
#

that's all decorate, one actor

tough fiber
#

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

storm charm
#

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.

tough fiber
#

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

tough fiber
#

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

novel bramble
#

is one of the developers of doom

tough fiber
#

bro got a whole ass set of textures named after him

novel bramble
#

im making it up tho, i actually dont know

#

but it is most likely that

tough fiber
#

wheres my JROMERO1, -2 and -3 texture

novel bramble
#

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

tough fiber
#

@royal wave I think I did it wrong

#

aw fuck he just went offline

#

oh hi

royal wave
#

Yeah that's pretty wrong, lol

tough fiber
#

it wasn't exactly clear to me what you meant

#

by just put my stuff in your stuff

royal wave
#

I'm on my phone give me a second

tough fiber
#

bro what

#

tried to paste my code block here and vega shot it down

royal wave
#
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;
}
}
tough fiber
royal wave
#

What is your line 542

tough fiber
royal wave
#

I keep forgetting this. It needs to be trypickup(in out Actor a)

#

And don't forget to replace toucher with a

tough fiber
#

ok

tough fiber
tough fiber
#

I should scatter some health bonuses in there too

last garnet
#

new version of map02 atlantic base

last garnet
tough fiber
#

real

#

I put an invuln sphere in the doorway

last garnet
#

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

storm charm
tough fiber
#

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

tough fiber
#

ripped these from the doom 0.5 alpha

tough fiber
#

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

last garnet
#

first part done

last garnet
#

map02 when you find the red key and the ssg they are just for testing but map01 is the only thing done

tough fiber
#

rough machine gun concept, might look cleaner with texture offsets

tough fiber
#

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.

tough fiber
#

main path weapon roster

tough fiber
#

beeg shotgun

last garnet
last garnet
#

map02 is pretty fun the first building is done

robust wave
#

Sir, the enemy is in that direction.
Got it, removing that direction.

storm charm
limber shell
#

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"

storm charm
#

ok 2.0 is out now.

bright badger
#

i talked in #general about an alternative version of E4M8, here are some screenshots. Do you have some tips?

last garnet
#

no but i can say its cool looking

bright badger
#

in the first screenshot (the one with the evil eye in the fire) i inspired from that Korax faces in Hexen

storm charm
tough fiber
#

I need to do one of those for my mod

tough fiber
last garnet
#

Like theres just a white ceiling not connected to anything

tough fiber
tough fiber
#

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)

last garnet
#

Why did you repeat what you said

bright badger
mint elbow
#

can somebody help and tell me why the right music isn't playing?

haughty flower
robust wave
mint elbow
robust wave
mint elbow
robust wave
mint elbow
#

ah

#

okay thanks

#

holy shyte it worked thanks king

mint elbow
#

how do I change the music in the end level result screen?

robust wave
mint elbow
#

in mapinfo or sndinfo?

robust wave
bronze coral
tough fiber
bronze coral
tough fiber
bronze coral
#

sonic fangame built under doom legacy

tough fiber
#

oh

tough fiber
#

anyone else think doom should've had breakable decorations?

storm charm
#

updated

robust wave
tough fiber
#

ah nice

robust wave
#

Coloured sectors go brrrr

tough fiber
#

true

#

how many custom textures did you need for those vehicles

robust wave
#

Well more like 4

tough fiber
#

what are these guys from?

last garnet
#

So you know the barriers move down to reach the final area i made this mini version of them that also move down

tough fiber
olive mirage
tough fiber
#

hm.

#

nothing comes up when I search that either

olive mirage
#

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?

tough fiber
#

I think the green is because it's made for a palette translation, it's red in the zdoom wiki logo

olive mirage
#

oh yeah, that makes a lotta sense

tough fiber
#

coincidentally it also holds that mace thing

rich arrow
#

Is it difficult to begin making maps for classic doom?

tough fiber
#

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"

rich arrow
tough fiber
rich arrow
#

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 ?

tough fiber
tough fiber
#

(I literally can't, I wasn't alive then)

rich arrow
tough fiber
#

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

lethal garden
#

are any of the AIs like chatgpt useful at generating zscript?

robust wave
lethal garden
#

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

robust wave
#

Very true, clankers can do basic shit

#

But it's better to learn what all that shit in the code does yourself

novel bramble
#

what happened to learning it yourself??

#

i know its a passion project and that it doesn't matter but still

robust wave
#

And lazy

novel bramble
#

if its harder then it be so much more rewarding to get it right then

robust wave
#

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

novel bramble
#

yes!

#

you can still look up tutorials and such

tough fiber
#

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

tough fiber
#

hang on let me test my suspicion

#

thought so

novel bramble
#

huh why are messages deleted

tough fiber
novel bramble
#

oh

tough fiber
# novel bramble 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

slate maple
#

mapped all day yesterday. Final campaign, most of the final monsters added. hopefully i can finish soon

last garnet
tough fiber
#

perfectly able to but can't

slate maple
#

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

tough fiber
#

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

slate maple
#

do both

#

i have linear maps, mazes, backtracking maps and open maps with multiple wayts to get keys

sacred furnace
#

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

stray marsh
last garnet
tough fiber
#

I have that issue currently

last garnet
#

Since i merged all the textures with my wad

#

It made it to big of a file

tough fiber
#

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

last garnet
#

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

novel bramble
#

and send the link here and such

novel bramble
#

yeah, i feel like more monster closets and traps are kinda needed

#

i don't mind door fighting but yeah

bright badger
#

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

bright badger
#

wich alternative version of a Doom/Doom II level i do next?

robust wave
#

Even too short to properly rate it as an alternate final map of ultimate doom

shell gorge
sacred furnace
#

Ye

novel bramble
#

wdym

whole blade
bright badger
whole blade
#

It's possibly the greatest single document written about level design

robust wave
#

Like barely any in between

#

Nah, my maps are mix of all

whole blade
#

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

robust wave
#

I spam doors. Usually because it makes sense for the location to have doors.

whole blade
#

Everything you put in your doom level (or game) should be there for a clear design purpose

robust wave
#

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

whole blade
#

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

robust wave
#

And tanks in general

whole blade
#

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.

robust wave
novel bramble
#

how powerful is it jesus

#

it does 3000+ damage??

novel bramble
#

makes sense

gusty sinew
#

Anyone on PS5?

last garnet
whole blade
#

Depends on what your other animations look like. Consistency is the only thing that really matters

last garnet
#

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

whole blade
#

You can look at the frame tics on the original animations. Keep it closeish to that

last garnet
#

so map01 is supposed to be based off a water facility i think this looks cool water facility's are real

last garnet
#

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

gusty sinew
#

Anyone played alien bastards

novel bramble
last garnet
last garnet
#

Map01 wont have any enemies but it will have a few secrets so its at least playable the secrets will have enemies

storm charm
robust wave
#

The nightmare for all vanilla doomers

slate maple
#

almost done with E6M1 - Venus Orbital Platform.

slate maple
#

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

whole blade
#

The kex port supports multiple formats

novel bramble
sleek oak
#

could someone tell me which classic doom map (doom 2 final doom etc.) this midi would fit in best?

whole blade
#

Whichever one you want mate

slate maple
whole blade
silver raptor
#

dead simple clone

dire moss
#

Crusher design I made for my vanilla Doom II Iwad

last garnet
dire moss
last garnet
dire moss
#

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

robust wave
#

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

slate maple
#

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

whole blade
slate maple
#

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 ...

whole blade
#

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

novel bramble
#

i mean, its ur wad, do whatever you want lol, even if it means it changes up doom lore in a way

slate maple
whole blade
#

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

robust wave
#

The only type of food the doomguy will give to demons is a knuckle sandwich

slate maple
#

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

whole blade
#

Learn the features of the port you're targeting

whole blade
storm charm
#

bugfixing and playtesting v2.4.1 available soon

silver raptor
#

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

silver raptor
#

lor ost

novel bramble
#

this is what skipping leg days happens

whole blade
#

Someone skipped leg day smh

#

Someone beat me to the joke smh again

royal wave
#

Bro never heard of leg day

coarse laurel
#

Can anyone recommend me some mods that use the BD black edition style?

whole blade
novel bramble
#

shitcube hit the fan

storm charm
whole blade
#

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

storm charm
haughty flower
#

Phased plasma rifle in the 40-watt range

whole blade
#

If you want them to be

#

The inventory system that was brought across from hexen is persistent

short dune
#

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.

silver raptor
#

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

whole blade
#

You can just use standard thingcount

silver raptor
whole blade
#

Or you can have each cyber activate a script that increases an integer

whole blade
#

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

silver raptor
#

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

dire moss
#

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

tacit pilot
#

reallly need help here. its been a migraine for so long

silver raptor
#

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

short dune
#

What's the best map builder for a complete newbie?

olive mirage
#

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

short dune
#

Thanks! Do you know where I can find it?

olive mirage
#

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

whole blade
slate maple
#

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

slate maple
#

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

lofty pier
#

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)

robust spear
charred ivy
#

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

short dune
#

How do I load multiple mods at once?

#

(For GZDoom)

olive mirage
short dune
#

What's a good launcher?

olive mirage
short dune
#

Thanks!

olive mirage
#

oh and i forgot to say that zdl can be used for other ports as well

sage shuttle
#

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

whole blade
#

You can't just slam a mod into an old save file (generally), you'll need to start a new game

storm girder
#

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)

sage shuttle
#

more screenshots of e1m1 from the .wad im making

leaden kestrel
#

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

silver raptor
#

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

bronze coral
#

quake ranger with freeman's guns in doom in srb2👅

short dune
#

Perfection

bronze coral
#

fake clips made wholly within quake ranger's weapon data fields (firefunc, viewmodeltickfunc, and customhudfunc)

storm charm
#

playtest time

slate maple
#

working on map 3 of the final episode 6. Takes place on the one and only UAC base on Venus.

lofty merlin
#

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.

whole blade
lofty merlin
whole blade
#

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

#

woop embed

#

Yes that's a Starcraft Battlecruiser c:

lofty merlin
#

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.

whole blade
lofty merlin
whole blade
#

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

lofty merlin
#

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?

icy wedge
#

A screenshot of my map for the Forbidden Compass community.

novel bramble
whole blade
#

Looks like otex

icy wedge
novel bramble
#

i see, thanks!

storm charm
#

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.

ModDB

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...

lethal elbow
shut crane
#

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

lethal elbow
lethal elbow
# shut crane Is it hard to implement custom scripts in a Gzdoom wad? And if yes, do you know ...

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...

▶ Play video
whole blade
vast bolt
#

whats the parameters to make doomlauncher open dsda doom on a specific compatability level?

lethal elbow
whole blade
#

There's no rule that ACS scripting has to be complex. You can have the most basic actions in a script

storm girder
#

has anyone heard of the mod kriegsland

livid sentinel
#

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

shut crane
#

How do I make an animated texture

royal wave
robust spear
novel bramble
#

😭

robust spear
#

Map 6: Unsanitary Genocide (Inferno of Blood + Unspeakable Persecution)

novel bramble
#

looks awesome man

robust spear
livid sentinel
#

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

novel bramble
#

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?

livid sentinel
novel bramble
#

wdym?

#

btw im making these maps on boom so

livid sentinel
#

in slade you can set what maps the exits will lead to. i belive you have to do that in MAPINFO

novel bramble
#

as i said, im making a boom wad

livid sentinel
#

oh i thought that was a general doom thing. my b

novel bramble
#

no worries

livid sentinel
#

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

whole blade
novel bramble
#

darn it, well this is gonna be awkward

limber shell
# limber shell I have a WAD but it's very much unfinished. Map 1 is almost done (it's supposed ...

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.

shut crane
#

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

novel bramble
#

<@&162901871168585728>

whole blade
#

"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

novel bramble
#

I did it <3

narrow laurel
narrow laurel
novel bramble
#

<@&162901871168585728>

#

sorry to keep pinging you guys

gusty hound
#

can anyone help me with some simple doom mapping?

#

if so dm me

timid swan
#

Has anyone made a mod that replaces regular tracks into the siivagunner versions?

lethal elbow
#

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

sage shuttle
#

screenshots for a WIP slaughtermap styled .wad that takes place inside a city. any suggestions on new building or room layouts?

storm charm
lethal elbow
#

and you can't reach some pickups like chainsaw, or the berserk in first level

#

difficulty is good tho

limber shell
#

Thanks mate. Glad to see someone reached out, I'll patch those problems up whenever I can.

lethal elbow
#

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...

▶ Play video
limber shell
#

Much appreciated

lethal elbow
#

His tutorials are amazing, and he build an amazing stuff

limber shell
#

My mouse is a bit fucked but I'll try to make the maps a bit smaller whenever I can

lethal elbow
limber shell
#

Definitely will make sure to. I've played Final Doom and Scythe quite a bit recently

sage shuttle
#

are there any mods that add rotation to monster death sprites?

lethal elbow
novel bramble
#

<@&162901871168585728>

sage shuttle
novel bramble
#

oh, never heard of that before

#

i know some source ports make it so some corpses mirror when they die as an option

bronze coral
#

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...

storm charm
#

deathmatch time

sage shuttle
storm charm
sage shuttle
#

good boy

storm charm
#

this is the code for the shotgun.

storm charm
pallid tulip
#

Working on a doom wad, how do i add new textures using slade?

olive mirage
#

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

olive mirage
#

<@&162901871168585728>

wooden thicket
#

👍

robust spear
#

what keeps happening in this channel that's getting the mods pinged weekly? 😭

robust spear
#

A

waxen parcel
#

What's a cool doom 2 mods for a beginner? I'm just starting out modding doom 2

coarse laurel
#

Hi does anyone have a reskin of the shotgun and supershotgun for Brutal Doom v19?

robust spear
limber shell
robust spear
limber shell
#

Thank you. I love DUSK and honestly the WAD I'm creating, it would fit perfectly!

robust spear
#

np ;>

waxen parcel
#

Help me what are good doom or doom 2 mods or wads

upper flame
#

Depends what you're looking for

upper flame
#

Are there any cyberpunk style monster packs out there?

mossy rapids
#

WHO want pink valley?

balmy blade
mossy rapids
#

I know

balmy blade
upper flame
balmy blade
#

....i know you asked for a monster pack and i'm suggesting something else, sorry....

upper flame
balmy blade
#

nvm then

upper flame
#

😂

balmy blade
# upper flame 😂

i saw you are like a new memeber so i just assumed you are just starting off with something

#

XD

upper flame
#

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

livid sentinel
haughty flower
#

How to mod?

robust spear
silver raptor
#

i feel like the pinned gzdoom link should probably be changed to uzdoom now

short dune
#

<@&162901871168585728>

#

Thanks

livid sentinel
gusty hound
slate maple
#

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

robust spear
#

IT'S OUT

random dragon
#

Does anybody know how to play Doom with custom texture packs?

stark cargo
#

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.

random dragon
#

Aw how sad.

Do you know any texture replacement mods?

whole blade
#

I'm guessing you've lowered this ceiling to the floor. You should delete the sector instead

whole blade
#

np

stark cargo
#

we're cooking good tonight

#

this map is absolutely gigantic and i love it. still maybe 75% done

gritty crag
stark cargo
#

you might just have to zoom in a bunch

gritty crag
#

FU-

stark cargo
#

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

whole blade
# stark cargo

First maps are all about learning so some constructive criticism, this is way too much open space.

buoyant magnet
#

guess which one i made when i was like 9

limber shell
polar furnace
#

hey is anyone able to help guide me throught and give me tips on how to the the ultimate doom achivemnt

shell gorge
buoyant magnet
#

now that I know level design theyre much better

shell gorge
#

Also my doom builders kinda broke cuz I can't use flats 🥀

buoyant magnet
whole blade
shell gorge
#

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

whole blade
#

(Unless you're in a format that supports interchangeable flats/textures)

stark cargo
#

big fan of using sectors for added detail

shell gorge
buoyant magnet
# stark cargo big fan of using sectors for added detail

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

stark cargo
buoyant magnet
#

i would like to play it when its done

stark cargo
#

i plan on doing the same for all the ones i make

buoyant magnet
#

it also forces you to use better texture placement

stark cargo
#

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

stark cargo
#

slade

#

no tutorials watched or anything i'm making myself learn it all via raw experience

buoyant magnet
#

@stark cargo also i would go into doom 1 and 2 and look at the design

stark cargo
#

i know the design of both of them well i've completed doom 2 about 70 times total now doomguy_wicked

buoyant magnet
#

thats cool

stark cargo
#

a lot of my inspiration for traps and fights comes from final doom just because of how brutal it is

shell gorge
#

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

robust spear
pallid tulip
#

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?

shell gorge
upper flame
#

Are there any doom mods that turn doom into an immersive sim like deus ex, system shock 2 or.prey?

stark cargo
shell gorge
#

but its going slow

#

map 1 isnt even done lamo

whole blade
whole blade
#

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

buoyant magnet
#

@whole blade cap

whole blade
buoyant magnet
#

@whole blade 🧢

novel bramble
#

you don't have to ping them a million times

royal wave
#

Real ballsy move calling out Bridge of all people on their mapping advice

random dragon
#

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.

stark cargo
whole blade
whole blade
royal wave
stark cargo
narrow laurel
pallid tulip
sage shuttle
shell gorge
random dragon
#

Beautiful Doom is indeed beautiful

gusty hound
#

what the HELL am i looking at

haughty flower
#

Hi

shell gorge
turbid shadow
#

screenshots from my upcoming deathmatch wad

random dragon
#

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.

devout idol
#

Sooo uhhh, there's no way to make a hud bigger than standard resolution?

robust spear
#

monochrome tf2 shotgun

robust spear
devout idol
#

Nvm, figured it out

royal wave
safe tapir
#

guys, i have made this mod that i develop since 2025, any opinion?
(made entirely on budget phone)

pallid tulip
whole blade
tacit pilot
#

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.

wheat mountain
#

@olive mirage

olive mirage
#

yeah but can u send your decorate code

wheat mountain
#

This is udb

#

I'm not on my PC rn, give me 5 minutes

olive mirage
#

okie

wheat mountain
wheat mountain
olive mirage
#

sure

robust spear
olive mirage
rich arrow
novel bramble
rich arrow
tacit pilot
sage shuttle
#

are there any mods that turn the game into redneck rampage

uncut pine
gusty hound
#

is anyone able to test my mod?

sage shuttle
robust spear
deft frigate
#

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

tacit pilot
deft frigate
#

the door was the lower texture so i had to make it the upper one

tacit pilot
#

rrroookie mistake

deft frigate
#

also does anyone have any suggestions on how to make this door open

#

it acts really weirdly when i try conventional ways

tacit pilot
#

i think you need to raise the ceiling all the way to the groun

#

and make it untextured

deft frigate
deft frigate
#

i'm adding things right now and for some reason they all clip into thr ground soightly

tacit pilot
#

thats intended

deft frigate
#

oh huh

tacit pilot
#

you can blame john romero or someone who modified the sprite offsets

#

in the wad

deft frigate
#

i've got the door texture as the middle and no upper texture right now

tacit pilot
#

right click the texture in the linedef menu

#

ah

#

i think theres a linedef action "transfer ceiling heights"?

#

it should make doors possible

deft frigate
tacit pilot
#

ah you're using vnilla

deft frigate
#

my bad i should have clarified

#

it's just the doom 2 one

deft frigate
tacit pilot
#

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.

deft frigate
#

oh yes ok

#

thank you

polar furnace
#

anyone able to play multiplayer on steam doom 1 on doom 2

narrow laurel
#

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.

undone nebula
polar furnace
undone nebula
tacit pilot
#

uh huh it works

narrow laurel
undone nebula
#

that makes it look good

polar furnace
narrow laurel
#

The Doom Eternal one is mine, it's made using D4T.

upper flame
robust wave
robust wave
robust wave
gusty hound
#

who knows how to make a custom weapon (like a key)

safe tapir
#

guys, i made this mod, can anyone made a map for it? i made it entirely on mobile

safe tapir
safe tapir
robust wave
safe tapir
#

i accidentally press delete

robust wave
#

The mod uses normal 3d models I'm pretty sure

safe tapir
#

can you give me the link

robust wave
#

To the mod?

safe tapir
#

ye

robust wave
safe tapir
#

thx

safe tapir
#

i accidentally mention it and i cant edit it

novel bramble
#

ur 10?

tacit pilot
#

saved for future blackmailing

analog nova
#

Who remembers my house.wad

acoustic grove
#

we all do rtuts

novel bramble
#

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?

robust spear
novel bramble
#

couldn't do screenshots but yeah

robust spear
tender summit
robust wave
#

Nice dumpster model

icy wedge
novel bramble
robust spear
crystal turret
#

anybody here use dsda-doom?

hot condor
#

Do I absolutely need a PC to make mods for Classic Doom?

olive mirage
shell gorge
hot condor
shell gorge
hot condor
#

Thanks for the suggestion

valid basin
#

are any of u experiencing this glitch when u pair auger zenith with diamond dragon & the shotgun will alternate between the two mods' sprites

robust wave
royal wave
deft frigate
#

idk where to put this but if anyone wants a soundtrack for their mod i'd love tocacocutie

tender summit
#

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.

novel bramble
#

good sprite design though

iron yacht
#

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?

iron yacht
#

It already has a DoomEdNumber and a category in the .pk3:

iron yacht
#

If it helps, here's my loading config:

fast lotus
silver ridge
#

I need to learn how to make a new hud like that

silver ridge
#

I totally forgot how to do this

#

nevermind

silver ridge
#

Is there a way to increase how much blood comes out of enemies?

silver ridge
#

I'm also thinking sort of doing a doom 2016 type thing in my game. Like with the lock down thing and wave battles

novel bramble
lament totem
#

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

whole blade
silver ridge
#

If I get brutal doom, I can still make my own maps. Right?

olive mirage
#

yeah you should be able to make maps fine, just remember to add brutal doom pwad to doom builder or whatever tool you use

last garnet
#

Im finally back into making doom maps.

whole blade
silver ridge
silver ridge
#

Would people like an expanded doom 2?

silver ridge
#

I have been thinking of continuing doom 2 after you complete hell on earth

robust wave
silver ridge
robust wave
lethal garden
#

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

silver ridge
#

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

silver ridge
#

So i was thinking at the beginning should be escaping hell.

lethal garden
silver ridge
#

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

whole blade
silver ridge
#

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

silver ridge
#

Hmm

lethal garden
#

what's wrong with the sky?

silver ridge
#

It's not skying

#

It's just flat

novel bramble
#

wdym? send screenshots

silver ridge
#

Ok. I just need to do a couple things

silver ridge
olive mirage
#

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”
}
silver ridge
#

put that in my MAPINFO?

olive mirage
silver ridge
#

so I need to add a U to my MAPINFO?

olive mirage
#

i think it works without but its better to do it just for the sake of organization

silver ridge
#

It should still work the same. Right?