#classic-doom-maps-mods
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@tawny lion Please, keep this to #172869448863055872
Nobody wants your cancer in this chat
has anyone thought on recreating the original doom maps
properly
since the new update that adds skybox windows
Im sure someone will, but that someone wont be me
Snap map sucks period
I would have liked to see customizable tiles in snapmap.
pretty sure there will be a representation of Classic in snapmap
Tiles, but still limited
an abstract representation
an abstract representation of abstract levels?
people have tried it already, i remember seeing a "recreation" of e2m1
it was okay for snapmaps limits
but it obviously didnt have the soulsphere secret
Hey Gun, i think you misunderstood the meaning of the modding channel /s
what lol
Theres no modding going on in this server
I just woke up
So speaking of modding, the correct meaning, what's stopping alot of players from making levels on doom 1-2's engine.
If snapmap really sucsk
I know i am
Doom map maker>snapmap
doom map maker
gunlovers shittons of people map for doom 1 and 2, ever checked doomworld/zdoom forums?
also @quasi parrot i have a map in progress right now so i dont think its fair to say there is no modding going on in this server ๐
never tried to make doom maps. how hard is it? how long can it take to make a simple map?
not too hard, since the engine is 2.5d
want me to guide you through the installation and setup shit in DMs?
at work rn but yes pls
cool, ill send you a bunch of links at the very least
know any C/C++?
completely not required but it helps b/c ACS' (ZDOOM's scripting language) syntax is C based
and if you know how to script, it can really help with giving your map some depth
i only passed C++ programming in a IT course i did because i copied another project and my partner bullied the prof
lol
well, knowing the basics of C++ is all you need
as long as you can write a for loop you're golden
@unreal oyster No no no, you misunderstood, when i said modding, i meant like mods. Like the people who run the server
Would you guys (And Gals) Recomend DooM Builder 2?
Mind linking me to it, I'm a giant puss cake and I don't want to download malware.
SVN Builds
also get SLADE 3, you'll want it later
please note that gzdoom builder updates a LOT, so you'll need to get used to updating that program lol
Okay,
SLADE 3 wont be immediately useful but once you start to do more than just make maps you'll thank me
Thanks for the advice :3
no worries
What format should I make my maps in, sorry I'm new to modding.
right, i can give you two answers here, the easy decision or the hard decision
Okay,
because if we're talking objectively, you should be mapping in UDMF
but its not really as simple as that
because mapping in UDMF locks out anybody not on zdoom
Okay,
do you want me to give an entire lecture on the pros and cons of each one?
because i can if you want ๐
No it's fine,
ok.
So i started playing ultimate doom 2
cause i saw something about it yesterday
Its pretty damn long
you know what else is "pretty damn long"?
Nope
i dont even know anything about it lol i was just pointing out that people were asking for the map pack when it was in the video description
is it any good?
Its not bad. Levels are fairly big
I think it took me about an hour to beat 3 levels
And they're fairly interesting
Looks cool, but a few things: stop using the default textures, because it will come off as unprofessional
- If you have big sections of void that the engine isn't making into a sector, use the Make Sector tool (it's a square with a star)
- Try to avoid rectangular rooms, they aren't all that interesting
- I see you're using colored lightning, and that's cool, but make sure not to overuse it
Also only give sectors colored lighting if there is a reason for it to be there, otherwise it just looks silly
PSX Doom does this quite well
- As just a general tip from me, make sure the player is looking at an interesting piece of the level when they enter
This could be anything, from a huge room with tons of enemies in or a window showcasing a secret or a Cyberdemon the player will have to face later
See John Romero's maps for inspiration, as they all do this
Also entryway is a really good example of this
The triangular stairs leading up to the corridor with light coming out of it creating a contrast between the entrance and the corridor is really good level design
I mean, i wouldnt consider a first map professional (Kind of, not saying it can't be good, but it should really just be focused on learning how to map rather than expecting something extremely professional). Theres absolutely no reason to ask them to use anything but default textures considering they're still learning how to make a map in the first place
Thanks for the advice @unreal oyster
And one of the basics of learning how to map is not to use the Doom builder default textures
It's a bad habit to get into
@unreal oyster does doom support glass?
zdoom does yeah
i see, thanks
oh yeah
i actually used it in my MAP03, there is glass in the little switch room which you can see the explosion from
right
it just uses the SHAWN2 texture - which is a metal texture, but i find if you turn its opacity down to 75/255 it looks like frosted glass
If using the default textures is a bad practice, then where would I get other textures?
"Looks cool, but a few things: stop using the default textures, because it will come off as unprofessional" -Gutawer 2016
wow lmfao
get out
that is stupid as all get out
unprofessional?
since when do people sell doom mods
i thought it was a fan made thing and not a SRS BSNS thing
Hey man, the only time a map is good is if it looks good, gameplay means nothing /s
Mate
I was talking about the default Doom builder 2 textures
Not the fucking Doom 2 textures, they're awesome
But Doom builder 2 has a specific set of textures that it uses by default and from what I could see zehatsu was using them
@unreal oyster That was just me messing around with the Geo tools,
Yeah I know
I've stopped using them everywhere.
Yep
@unreal oyster I retract pretty much everything I said then. I was figuring you were rambling on about how people should only use custom textures or some shit
Yeah it's fine
Although to answer @AdamEternal 's question you can get custom textures from Realm667 or Doomworld
I know I said I didn't have plans to get into map making...but I did
I should probably stop changing the layout outside of the Elevator...
Carpet.
ok cool
btw are those pillars hand drawn? you know there is a polygon tool for making circles automatically? lol
They aren't hand drawn.
oh ok
its just that they looked kinda wonky but after zooming in they are fine lol
First map I've been working on if anyone wants to test it out. Fairly basic and I dont have all the decorations yet. Some textures are a bit off due to the floor height I set it at. Ill try to remake it later so that doesn't happen. Easy mode is the mode I use to test doors and switches, so easy mode has no enemies.
In my opinion it's a little too harsh, especially the part where you get the shotgun,
But maybe that's because I dislike large amounts of hitscan enemies.
It's pretty good for a first map though :3
My map seems to be getting worse...
Dances you don't need to do that with easy mode just launch the game with the -nomonsters parameter
So OK, I tried out your map dances, and I have two major problems with it
First of all, it feels like it was made in snapmap rather than Doom builder
The room design just felt like you snapped some premade rectangle rooms together
This is what I was saying about square rooms, don't do it
Second of all, the monster placement
Tone it down a bit with the hitscanners, OK?
And also, give the player a bit more ammo and health than you did if you're asking them to fight off shotgun guys, imps, cacos and hell Knights all at the same time
I also hated the starting room, the candelabras might look nice but they stop you from actually shooting the enemies you have been forced to fight so I'd rearrange those
And on the topic of monster closets, not every object needs to be closeted, ok?
I could tell every time a monster closet would open, because you had just made it so predictable
There's no need to closet a shotgun, it's just a low tier weapon
Also, the blue key monster closet is really dumb
That's far too many enemies for a non-secret item
But apart from that, you show promise and I'd carry on
Just work on varying your architecture, stop making the entire map one texture, and maybe rethink your monster placement
Be a bit more clever with it, rather than using closets for everything
I don't think you've played my maps, right?
Because you said you were going to stream them
So if you want my own take on good design, go download my map
You already downloaded the old version, so you need to get this one
It has an extra map from the last version
meanwhile
ill give a hand in making my own
so might i ask.
How do i place down a player spawn
first of all, use gzdoom builder rather than db2 if you arent already
then use things mode (press T, there's also a button on the left) and right click
then find the player 1 start thing
Sorry, i just felt like my level was wayyyy too easy, and honestly still is
I dunno, the way you put it, sounds like you just stood in the middle of the candles and tried shooting at an angle towards everyone
@quasi parrot Next time focus on putting more projectile and melee enemies.
Eh, i dunno, hitscanners have never bothered me
And also, give the player a bit more ammo and health than you did if you're asking them to fight off shotgun guys, imps, cacos and hell Knights all at the same time
and also one thing ive learnt is that it doesnt matter if you think your level is too easy
because you are the one who is testing it over and over again
it's going to feel easy
I mean like, first time not dropping below 80 health easy
its the first level though, the player isnt expecting a goddamn slaughtermap
anyway take my opinion about difficulty with a grain of salt for now, i was playing on my phone on the tube
ill replay it at home and give a better formed opinion
Im already working on an update
but i think my thing about monster closets still stands
removed all but one
Which is the first one, but im not putting you in a room without a weapon that has enemies in it
I mean, closets are always predictable unless they're in a random spot that has no reason to it...so i guess thats not a bad idea
honestly the shotgun one is fine, just move the candelabras a bit, lemme show you where i think they should be
X OO X
X OO X
instead of this
i switched them to light posts, ill test to see if it works any better
X X
OO
X X
So t is the magic key
depends on what you're using
And my design is rather stupid
no, Q is the magic key ๐
Im just building rooms
I think W is the magic key honestly
what does W do again, i literally only use Q
I need to know what the key is
Its doom builders way of going into first person view
i just click the buttons normally
oh yeah
in GZDOOM builder (which you should be using) its Q
I know, ive got GZdoom builder installed, im just finishing this map in doom builder
Cause its easier
they are interchangable though ?
Kind of
you can open a map in either one
there is a bit to relearn, like the texture grouping moving from the left of the textures to the right
but otherwise its mostly the same
I tried to reopen this one in the other one and it fucked up my assets. I know what to do, but ive already got this set up and i just wanna get this map finished before messing around with intracacies that i can pull off in gzdoom builder
and GZDoom Builder's First Person Mode is a MILLION times faster and better
Seemed the same to me
They're not walking into it
@restive glade Your mum is pretty good for playtesting ๐ธ
FUCK YOU ZEHAT! THAT WAS GOOD
High five
Back to my point
Im throwing lava and shit down, do i need to assign an id for it to harm?
Yes.
Its in the sector editor
Go to sector and right click on what you wanna make hurty
K
Effects then special, and theres shit thats like damage -2 or 5% health
And if you really want to you can screw around with 3D floors for deep pools.
But that's too hard for me to explain on it's own.
no you dont need to assign an id for a harming floor
just give it a sector special
if you want to learn just watch chubzdoomer's tutorials
they are really informative and helpful
Heres my last revision for the night, im going to bed soon
cool ill give it a go later
Here's the last revisions I've done.
@quasi parrot I found some bugs in it.
Like non acid materials registering as damaging floor and a weird instance where a door gets blocked by a once sided texture...
ah the damaging floors thing is an easy mistake to make
ive just learnt to set damaging sectors after building the entire room
then again i dont ever use damaging floors anymore, only damaging swimmable 3d floors
which are far more obvious when it goes wrong
@prisma saddle Damn, i thought i got all of those, i made sure to check. Thanks though ๐
FUCKING HELL PEOPLE STOP MAPPING WITH RECTANGLES XD
yeah, yeah i know im just messing ๐
just dont fall into the trap of making your map feel like it was built in snapmap lol
loooooool
so
remind me
i was absolutely gone in my mind when i asked this
Spawning enemies/props/player
like teleporting them in, or just putting them in the level?
putting them
THANKS
God.
now i want to make openinings to other rooms
How would i start that?
openings?
you want the player to be able to walk through a wall?
yeah
it just adds to the room.
oh
yeah lol
yeah thats been a feature in doom level editors since 1993 lol
they may not have had 3d mode, but they at least had auto-connection of rooms ๐
someone posted https://youtu.be/AhECef865ds this is #showroom-archive yesterday
i havent watched it but im sure it will help
no
no you are not.
doors are the most basic thing apart from building in doom editing, sorry
oh btw after watching that tutorial he is mapping in Hexen mode, but its practically the same thing
only difference is you get the advantage of using checkboxes for linedef actions instead of a dropdown menu
oh, nevermind
the second half of his tutorial is for UDMF
so skip to about halfway through i guess
also its not that important, but i should mention it - standard door size in doom levels is 128 x 16 for most doors
128 Z height also
would anyone watch if i made a gzdoom builder tutorial for doom 4 style arenas?
or maybe not watch, i could do a writeup on zdoom forums or something idk
no problem man, it was relevant and i've never found a gzdoom builder tutorial for UDMF doors before
Yeah, I never seen any videos out there covering basic things, but most commonly used things
UDMF is basically the most advanced you can get out of doom maps
yeah i know but people still need to know the basics
Yeah, I agree
you can find tutorials for 3d sloped floors with udmf all over the place but a simple door? nope
well i mean windows with actual glass are quite difficult
nah just an opening
yeah i know what you mean
K.I.S.S.
Windows are pretty easy, so maybe I should do a tutorial on that after doing all of the other basic things
I think there is about two different ways to do windows, breaking windows and transparent textures to give it a window look
doesnt UDMF have a breaking glass special built in? or maybe im going crazy
considering Doom is getting another wind, and SnapMap is currently crap, a youtube channel with basic tutorials can get some good clicks
the way i do windows is a 70 Opacity 3d floor with the SHAWN2 texture
it looks a lot like frosted glass
looks like that in game
could even make som "special editions" with everything related to doors, triggers, etc
bloody gzdoom builder update
I hate the default setting they force on the latest version :/
Making textures render all source like
i have an actor in my DECORATE called NightmareSpectre which is just a pinky with double health and renderstyle: subtract and since it doesnt contain any texture lumps of its own gzdoom builder is moaning about missing the sprite lump
was never an issue in r670 so they broke something in r671 lol
wait what do you mean making textures render all source like?
like, I don't know how to explain it, I'll have to send a pic, gimme a sec
I fixed and all eariler, but what bugs me the most is that it defaults to this when you update when normally i didnt set it like this
normally it'd be all pixelated and stuff, but it looks like this by default when it updates
what the fuck...?
i dont have that?
does that only happen with the auto updater? i cant use it because it doesnt work for me
Yeah, I used the auto updater
Is it just me or does it crash when i try to take screenshots with it? I'm forced to use the snipping tool for it
just you, sharex works fine for me
Kinda figured
yeah jesus christ that rendering is horrible
Ikr, thank god I can turn it off
linear filtering is super ugly
i can bear HQ4X because it's a mathematic resizer that actually looks ok
but linear filtering just makes things blurry
i will never understand why its a default gzdoom option
Okay, I found out why screenshots aren't working in the program, my computer went haywire or something, so it only works when it runs in adminstator
also, do you know if you can disable gzdoom builder fog?
Yeah
oh thank god, how can you do that
cool
I never really liked the default value as well
I should probably make another tutorial when I get the chance
yeah i was thinking of making a tutorial on Doom 4 style arenas in zdoom but i dont really like talking on the internet :/
i mean i could do one of those annoying "read the text on screen" tutorials but at that point why wouldn't i just write it instead
its a shame as well because i want to share my method of doing it, because it works really well imo :/
why even use doom 4 is the question Kappa
I haven't played Doom 4 tbh, but from what I heard from SnapMap, the only cool things are what people do with something about circuits or something
Other than that, doom 4 snapmap seems shit
it is
but doom 4 has a lot of these arenas in the campaign where you face off against tons of enemies in waves
and while i did feel like they were a bit overdone by the end of the campaign, i liked them enough to try and replicate them in gzdoom builder
and i found a really efficient way with a very low amount of code that even accounts for the player teleport-blocking
if i remember, zandronum has a dmflag for that too
to prevent telefragging on coop and such
yeah but the problem was that enemies wouldn't teleport in if the player was standing in their destination, and since all enemies needed to be killed the map would become impossible to finish
so i fixed it with quite an elegant solution
nice
so it has a lot of arenas?
i enjoyed it way more when i connected my controller - multiplayer, that is
gunlovers, you havent even played it right?
its a load of fun actually
the arena-by-arena shit gets a bit old by the end but the majority of the game feels really fresh and fun
its MP, however, id agree
but the campaign is not an arena shooter without the fun lol
Uh...i guess i broke the textures on one of my doors and no one noticed. Or i missed the message. Fixed that
its an easy mistake to make lol
Nah, it opened up and showed a texture. Could still walk through it. I set it to have a middle texture too on accident
Good thing i tested it again
Huh, alright. Im still getting used to selecting the right textures, but i think ive got it down
slightly fixed version of my map03
fixes some missing textures and adds a shitty workaround to brutal doom being fucking retarded
yeah
its rockets dont even explode on death, they have some weird exploding thing
that means that cool shit like i try to do in my maps just flat out doesn't work
It (apparently) also has parts of digitised gore photographs...
It used to
used to?
in v19
@quasi parrot Just played through your map
And it has BD glitches lol
im like a BD tester for maps now
that ambush door doesnt open
in the first image you can see
and in the seond image im on the other side
it doesnt open
but you can walk through it'
Thats not a BD glitch, that just had to do with a texture i missplaced
I fixed that earlier and didnt bother dropping the new wad here
Actually, might be a BD glitch come to think of it
oh
that some flashlight ?
I'm thinking about making a DooM 2 wad that's mostly underwater, do you guys like the idea?
@vague minnow Yes
@prisma saddle can be fun if its inspired by underwater movies
enclosed dark spaces and then gotta make a long swim
make it to the next airlock before you drown
I was thinking about including sunken cities and undead pirates.
If you are going to do that you must put in an air metre though
Might take a bit of SBARINFO but out would be worth it
Okay.
fixed a few things in the map so this is the recommended version now
Hey they fixed the GZDOOM builder bug I reported, cool
which one? A bug with uservars was also recently fixed
The one in r672 called DECORATE support
@unreal oyster How many more versions are you going to release lol
none hopefully
unless i find another thing to fix
you can thank brutal doom for V2 and 2.1 btw ๐
Might as well show off my WIP, MAP02 for Infersol.wad
That looks like something I'd play.
Fair warning, I may not add enough gameplay. I'm kind of bad at that :/
That can be a bit of a thing.
@inner fulcrum If you'd like gameplay testers, i would definitely be up for it. That map design looks great
For the most part, I'm great at structure, mostly techbases.
I mean, the design definitely looks interesting
It was tricky to figure out. I've tried to get some inspiration by playing some shovelware I own, gotten some. Thankfully I've figured out the rest without that,
yeah that looks good
As for gameplay testers, that'd be great ๐
I would gladly be a gameplay tester, would be an honor with design like that
i cant wait until i get to the hell part of my WAD because i feel like there is so much more to do with that aesthetic
^ mitori too, he does that game testing stuff too
and uploads them to my channel :3
idk when I'll get it done since I'm also an artist.
@unreal oyster Im actually interested to see what you can do with the hell levels
yeah there is gonna be a hell of a lot of scripting for weird hellish events i think
as in you draw or as in you're disorganized and procrastinate a lot? @inner fulcrum
๐
???
Stereotypes ftw
the funny thing with doom maps is that to me at least they look so much more detailed when viewed from above lol
when you are playing them, they dont feel as detailed as they actually are
^ That is very true. I think the original levels are a pretty good example of that
for example sometimes i just open my maps and look at them from above and think to myself "holy shit these look so much better in birds eye view"
its probably just due to the fact that GZDoom builder shows detail lines whereas you cant see them while playing
I mean, when it comes down to ingame, id assume that the way textures are used are more important than bird eye view?
yeah good texturing is really difficult
Ive noticed that, my issue was that i didnt like how tall my map was, so i lowered the ceiling. Big mistake
Absolutely killed my textures
just use the auto align button lol
I'll work more later. It's 5:35 am. I'll see you all later
@unreal oyster Erm...i wanna say i did, but i honestly dont even know if i did because my memory is literally teririble
lol
i sometimes just look at my maps, think to myself "there is actually a lot more detail in this than i remember" then i look at knee deep in zdoom's first fucking map and want to kill myself
So does that type of look to a map just come with experience?
experience and HUGE amounts of effort
knee deep in zdoom has 10 maps and took 2 years
Yeah, definitely effort, i can see that
meaning about 2.4 months per map
Huh...i think i put 5 hours or so into my map...now i feel like thats nothing
i mean basic design took me no time, and that shows
But fixes and texturing is the bulk of the time
my first map took about a week i think
map03 might have taken 2 or 3, if i remove days where i did nothing
actually knee deep in zdoom took 2years 9months, meaning 3.3 months per map
and it shows
that's z1m6
some areas of the map are just plain grey because at that zoom level the detail lines basically obscure the floor
you get over it by just telling yourself you will eventually get to that level ๐
nah, i'm more jealous of the determination
it wasnt the work of one guy
26 people
only 6 of which are listed under additional help
so 20 people directly involved
i will admit i havent played through it though, to me it feels really lacking in the gameplay front unfortunately
thank you
its clear where all the effort went
and unfortunately knee deep in zdoom feels too long-winded and key-hunty
a lot of levels try to keep the themes of the original levels at least a little bit, but it ends up just being a key-hunting mess because of it
in E1, you never really got the feeling that you were pointlessly keyhunting because the maps were quite small
but the Z1 maps are fucking huge
and the amount of detail makes it quite hard to spot a key sometimes because they dont stand out as much as they normally would
but yeah, if you thought two years was a long dev time, go check out the adventures of square
i think that has a >10 year dev time
however it is a completely new game with entirely new textures, music, sounds, etc
so it can be excused dev time wise
i just wish e2 would come out quicker ๐
?
anyone know why the doom community decided to use pk3 as the file extension for zipped mods?
its never made sense to me, it just confuses everybody because it means that you can easily confuse quake 3 mods and doom mods
why not use something like ZDZ (zdoom zip) so it doesnt confuse people
Maybe it was because ZDZ wasn't around at the time, I dunno.
well ZDZ isnt a format, im just saying it would have been better to call it something doom related
because PK3 is meant for Q3 Arena mods
Oh.
somebody in this chat made these tutorials if you want to learn
ive watched a few myself to see how good they are and they are super helpful
Hm.
Cool.
Even if I knew how to build maps, I wouldn't have the creativity to do something cool lol
Woah, great timing to see my video popup, was just about to make another one ๐
Jon is just churning out stuff
pretty much
What you guys doing in here
Mapping and modding
@sharp bear Thanks for making these tutorials (even though Doom Builder principles do still apply)
Yeah, no problem, if anyone ever needs help with a simple thing or two I'm pretty sure I'll be able to help ๐
i'd try using more than two colors ๐
as a suggestion
but i'm charmed by this lightning and ceilings
is that just a ring of dynamic lighting?
looks cool though
also, @sharp bear how much doom mapping experience do you have?
I've been messing around with mapping for about 4-5 years now I think
ahh okay
yeah im quite new but so far ive been encouraged to carry on with the feedback ive been given
i need to improve on detailing though
Yeah, detailing is probably the most time consuming as well
But in the end it'll be worth it if done right
yeah, i do try to improve but sometimes i just get sick of working on something and just want to move on quickly
by the end of my map03 i seriously couldn't stand the SHAWN2 texture
i wanted it gone
btw @sharp bear do you know how to use vertical portals in gzdoom builder?
specifically ones the player can go through
i need it for a city map with an underground sewer system, so obviously 3d floors wont cut it
vertical portals? you mean something like this?
as the player walks through it and basically ends up on the other side, right?
nah, i mean portals on the floor that teleport you to another sector
the player must be able to see through them to the other sector as well
i know its doable with sector set portal but i cant work it out
honestly, i dont really remember how being able to see through them works, but i think it has something to do with cameras or something
but the teleportation part is easy to do
Place a "actor hits floor" thing, located in the sectors actions submenu anywhere in the portal sector
nonono thats not what i want, there is a special called "Sector Set Portal" that i want to use
but i dont know how it works
hmm
I've never done something like that before I don't think
but hopefully this will help http://zdoom.org/wiki/Sector_SetPortal
i have read it :/
i can get a seethrough portal, but not one that allows actors through
well thats where the "actor hits floor" thingy comes in, just place that in that sector, and then assign an action to that allowing a silent teleport, then just make the teleport destination from the ceiling of that sector, and to go back up just do vise versa
thats a hacky way to do it, but there is supposed to be an actual good way to do it :/
yeah sadly thats the only way i think i know how to do it
using the interactive portal type
this is the best thing ive been able to do with portals so far
this breaks my mind
nah, i get it
just continuing the conversation :"D
my mind can't keep up
yeah lol its weird
once youve played antichamber thats nothing though lol
i might use that concept as the super secret level in my maps though
hopefully its not a dev-version-only feature when im done
ahh, i see the problem that i was having with vertical portals, they are a dev-version only feature as well facepalm
well, now i have to make a decision, do i only support the dev builds or do i support release builds and lose some features?
Honestly, go for the dev builds, unless they can cause problems running with other users
just make sure you say that the map requires this and that
yeah, i think i will
im not going to stifle my creativity for a larger playerbase, because if i cared about that id be mapping for doom format lol
why not both?
wha?
why not make two versions with minimal differences?
because one of my maps is going to completely rely on a feature
and id have to split it into two maps rather than just telling people to go download a dev build
even with the dev builds though im getting nowhere on these portals :/
got them working, they are just ridiculously specific
but now i can continue working on my city-with-a-sewer-system underneath map
It's more painful with 3D stuff, trust me.
of course it is
thats one of the reasons i dont do 3d level editing
it is too complicated for me right now
how the fuck did this happen?
my map04 is currently like 30 seconds long
how is it already 345kb?
I think it depends on which map format you use
UDMF uses up a lot of space if I remember
they are the same format though lol
... What?
Making 3d floor in doom is confusing
I remember someone make an island wad
They was a spinning stairs
There*
Eric I don't think zehatsu was talking about 3d floors, they were talking about actual 3d stuff like blender
In fact that screenshot that they were replying to was a picture of a 3d floor, I just hadn't applied the sector tag yet
I wish someone would make a plugin for GZDOOM builder that automatically built the 3d floor and the dummy sector with a few clicks
Would help immensely
No need to use they, I'm a guy.
It's okay,
On another note, is there a limit to the amount of poligons/linedefs you can have in a map?
not where dances is
there isnt a limit in UDMF no
i mean apart from if you count ridiculously high hardcoded limits
also there is a maximum map size of 65534*65534 because of how zdoom calculates physics
unfortunately since the doom engine was made for 16 bit computers that is the limit, if it was made for 32 bit computers the limit would be 2147483647*2147483647 or for 64 bit 9223372036854775807*9223372036854775807
uggh
remind me why summer is considered the best season again?
its only been 30 degrees for me and i already just want to sleep through the entire thing
i feel sorry for you guys in america that suffer through american heat
here our winters are like 10C and our summers are like 30C
i fucking hate it
i just realised i brought that up in #classic-doom-maps-mods
i cant concentrate with this fucking heat
it isnt even midday yet, its 9 am
I made a map with custom textures (sorry if they hurt your eyes)
zehatsu did you figure out that water color yourself? i really like it
as a side note, its probably best not to put all your textures as flats
because while that works fine in udmf
i dont think older formats work that way
I am using UDMF though.
Okay.
water/ground textures are fine as flats though
also if you are planning to use them as-is, the TX_START marker works fine
but while it is far more convenient, you sacrifice power
but anyway zehatsu did you work out that water color yourself?
Yes.
cool
do you think you could find a good color for nukage and lava?
i need a good color for my maps because currently it is blindingly bright
yeah that is fine
pretty sure that is how you are supposed to do it
oh my god that blue color is SO MUCH better
thank you
You're welcome :3
also i found a pretty good color for nukage (Light #00FF00 Fade #004400) but if you find a better one please tell me
thoughts on this weird shit?
reminds me of a motherboard
and a passive CPU cooler
you know, it would actually be kind of crazy to be playing DOOM on one big map which is basically a huge replica of a motherboard
first level of that wad is a motherboard
@haughty flower
so what you think would be crazy already exists lol
it is a jokewad though i think lol
yeah that one is pretty highly rated
Some Jokewads are neat, some are rubbish.
oh yeah, thats fun
Hey, if anyone can help with a snapmap thing Im in the general chat.
I wish snapmap used procedural/scaleable tiles,
snapmap needs a lot of things, heh
One of my biggest problems with mapping is half the time I don't know what textures to use,
yea i have the same problem really
i dont want to use the same textures too much, y'know
i would put CC4-Tex into the wad but it already has a texture pack in it and i cant be bothered to merge the lumps
FIREBLU everywhere
yea boy
I decided to make a Hydraulic press in DooM II...
Me on mobile and driving
You should make the player at higher place
The switch block the view
@prisma saddle @prisma saddle
@unreal oyster are you working on a next map?
How does one make a room as ugly as this less ugly? D:
segment it
nope
well youre open to help
(also, use anti-aliasing)
Segmenting it is the last thing I'm willing to do. Ruins the point of that room
to be honest
my computer isn't strong enough for that
hah
wow fail
ikr
here i am running brutal doom using the map pack with all the settings turned up and i get 60+ fps
oh my fucking god
I'm so jealous
full settings brutal doom for me is like
10fps
hah
not only that but on the official map pack
much bigger than normal doom maps
yeah I've played em
that's cray cray man
new computer too
it was like, 500
at least old doom runs for you
?
thats a good game
oh yeah 100% :D
more like
84
what are you on about
Old Doom is well good
my only regret is that I can't run nu-Doom D:
I've been reduced to using a gamepad for that one
i'm not sure if I can run it
It's meant to be really well optimized
ye
Guns.
the satisfaction of seeing that many guns and that much ammo in Doom never gets old
the weapon pickup sound makes it just that much better, too
was already full :(
rip
@haughty flower Eck, texture filtering,
I use no filters (nearest mipmap) and scalex2
looks great
@prisma saddle Happy now?
Yes ;3
I stayed in unfiltered....
@dawn saffron yes i am but my progress on it is very slow
i might as well post some pictures actually
Looking good,
DF9VJEF4
My new Deathmatch map
i worked on it the whole day today and put a lot of details there
if you're interested, check it out
and also
lfg if anyone's interested in playing it with me
anyone in here?
Me
nice
i haven't had any good sleep in 36 hours. the fuck is wrong with me
what is it
CINEMATIC
triggered
are you dressophobic?
did you have past traumatic experiences with dressing?
are you twitterphobic?
did you have past traumatic experiences with twitter?
k
my main problem with "the triggering" is that it discredits and invalidates actual triggers
that said, it's kinda hard to evaluate
do i need to be gay?
Yes. Very, very gay.
(and a woman)
also, you need to become a semi-naturally talented rapper
WHAT
are you willing to check out this map?
i dont have doom 4
i hope so
i also made a FFA version
well i think im going to scrap my MAP04, and start work on an entirely new 1-level pk3
i dont really like my MAP04 at all, and i feel i can put a lot more effort in and create a much more detailed map
sorry to anyone that was looking forward to it heh
yeah, they look good
my computer isnt stable enough to play doom 4 online unfortunately :/
it crashes quite regularly
are you upgrading any time soon?
ah, that's good
about the map restarting thingy though - i've been hanging out in a few doom mapping chats/forums/streams and from what ive submitted to them, there are a lot of improvements that i can make and my MAP04 doesnt really reflect that
i think it was going to be my worst map out of the 4, honestly
there was very little height variation, i didnt like the way i had textured it and i dont want to finish it
and also, restarting allows me to make a pk3 using cc4-tex which is a much better texture pack than what i was previously using
HNS4KWNU
i map a friend shared with me
it's an extremely faithful recreation e1m1 recreate
more
more faithful than anything i've seen before
S9BVGK37 is a 1v1 or 2v2 Doom battle arena I made called Abyss of Chaos. The cliff side acts as a lane that demons fight eachother on as you fight with or against your opponent. Hell modules, weapon wheel, all that new stuff.
Is there any way to give a custominventory item a duration?
You mean as in when you use it or when it's in your inventory?
As soon as it's put into your inventory
You need to explain what you actually try to do
Well, I'm guessing it would require a bit of scripting I would think, as I'm not really sure if there's some kind of Decorate flag for it or something
I have a weapon which, when it hits the player, it gives them a custom item. If they get hit again by the same weapon while they have the item, they die. The item should go away after 90 seconds.
My solution is make a 2 custom item
A and b
Item a
When you pickup
It will give 10 b item
Its also execute to take 10 inventory after 90 second
Execute script
Hm, probably in the pickup state you should have it do an acs_execute and then just have a script that does whatever needed to do,
I'm doing the ACS_Execute, but I can't get a delay to work
In the script?
Yeah
Make a dummy script to see if your delay code actually works
Are you using global ACS or is excuting within a map's script?
It's a global ACS that's called when the person hits the "pickup" part of the custominventory
Do I need Stop for Pickup? perhaps that's interfering?
I would think so, yeah
I mean if it had loop it'd probably terminate the script as it'd be running a loop
Yeah, the delay thing prevents other parts of the same script from running right.
Can I see the script you're working with?
script "ZatDaze" (void) {
if(GetActorProperty(0, aprop_speed) == 0.35) {
print(s:"You were disintegrated.");
DamageThing(255);
}
else {
print(s:"You are stunned, do not get hit again or you will disintegrate.");
FadeTo (0, 0, 0, 0.5, 0.1);
SetActorVelocity(0, 0.35, 0.35, 0.35, FALSE, TRUE);
setactorproperty( 0, aprop_speed, 0.35);
}
}
the velocity thing is unnecessary
I had after the setactorproperty inside the else this (and it broke):
delay(3150);
setactorproperty( 0, aprop_speed, 1.00001);
FadeTo (0, 0, 0, 1, 0.1);
TakeInventory(0, "DazeMark");
I've kinda copied from a couple of sources, the code is currently this:
script "ZatDaze" (void) {
if(GetActorProperty(0, aprop_speed) == 0.35) {
print(s:"You were disintegrated.");
DamageThing(255);
}
else {
print(s:"You are stunned.");
FadeTo (0, 0, 0, 0.5, 0.1);
setactorproperty( 0, aprop_speed, 0.35);
}
}
I want to change the if statement to check for the possession of the inventory item instead of the speed, just seems cleaner
I also want to have the effects wear off over time
My best guess is to replace setactor property on if with something like if(checkinventory("itemname")>0)
then once the player is stunned, add giveinventory of the dummy item in the else part
I would think you'd add another ACS_execute to probably run a delay or timer to remove that dummyitem then as well I think
script "ZatDaze" (void) {
if(checkinventory("DummyItem")>0) {
print(s:"You were disintegrated.");
DamageThing(255);
}
else {
print(s:"You are stunned.");
FadeTo (0, 0, 0, 0.5, 0.1);
setactorproperty( 0, aprop_speed, 0.35);
GiveInventory("DummyItem");
acs_execute(894, 0, 0, 0, 0); //this will run a timer or delay script for removing the item
}
}
Should probably look something like that
ACS_execute probably works better than delay
I heard u liek script
So I put a script in a script
So you can execute while you execute
lol, but anyways yeah, i probably would've added
GiveInventory("DummyItem");
delay(ticswhatever);
TakeInvetory("DummyItem");
but I'm unsure if theres an issue with that
Still looks like the execute won't delay right
delay(3150); does seem like a long time
Should probably lower it to about 300 or 500 tics to see if it works right
I think I have it. Now the setactorproperty(0, aprop_speed, 1) doesn't set their speed to the right speed.
1 is the default speed I believe?
Yeah, but it just sets their movement to none
Np!
So, if I'm developing for zdoom/gzdoom, should I use Hi-res graphics, regular-res graphics or make two releases providing both? Are there any issues with making a 32 level wad with a lot of hi-res graphics?
uh, no, not really i guess?
If you're making a doom mod/mapset that includes hi-res graphics
You should make two different releases, one with hi-res textures, or regular-res
So users can save hard drive space, bandwidth, etc,.