#classic-doom-maps-mods
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Door thing seems interesting
would be funny to see people tear each other apart at those doors and never get shit done
thats what im intending for it
just need to add alerts around the map when the button is pressed
sound alerts atleast
ive already got text alerts i might just replace with sounds
they really need a 'script' logic node
where you can just throw in parameters and throw out an activator
and modify other things from it, would make things much tidier
because right now...
it's just scary...
LBP has something called a microchip which basicly puts all the logic for one thing inside it, and then you can hide it but it will still be active. Just to clear up space y'know. Would be great if SnapMap added something like that. Just so it doesnt look messy
https://www.youtube.com/watch?v=oOOr2_DNEdc If you dont know what I am talking about
still remains quite visual and node based
I mean something like a programming block.
from a player iterator > draw a line to the node > Write a script that references other nodes by name :
set modifier {
speed = 110%;
health = 50%;
}
changeRace(Demon);
}
and then it just ends and you save a crap tonne of visual space
Well, honest. I prefer visual scripting over this
maybe you can then call the whole thing as a function later... module on entered -> run script and it does the same
to each their own
Like I am trying to learn C# myself, but I feel it's too much sometimes
but it would help some that prefer the other way
i hope
oh yeah bro C# can be hard >.< I'm trying to learn it too
yea
if it were implemented I would want the code to be very easy to read
you could even have a description of the node
call it a custom node
and then people can use steam workshop to make those nodes...
lets say a Set Lives node... sure there is a lot of code
but it will have its own properties and you can set the lives of a player
player proxy (player 1) -> set lives
all the code happens in the background but you get the idea straight away
mhm
it sounds like game maker code
Think I've completely finished my map....although some of the secrets don't work sometimes...
HD92NZCK if anyone wants to test it ^^
it's a fast paced run like hell map
I'm on it
let me know what you think
http://puu.sh/oYTpj/361aaf0607.jpg This is what I've got so far
Very nice, looks like a proper level
yeah, unlike my arena stuff :DD
I tend to make test maps first to see how everything works
This is one of my test maps. But I am starting to like how it turns out
I think I've got a decent understanding of how most things work after messing with the puzzles a bit
I need an idea for something ridiculous to make with logics
Mix sounds together
I don't think I'm gonna get anything close to what I'm looking for
Wut
there's a recording for every letter
No, not like that
Like a siren
Maybe I'll figure something out
Actually, I just got an idea for a map
so apparently that's by the lead designer of doom 4
http://puu.sh/oYWJn/ce91bb8b0b.jpg more screenshots of my current map
http://puu.sh/oYWNv/7bc4c3a8b8.jpg This is prob a better picture
anyone figred out how to add score only once instead of each time a player performs an action?
if i shot a thing and it's "mine", how to make it not give me ponts when i shoot it again?
I wish I could help, not really familiare with score and point system yet
Hmm what is the player shooting?
shotgun?
Not in game right now, but off the top of my head you can maybe do it with a gate (both values set to false). If it's a monster, you can send an On Hurt signal to the gate to make it true. Then make it a XOR gate connected to that object that assigns point values to monsters, and assign the value to 0
Oh much better. Simplicity wins lol
I am currently trying to make my own item spawner, stead of the automatic world spawner
So there's more item in the room instead of the world spawner spawning all over the map.
Definable item spawner sounds super handy
Specially for Wave/Survival Events in only one Module
Cuz there have been times where a module with Wave event never spawns any ammo when you need it the most
So I might rework my map abit just so it's fun for SP
and not based on how lucky you are.
.
MY MAP IS ALMOST DONE
I might need help with this? I will try to figure this one out on my own but wouldnt mind any help. http://puu.sh/oZ1yB/4083befa33.jpg
Like I am trying to make an item spawner. But I want it to be random
and whenever the item is picked up. It will spawn a new item in x amount of seconds
shit, sry, fam, can't help you with that
I might be able to do this on my own. I just need to think like a fucking nerd here
but you meantioned learning c#
Hope you saved D:
the basic logic infrastructure that i was working on is there, phew
everything i lost was more or less polish
Holy shit I managed to do it
nice!
http://puu.sh/oZ2mD/8bf92904b5.jpg This is what it looks like in the end x)
Fantastic!
God damn that does feel satisfying
soon enough ๐
Wow are all those sounds?
shut your whore mouth
I mean, it looks like there's way to many for it to be optimal, but maybe you just have thousands of connections
i'm expecting a crash any second XD
It shouldn't happen
I haven't managed to crash yet and my logic chains we're extremely unoptimal
Sure, let me just save this map
you can find it it if you search for splatoon
pls
yep
Alright, found it
yes
alright
@wooden plume are you making a splatoon style map on stream?
Oh cool
I am just making some generic Singleplayer Map
thank you uwu
I'm capable of programming a map, thanks logic
Ill give it a go a bit later, you can download and hosts peoples snap map creations right?
i certainly do think so
i'm a whore
Yup
Never played quake
@here doesn't notify if you're not a mod anymore @dawn saffron
Splatoon is okay
@haughty flower where is the e1m1 doom 2016 remix
you are months late
i can always give you one of mine ones
mick gordon - doom trailer music compilation
if anyone needs people to test their map add me on steam!: http://steamcommunity.com/profiles/76561198047109122/
All you need to know is.. I'm just like you. I'm after the secret as well...
If you'd like to give input on a MP map im making, thatd be cool, but it doesnt really need testing per sey
its really simple with a door gimick thing that i messed around on for 3 hours to learn logic chains
yeah, basically its just a switch that opens a few doors after a 20 second time lock, added a few effects and shit to learn it, but i feel like it adds a bit to the map
lemme grab the code for you
CCUXPLK5
on it
but if you've got any input on weapon placement id love to hear it
just kinda placed them around in decent spots, but its definitely not perfect
ah nice i like that
it's sort of like reverse welding
also there are some crates in a room just past that
2 on the bottom one on the top
and you can't ledge grab them
i was able to ledge grab the top one when i tested
but you can make them ledge grabbable by putting in player blocking volumes
you called?
never
yeah
those are the only crates right now
ill be adding more like that later
last night was just the door gimmick and basic layout
yeah i couldn't grab the top one
weird, ill test it out and if i have enough issues ill just default it to ledge grab
but i like the layout of the armor shards and the weapons in the corners
I'm still trying how to reset the map so events don't keep running or auto-win after death.
i feel like the weapons could be better, but the armor is something that i like
also i need to add text to the other button in the room that says lock doors
the one that locks doors
since its not obvious as to what it does
you can keep spamming
you can
it keeps saying locking
alright, awesome, honestly is was gonna be a bit more complex but the map editor doesnt like connecting for an open map, so thats the best i could do at that time
unless i was missing something
if there's gaps i use those couplers
and the jogs
they fix those misalignments on the doors pretty well
i wasnt able to get the couplers to position correctly, they were always off alignment by a bit
i had a write up of a completely different map that i was liking, but it was a bit too big for 4 people
and it didnt connect correctly
gah
cause the main room had doors on multiple different levels
they need flexi corridoors or something
just draw a line from misaligned nodes
and create a perfect angled corridoor with nothing special in it
Finally got lives to work correctly, now to figure out the Reset Map thing
i havent messed with spawning or map events much yet
reset map?
Yes. As in
I die in a section of my map, and I want the events to stop without completing.
When I respawn
ah ok
However, when I respawn the events are either A) Still going, or if I set a On Death > End Event B) Ends with a completion opening the next area. Its kinda bothersome for Gauntlet Style maps.
you can have a boolean which you can always reference
on spawned boolean is 1
on killed set it to 0
for every event just reference that boolean?
Yeah I am still learning the whole variables thing
i dont understand boolean yet
boolean just means true or false.
I wasn't even sure what a Boolean is, but hey if it works it works
so you can turn the boolean true or false... ahve it initially true or false
it's like an on/off switch
so k-sha spawns in
the switch is on...
etc
i know, but i dont know how to link it correctly in the chain to make it do what i want
ah
i get the premise, not so much the execution
well once you create the boolean... duplicate it. and it will always reference that boolean
so if i create a boolean called jerry
and duplicate it
and have it so that if i hit a switch jerry is true
then all the duplicates of jerry will become true no matter where they are on the map
you can then ask the boolean to test itself
"Am I true or false?"
then put out another node from it... "if true" then do this
"if false" then do the other thing
in k-sha's case... it's to stop or start an event
...i could use that to make the lock switch accessible when the other is pushed, then disable it until the other is pushed again
correct?
That is what it sounds like
yes
but you can do tht without booleans too
on pressed > disable usable panel
on pressed > enable the one you want to use
and vice versa for the other panel
disable one and enable the other
huh...
ill have to test it out
i still dont much understand the logic chains in terms of enabling and disabling other items
but ive got enough of an understanding that i could probably learn it
Gonna have to test it out myself see if I can figure it out, its still telling me to finish event rather than end event.
But if I work with it maybe...
but will one enable the other?
not yet
ah
im not to concerenced with disabling it all together
but thats good to know
id like to keep the doors as a reoccuring theme throughout the map
actually
it looks like something ive never done before
2 logics connected to each other in a separate chain
the switch sort of has to talk to itself
to tell itself to turn off
and furthermore interact with another switch and say: "hey wake up"
the other switch does the same
so yeah
i do too, but i have no prior knowledge of how any of this works
did you ever play timesplitters?
nope
ah yeah it used to have a mapmaker like this one...
that's where i got mine from
and yeah also i've recently become a computer science student
so i understand that variable stuff now
ah, im going into computer maitnence next year as a class, but thats about as far as im gonna go with computer stuff
cool beans
im not too inretested in coding so
meh
was for a while, then found out its not for me
yeah it's getting difficult this year >.<
still looking for testers for my map if anyone is interested : HD92NZCK
Hm.
Here is an easy one that I don't know how to do
How do you make a timer count down and make something unworkable?
For example: I want to make a timed trial in my map to get the Super Shot Gun, I have a POwer Station Puzzle where upon taking the generator from the power station you can put it in another power station to open a secret door located within the same room to get the super shot gun
However; I want a timer to start when you take the generator from the first station so that if you don't finish the puzzle in time its going to shut off the power station infront of the secret door
I'm assuming this'll have something to do with the counter
nope just use the timer variable
let me just see how those powerstations work
the ones that use power cores right?
Yeah
on power core taken > start timer > [timer: 15 seconds] > on timer finished > disable interactible > power station
one nice line
Sweet; Thanks
@nova mica that was intense, love the map. Couldn't survive the final stand solo - gonna try it again later with some clannies
ty yeah alot of people are saying its too hard
might make it slightly easier at the end but it should be easier with other players
I didn't think it was too hard - seemed just right. Like there were some close calls, but the glory kills kept me going
But defo can't do it without glory killing the way through
Then agian I'm used to playing nightmare sooo.. I dunno lol
I can't survive my own map it's ok.
one of my friends can do it but he locks me out and I get killed just before the end.
xD
beat the map
I couldn't beat it lmao
does anyone know how to set the team of players based on events in-game
individually
Like so it starts free for all, but when a player picks up the demon rune it turns to 3v1
Ah ok. You can send each player individually to a Cached Object (see above). Then, connect the event to another Cached Object (you'll have to do this for each player), and the Cached Object to a Team Proxy
Sorry about all the crap in the background. Here, the event I used is a door opening
๐ thank
Np. Disclaimer, I haven't actually tested that lol
keep in mind, that we don't have an automap in snapmap :D
ohhh yeaaah...
i completely forgot
there should be an option in gameplay settings for that in the future
That would be nice
I would
Alright cool gimmie one sec
My time stamp says you said gimmie a sec 5 months ago.
E5GQF82V thats the code, I'm assuming Bethesda kept their word and allowed Snapmap maps to be cross platform as I play on PS4
They should be.
Also be gentle its my first map~ I do however accept criticisms and possible future improvements.
it's probably good
Daw โค
send pics and I'll say it looks good
@dawn saffron what was the name/code for your map?
Yep can confirm that they're cross platform
Alright cool so everyone can play my horrible map XD
Yeah
Will test when I get home
Cool thanks
@quasi parrot I'll test too, since everything is Cross Platform
No problem.
Mine won't be done tonight, just the general layout and idea
alright got a bug and i can't continue
I used the power core on a door
and to unlock the door at the top i think i need a power core
but once i usea power core i can't use it again?
Its the timed area, right?
yeah i got the plasma rifle
there is a door upstairs with a super shotty too
but I can enter that door without the need for a powercore
Right; Inside the room with the plasma rifle should be a Red power Station, did I forget to add Power Core True on that?
Lemme check
can't touch the red power core for some reason
Alright loading up the editor now; Also keep in mind once the time runs out, all the Power Stations in that room lock down
Its supposed to be somewhat challenging to get the Super Shotty
aside from that it's quite challenging
I couldn't find the gray key card
but i managed to get the bfg
Yeah the Gray Key Card was behind the door at the top of the reactor level
Which
I just realized has a broken line to it
And doesn't unlock once the Hell Knight Encounter is over
Now it should
Oh fudge
Now I see what happened
The Station is supposed to be at first uninteractable, then when you put the power core in the gray Power Station outside the plasma room it'll become interactable
But in this case, I accidentally put it as 'keep uninteractable'
And I guess Secret Doors can't be locked
So I'll change those to normal doors
Alright republished
Everything should work now
Could you give it one more go to see if you can reach the end?
Cause after the Super Shotty and Gray Keycard there is the last part which is the boss room, and there is also a secret room
damn, yeah stuck on the same reactor core door
really enjoyed it so far though.
i liked the section before the slime pit mancubus fight, with all the small rooms with doors, every time one opened, it built tension, made me feel uneasy about what was coming.
Yeah; I fixed it so if you load it back up it should work
Yeah, Ill have another go after dinner. Sadly the upvote doesnt transfer ๐ and I dont think you can upvote without playing it (the revised version)
@plush zenith just search for splatoon
nice one, cheers.
@surreal loom managed to get the red core to get sshotty. but top door is still locked for me.
Did you kill everything?
everything i can find yeah
i didnt find the grey keycard either, does that make a difference?
Yeah you can't access the Final two rooms without it
but the top of the core door should open anyway?
well, problems aside, id say its definately fun to play, ive not spent 30minutes on any other snapmap creations so far.
You might get 20 out of mine when its done
i dont know yet, whether it want to make it comnplex or not
look forward to it
Like, ive got the map layout, but it takes up so much or the objects that i might have to remove one room
im at 80% with no demons or items laid down
oh right, so objects is literally everything? enemies, items, map tiles.
yes
Alright; So what I did this time is... I placed a Control Pad up there and connected it to the door and set it to become interactable when the event ends.
So after I test it it should work
also: appalling feature on snapmap. if you save a map you like to the "my download maps" section, it shows you as the author, not the original creator. To actually upvote the map you have to search for it again and upvote there.
Alright all Debugging has been done, now my level should be fully playable.
Sounds good @surreal loom , will play it when i load up the game to make more of my map, which will likely be after it take a nap because I woke up wayyyy too early this morning
@quasi parrot @plush zenith When you guys replay the map shoot me a PM with anything that you have to saya about it, I'm heading to bed early so I won't be back in here until the morning.
I'm heading to bed now anyway (UK time). Will try for another run and feed back tomorrow
seems that i have managed to completely break the spawns on my map
Awesome, we need something to do around here that actually involves multiplayer layers
@surreal loom
Yessums?
Played your map last night
Sweet; What'd you think?
From what i can remember, it was pretty good. Didnt have many issues with it besides just not understanding what i was supposed to do, i think i went through it 3 times until i finally saw everything
Btw, not sure if intended
But you can just skip the red power core and grab it last to bypass the timer
Yeah...That was unintended
Everything should be set to Un-usable until it is taken
Well crap
After I finish this level on Campaign I'll have to go and fix it
Lol. 40 seconds seems like its not enough time to grab all 4 and put them in while killing the revenant and hell knight, but then again i think i was just using the combat shotgun
Its a challenge with any weapon except the BFG
If you have the BFG the BFG destroys everything in one hit
However, I tested it, I was at least able to kill the Hell Knight with the Shotgun alone and get all four up there.
The Revenant is much slower than the Hell Knight it seems
it is
has anyone played splatoon?
Nope
i mean
nope
spladoom
nope
Not yet; I'll have to do it sometime soon though
Gonna run your map again K-Sha, is there a new build up?
Yeah, Though apparently the last room needs to be fixed. But for testing purposes just pull the red Core out in the last room first
I can confirm you cana get all the way through though
while ascending?
Yeah
I planned to fix it after this dumb room in the Campaign
But I can't get through it cause of the 8 million Mancubis Onslaught
XD
managed to test literally the end bit.
there was an active teleporter in the start room that gave access to the secret weapon stash, and teleports straight to a new verion of the power core room?
the 4 coloured power core bit
Fuck.
In my haste I must've forgot to delete my Debug Teleporters
The Secret Teleporter isn't supposed to be active at the beginning
It only is supposed to be active after you hit the button in the Furnace room
Yeah I'll fix it in a moment
And hope you'll run it again for the full experience
x.x
will do at some point. for sure.
anyone looking to try some snapmaps
spladoom?
lets try that
nice
I've got a discord channel just for trying out snapmaps
add me on steam
@jade furnace Do not post invites here, please. Thanks.
What @dawn saffron said is right ๐
@dawn saffron Paste Map ID dude
there's lots of splatoon's yeah
sent
now you've got it
invited you
I would love to but I have to wake up in 6 hours...
@jade furnace Yeah, where is that thing? :D
we found an amazing one
@jade furnace probably consoles
Not sure what I should do with my map now that I broke it
how?
Triggers to show hidden enemies no longer work around the entire map
anyone down for spladoom?
Anyone down to fix my map for me lol
sure
You are on PC right?
yes
good stuff.
Battle.net - Corrosion#2765 Xbox Live - The WWWYZZERDDD Playstation Network - PiggyCorrosion Co-founder of the Zero Ping Heroes, a Brighton based LAN gaming community.
ah, is linking allowed on here?
cheers
you wanna voice?
yeah go for it.
prowler
@quasi parrot If you publish temporarily I can download and take a lookie
I'll do that tonight if I can't find the error
I think it has to do with an AI conductor I placed then deleted
Oh that doesn't sound good lol
Nice
Overwatch is out dude
ah, ok
@nova mica i appreciate you coming
LETS SPLADOOM
yo
Sup
u got a map?
I've got a broken map that I still haven't gotten the chance to fix due to my computer blowing up yesterday
I don't know, so hard disk error and RAM error. Just doing a clean install of my OS and wiping my hard drives clean
Some*
?? so not a technical snapmap error..
Oh no, my map is broken too
It was uhhh
Triggers that should show hidden enemies don't cause them to spawn
anyone else? i wanna try a map, take a look how y'all do it ๐
I think it had to do with an AI conductor I placed and deleted
oh!! i had this too ..
Did you manage to fix it?
Just used large rooms with a ton of connectors and split pathways to make it seem big
which option should i pick for coop? like there's basic and tiny
i picked tiny.. and i start with a shotgun O.O
lmao many monsters missing now !!
why does the game seem like a deathmatch with scoreboard? ๐ฎ
ye yesterday seemed fine, now there are monsters in 2 rooms that dont spawn (hidden or on-start spawned) ๐
@quasi parrot what kind of map are you making?
Just an SP map. Normal map when you think doom
When I install Windows 10, reinstall every program I need, and figure out how to fix my spawning issue
It's pretty much done aside from the spawning issue and some props that I need to lay out
And maybe health and armor
why win10 its bad
win7 ๐
btw yesterday these rooms worked , today they didnt (monster-wise) there were no monster whatsoever even when i changed the modules
so i just deleted them ๐ฉ
Huh
ye
in what direction is your module?
mine was on player's back. kinda reminds me of doom 2's gzdb -,-
Simulated some working terminals. But uses so many objects, I have to cut them out of the map ๐ข
You should see how the logic in @dawn saffron s SplaDOOM looks like... :'D
A lot of hit volumes? ๐
This is one huge thing.
But the scoring logic is just....
Mindfuck
Also
When I just look at the logic
FPS goes from 75 => 56 - 61 xD
I didn't say that it is bad, chill ๐
it has only lots of connections
Yeah that's what I meant ๐
Exactly
I think it's the connections driving the object count up on these, but it doesn't seem like it should. There aren't that many
@pale perch do you have any advice on making the score stay above 0?
What do ya mean?
so that score doesn't go -1 and lower
Lemme take a lookie
i added a system that adds a point when I reach - 1
and it stops through the gate
but it adds a point or two at best
Like the gate isn't working the way you intend?
looking at it right now
What does this delay object with 0.0 delay do?
The logic looks sound to me. I'm probably misunderstanding the problem ๐ I can't actually test for when it goes into the negative right now since it requires two players
the thing is
it should add a point all the time when it passes the threshold of - 1
and stop doing it once it reaches 0
delay is the trigger
because when I tried triggering the gate directly it broke
and before
Oh hmm
Are there any hit volumes that deducts more than -1 point on hit?
no
it is possible
if you hit two volumes at once though
i want also to try doing it through boolean instead of a gate
yeah I'm testing it with a boolean right now
I can see what you mean by the crash lol. I'm not sure what's making it do that
I swear it's bugged or something. No matter how you do it, giving the team +1 at the exact instance the score reaches -1 crashes it with a logic error
yes!
Getting late an dhave to go, sorry I couldn't help man. I'm gonna continue to try stuff tomorrow though because it's driving me nuts now
and trying to turn it off when it's 0 doesn't work!
haha, thanks!
i appreciate it :)
I'll let ya know if I figure anything out
thanks!
could do a repeater to check the score
if it's negative
reset the score
otherswise do nothing?
reset is not a thing afaik
but you can set it to zero no?
who likes chillax
if negative?
what you do is check if its under 0
logic pls
if score < 0 set score to 0
After some testing, it seems like the test is not the problem. It's anytime you add a positive or zero integer to the team score - it will crash it every time. I was looking for something that would "set score" instead of adding to the score, but couldn't find a way to do that
"mitori: yes, that i can" if you can find a way, that's probably your fix
Err.. I mean whenever you create a loop that starts with On Team Score Reached, it will crash it when you try to make that loop add a pos/zero integer
yes, so i went another way
@pale perch i added two integres and tried modifying them in synchronisation with the score
so when blue scores - the integre rises and when it goes down - it should be going down
then i set up a repeater and an iterator
repeater repeatedly tests for the difference in two integres
if it's more than 0 - set boolean to false
if it's less than 0 - set boolean to true
where the same repeater is sending sgnals to team proxy
where there is a boolean filter on it
which references the boolean that i am chaniging
the damn thing still won't work
maybe because the integres aren't changing the way they;re supposed to
i have no way of controlling it
That sounds cool. I was toying around with the idea of using integers too but haven't thought of how to use it. I'll give a try to what you're doing too
i think it must be up right now, the way I did it
It's up and working? ๐ฎ
it's up, but not working =/
i mean, it's playable, but score still goes below 0
you know what
I'm gonna try something different
I'm gonna filter score going below
so I'm not gonna "compensate" the score, but rather forbid it to go below 0
it almost works perfectly
the only problem i have left is that the integre goes down independently from the score
which means
that integre can be lower or higher than the score which leads to the fact that it's not properly communicating the score itself
is it possible to test if a score is negative?
no
alright so i've thought about it
every time you give someone a score of lets say 100
you add to an integer at the same time (it watches the score)
and everytime they lose a score do the same thing
constantly test if that integer hits less than zero
if it does reset the integer to 0
and on top of that
swap the player's team to itself
because on switch team...
you can reset score.
dude, that's literally what i did
both
you'd have to do them in parallel
the team switch you can switch to being an arbitrary team
and then a delay of 0.1
and switch back
You having scoring trouble for spladoom mitori?
You having scoring trouble for spladoom mitori?
You having scoring trouble for spladoom mitori?
it's ok
does anyone know if there is any way for zandronum to support sectors with more than 1 sector tags?
(g)zdoom works fine but zandronum only uses the first tag, breaking some bits of levels ive made
also, unrelated, but is it worth supporting zdoom and not just map for gzdoom? there are certain things that irk me about zdoom such as skyboxes being kinda weird
@quasi parrot Invite links are not allowed on this channel.
LOLOLOLOLOL
Hi
Is it just me, or are most of the most popular snapmaps kinda crappy?
true
yes
I played a bunch of them and was like WTF?! My first attempt at a map is better than most of these are
snapmap.txt
Had to dig through the list to find a couple that were fun
Version 2 of pure slaughter.
Map-ID: PMF4S9F6
gonna test it out!
its fun but are we stuck with only the plasma rifle and combat shotgun the whole time?
@haughty flower There are better weapons... you just have to find a way to get them :P
ah ok!
@unreal oyster nice to hear that. i dunno, i actually liked the thin wall, but not as much as the teleporter ๐ i'm looking forward to your third map to play all the maps again ^_^
did you also change the radioactive stuff color?
no, i want that to be super green
๐ฆ
its supposed to signal to the player "get the hell out of there"
but if enough people complain about it, i may think about changing it
then change the secret position
my problem is that i HAVE to spend more than a second in it
okay i might tone down the color a little
however the secret location is staying, especially with the addition of translucent liquids which i added recently
it makes it so that you can see through the nukage, and see the secret
i found it because of the map
How do I add level ends in DOOM Builder
you want a button or a teleporter exit?
if it's a button, set the linedef's action to Exit Normal with "when player presses use" as the trigger
if it's a teleporter, set the linedef's action to Exit Normal with "when player walks over" as the trigger
also, little tip - stop using DOOM Builder 2, and switch to GZDOOM Builder
its the same program, just better and it's still in active development
yes
you dont have to use the gzdoom features, they are just there if you want them
also, can i ask what map format you are mapping in, if you know?
so doom format, boom format, hexen format or UDMF
it will say in this box if you cant find it
Wow
I just realised
that most of the Hell on earth map pack
is from duke nukem
with only minor changes
Thats a cheap move sarge
i hate the fact that he gets full credit and gets praised for doodle broom'
even though
to be honest brutal doom is one hell of a mod
No pun intended
What does hell on earth starter pack use from duke?
Full copies of maps or just texture?
@unreal oyster Most of the Los angeles map
im downloading it now to see
how the FUCK is it 178 mb?
which maps are copied exactly @tawny lion and from which duke map
oh i see hell on earth starter pack includes gzdoom as well
makes sense
Umm
idk
but one thing
that map 31 is exactly one of the levels from duke nukem
where you jump down into the streets via a vent
They are almost full copies
ugh this wad file
the levels are in different map formats
WHY?!!
some maps are in boom format, some are in hexen
what
the actual
FUCK
yep
map31 is legitimately a direct copy of hollywood holocaust
but its not like its trying to hide it
id say its a reference, rather than a stolen map
it even plays the same music so its obviously a reference
@unreal oyster Bro
Los angeles = duke nukem
those who didnt play duke nukem like me thought "Wow this guy must've spent a lot of time behind this"
btw Duke3d should be mandatory
as it's the first fps to implement one liners
and a "urban" setting
I know that arhum but it doesn't matter to me
Id software did it with MAP31 and MAP32
Also mark probably did spend a lot of time on it
There isn't exactly a BUILD to ZDOOM converter
@unreal oyster Well did he credit it? anyone? The people who created the soundtrack and The maps in general? No.
He 'stole' it without any credit and all the effort he did was the conversion to the zdoom engine
He actual did credit 3D Realms on the moddb page but ignore that I guess lmao
They actually aren't, they have much more detail added and the enemies have been replaced with Doom enemies and the map has been rebalanced for BD
you could argue it's a rip off perhaps
but not a 'conversion'
he had to build it from scratch
It's a reference, not a ripoff
It would be a ripoff if he had changed all the textures and called it a new map
But all the textures are left in (e.g the Bleached Blonde Biker Bimbos posters) so it's clearly a reference and I'd say it's a pretty cool reference
@unreal oyster go suck sarge's dick lmao
Geez
I hate the guy
wew lad
What am i missing in here
@quasi parrot Nuthin'
I dunno, this looks like a pretty fun playground match here kiddos
I'm defending sarge for once because the super secret map in hell on earth starter pack is a clear reference to duke nukem and arhum thinks it is a ripoff
Well i'm not alone
the effort paid off since i made it through first class with breddy gud notes
Eh, i dont see it as a "reference" or a "ripoff"
Too much to be just a reference
Not enough to be a pure ripoff
I mean it is a reference by the definition because it clearly references duke
Hmmm what you saaaaaaayyyy
I'd call it more of a homage, but even then, the definition doesnt fit
hmmm that you onl meant wheeeeeeen
@tawny lion Please keep this channel on topic, thanks ๐
I'd say it's a reference
But it anyway its not worth arguing about the meaning of reference
Point is, there's no problem with putting time and effort into porting a map
Go scream at Id software because they were the ones who started it
With the wolf3d levels
But calling it los angeles and using that map as the invasion of demons there
oh wait
it's a ripofferenceomage
It's actually called Los Angeles Holocaust
Which is a direct reference to hollywood holocaust
The name of the duke nukem map
it's a ripofferenceomage
The episode containing that level being LA Meltdown
It's not a ripoff in any way though
But that's wrong because it isn't in any way a ripoff
I know, im not arguing with what you said