#classic-doom-maps-mods

1 messages ยท Page 31 of 1

unreal oyster
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#OFFTOPIC m8

tawny lion
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ok

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you go first

gleaming basalt
tawny lion
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ok

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thanks

unreal oyster
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Nobody wants your cancer in this chat

tawny lion
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i was going to delete it

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thanks

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im lazy anyway

tawny lion
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has anyone thought on recreating the original doom maps

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properly

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since the new update that adds skybox windows

quasi parrot
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Im sure someone will, but that someone wont be me

unreal oyster
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Ain't possible

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Most Doom levels are far more abstract than snapmap can handle

restive glade
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Snap map sucks period

prisma saddle
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I would have liked to see customizable tiles in snapmap.

restive glade
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9.99

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Pelase.

vague minnow
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pretty sure there will be a representation of Classic in snapmap

proper shuttle
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Tiles, but still limited

unreal oyster
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Representation but nothing close

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You can't even create outside areas

vague minnow
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an abstract representation

unreal oyster
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an abstract representation of abstract levels?

vague minnow
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kind of a Picasso version

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or better yet a Mondrian

unreal oyster
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people have tried it already, i remember seeing a "recreation" of e2m1

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it was okay for snapmaps limits

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but it obviously didnt have the soulsphere secret

restive glade
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hot damn all the mods are onl

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Any they have nothing to mod.

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Kappa

quasi parrot
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Hey Gun, i think you misunderstood the meaning of the modding channel /s

restive glade
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I think i did

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Cause i just realized.

dawn saffron
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what lol

quasi parrot
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Theres no modding going on in this server

restive glade
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I just woke up

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So speaking of modding, the correct meaning, what's stopping alot of players from making levels on doom 1-2's engine.

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If snapmap really sucsk

quasi parrot
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Because snapmap sucks, but its simple as fuck

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Original doom is slightly harder

restive glade
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So?

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Are people that damn lazy they don't want to learn a system?

quasi parrot
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I know i am

tawny lion
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Doom map maker>snapmap

unreal oyster
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doom map maker

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gunlovers shittons of people map for doom 1 and 2, ever checked doomworld/zdoom forums?

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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 ๐Ÿ˜›

vague minnow
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never tried to make doom maps. how hard is it? how long can it take to make a simple map?

unreal oyster
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not too hard, since the engine is 2.5d

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want me to guide you through the installation and setup shit in DMs?

vague minnow
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at work rn but yes pls

unreal oyster
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cool, ill send you a bunch of links at the very least

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know any C/C++?

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completely not required but it helps b/c ACS' (ZDOOM's scripting language) syntax is C based

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and if you know how to script, it can really help with giving your map some depth

vague minnow
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i only passed C++ programming in a IT course i did because i copied another project and my partner bullied the prof

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lol

unreal oyster
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well, knowing the basics of C++ is all you need

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as long as you can write a for loop you're golden

quasi parrot
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@unreal oyster No no no, you misunderstood, when i said modding, i meant like mods. Like the people who run the server

unreal oyster
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oh ok lol

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not much happens that needs to be modded i guess

vague minnow
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moderators, moderating

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to moderate

prisma saddle
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Would you guys (And Gals) Recomend DooM Builder 2?

unreal oyster
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no, use GZDOOM Builder

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its doom builder 2 but better

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far, far better

prisma saddle
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Mind linking me to it, I'm a giant puss cake and I don't want to download malware.

unreal oyster
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also get SLADE 3, you'll want it later

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please note that gzdoom builder updates a LOT, so you'll need to get used to updating that program lol

prisma saddle
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Okay,

unreal oyster
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SLADE 3 wont be immediately useful but once you start to do more than just make maps you'll thank me

prisma saddle
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Thanks for the advice :3

unreal oyster
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no worries

prisma saddle
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What format should I make my maps in, sorry I'm new to modding.

unreal oyster
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right, i can give you two answers here, the easy decision or the hard decision

prisma saddle
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Okay,

unreal oyster
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because if we're talking objectively, you should be mapping in UDMF

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but its not really as simple as that

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because mapping in UDMF locks out anybody not on zdoom

prisma saddle
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Okay,

unreal oyster
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do you want me to give an entire lecture on the pros and cons of each one?

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because i can if you want ๐Ÿ˜›

prisma saddle
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No it's fine,

unreal oyster
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ok.

quasi parrot
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So i started playing ultimate doom 2

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cause i saw something about it yesterday

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Its pretty damn long

dawn saffron
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you know what else is "pretty damn long"?

quasi parrot
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Nope

unreal oyster
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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

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is it any good?

quasi parrot
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Its not bad. Levels are fairly big

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I think it took me about an hour to beat 3 levels

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And they're fairly interesting

prisma saddle
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I have no idea what I'm Doing...

unreal oyster
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Looks cool, but a few things: stop using the default textures, because it will come off as unprofessional

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  1. 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)
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  1. Try to avoid rectangular rooms, they aren't all that interesting
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  1. I see you're using colored lightning, and that's cool, but make sure not to overuse it
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Also only give sectors colored lighting if there is a reason for it to be there, otherwise it just looks silly

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PSX Doom does this quite well

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  1. As just a general tip from me, make sure the player is looking at an interesting piece of the level when they enter
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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

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See John Romero's maps for inspiration, as they all do this

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Also entryway is a really good example of this

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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

quasi parrot
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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

prisma saddle
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Thanks for the advice @unreal oyster

unreal oyster
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And one of the basics of learning how to map is not to use the Doom builder default textures

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It's a bad habit to get into

dawn saffron
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@unreal oyster does doom support glass?

unreal oyster
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zdoom does yeah

dawn saffron
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i see, thanks

unreal oyster
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you can create a 3d floor with ~75/255 opacity and it will look like glass

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why?

dawn saffron
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nah, just curious

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becuase you mentioned "showcasing a secret"

unreal oyster
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oh yeah

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i actually used it in my MAP03, there is glass in the little switch room which you can see the explosion from

dawn saffron
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right

unreal oyster
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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

onyx nebula
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If using the default textures is a bad practice, then where would I get other textures?

proper shuttle
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uh

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a bad practice?

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where

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where did you read this

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that is wrong

quasi parrot
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"Looks cool, but a few things: stop using the default textures, because it will come off as unprofessional" -Gutawer 2016

proper shuttle
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wow lmfao

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get out

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that is stupid as all get out

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unprofessional?

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since when do people sell doom mods

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i thought it was a fan made thing and not a SRS BSNS thing

quasi parrot
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Hey man, the only time a map is good is if it looks good, gameplay means nothing /s

proper shuttle
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there are mapping tutorials in doomworld

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it should have links

unreal oyster
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Mate

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I was talking about the default Doom builder 2 textures

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Not the fucking Doom 2 textures, they're awesome

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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

prisma saddle
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@unreal oyster That was just me messing around with the Geo tools,

unreal oyster
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Yeah I know

prisma saddle
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I've stopped using them everywhere.

unreal oyster
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Yep

quasi parrot
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@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

unreal oyster
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Yeah it's fine

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Although to answer @AdamEternal 's question you can get custom textures from Realm667 or Doomworld

quasi parrot
unreal oyster
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stop using doom builder 2 and use gzdoom builder

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just sayin

prisma saddle
unreal oyster
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is that a carpet or blood texture? lol

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i cant see with the zoom out

prisma saddle
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Carpet.

unreal oyster
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ok cool

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btw are those pillars hand drawn? you know there is a polygon tool for making circles automatically? lol

prisma saddle
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They aren't hand drawn.

unreal oyster
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oh ok

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its just that they looked kinda wonky but after zooming in they are fine lol

quasi parrot
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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.

prisma saddle
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In my opinion it's a little too harsh, especially the part where you get the shotgun,

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But maybe that's because I dislike large amounts of hitscan enemies.

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It's pretty good for a first map though :3

prisma saddle
unreal oyster
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Dances you don't need to do that with easy mode just launch the game with the -nomonsters parameter

unreal oyster
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So OK, I tried out your map dances, and I have two major problems with it

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First of all, it feels like it was made in snapmap rather than Doom builder

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The room design just felt like you snapped some premade rectangle rooms together

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This is what I was saying about square rooms, don't do it

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Second of all, the monster placement

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Tone it down a bit with the hitscanners, OK?

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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

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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

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And on the topic of monster closets, not every object needs to be closeted, ok?

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I could tell every time a monster closet would open, because you had just made it so predictable

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There's no need to closet a shotgun, it's just a low tier weapon

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Also, the blue key monster closet is really dumb

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That's far too many enemies for a non-secret item

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But apart from that, you show promise and I'd carry on

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Just work on varying your architecture, stop making the entire map one texture, and maybe rethink your monster placement

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Be a bit more clever with it, rather than using closets for everything

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I don't think you've played my maps, right?

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Because you said you were going to stream them

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So if you want my own take on good design, go download my map

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You already downloaded the old version, so you need to get this one

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It has an extra map from the last version

restive glade
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meanwhile

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ill give a hand in making my own

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so might i ask.

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How do i place down a player spawn

unreal oyster
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first of all, use gzdoom builder rather than db2 if you arent already

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then use things mode (press T, there's also a button on the left) and right click

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then find the player 1 start thing

quasi parrot
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Sorry, i just felt like my level was wayyyy too easy, and honestly still is

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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

prisma saddle
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@quasi parrot Next time focus on putting more projectile and melee enemies.

unreal oyster
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yes exactly

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hitscanners are not fun to play against

quasi parrot
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Eh, i dunno, hitscanners have never bothered me

unreal oyster
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also im not saying it was hard

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just annoying

quasi parrot
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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

unreal oyster
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and also one thing ive learnt is that it doesnt matter if you think your level is too easy

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because you are the one who is testing it over and over again

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it's going to feel easy

quasi parrot
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I mean like, first time not dropping below 80 health easy

unreal oyster
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its the first level though, the player isnt expecting a goddamn slaughtermap

quasi parrot
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again

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not dropping below 80

unreal oyster
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do you drop below 80 on hangar?

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or entryway?

quasi parrot
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Entryway yes

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Hangar no

unreal oyster
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anyway take my opinion about difficulty with a grain of salt for now, i was playing on my phone on the tube

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ill replay it at home and give a better formed opinion

quasi parrot
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Im already working on an update

unreal oyster
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but i think my thing about monster closets still stands

quasi parrot
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removed all but one

unreal oyster
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cool

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if you are going to put them in, be unpredictable with them

quasi parrot
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Which is the first one, but im not putting you in a room without a weapon that has enemies in it

unreal oyster
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or players are just going to learn to get a bfg out before a closet

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yeah

quasi parrot
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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

unreal oyster
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honestly the shotgun one is fine, just move the candelabras a bit, lemme show you where i think they should be

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X OO X
X OO X

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instead of this

quasi parrot
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i switched them to light posts, ill test to see if it works any better

unreal oyster
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X X
OO
X X

restive glade
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So t is the magic key

quasi parrot
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depends on what you're using

restive glade
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And my design is rather stupid

unreal oyster
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no, Q is the magic key ๐Ÿ˜›

restive glade
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Im just building rooms

quasi parrot
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I think W is the magic key honestly

restive glade
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To test

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No seriously

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For monsters and humans

unreal oyster
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what does W do again, i literally only use Q

restive glade
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I need to know what the key is

quasi parrot
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Its doom builders way of going into first person view

unreal oyster
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i just click the buttons normally

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oh yeah

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in GZDOOM builder (which you should be using) its Q

restive glade
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Im using it

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Im not dumb

quasi parrot
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I know, ive got GZdoom builder installed, im just finishing this map in doom builder

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Cause its easier

unreal oyster
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they are interchangable though ?

quasi parrot
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Kind of

unreal oyster
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you can open a map in either one

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there is a bit to relearn, like the texture grouping moving from the left of the textures to the right

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but otherwise its mostly the same

quasi parrot
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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

unreal oyster
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and GZDoom Builder's First Person Mode is a MILLION times faster and better

quasi parrot
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Seemed the same to me

unreal oyster
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it even has skybox rendering built in

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which is a GODSEND

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for outdoors

restive glade
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Your mom is a godsend for outdoors

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๐Ÿ˜›

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No idea how people keep walking into it

quasi parrot
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They're not walking into it

prisma saddle
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@restive glade Your mum is pretty good for playtesting ๐Ÿ˜ธ

quasi parrot
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You're jut stretching it

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incoming

restive glade
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FUCK YOU ZEHAT! THAT WAS GOOD

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High five

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Back to my point

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Im throwing lava and shit down, do i need to assign an id for it to harm?

prisma saddle
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Yes.

quasi parrot
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Its in the sector editor

restive glade
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Fuck if i know

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What the hell that is

quasi parrot
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Go to sector and right click on what you wanna make hurty

restive glade
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K

quasi parrot
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Effects then special, and theres shit thats like damage -2 or 5% health

prisma saddle
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And if you really want to you can screw around with 3D floors for deep pools.

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But that's too hard for me to explain on it's own.

unreal oyster
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no you dont need to assign an id for a harming floor

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just give it a sector special

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if you want to learn just watch chubzdoomer's tutorials

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they are really informative and helpful

quasi parrot
unreal oyster
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cool ill give it a go later

prisma saddle
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@quasi parrot I found some bugs in it.

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Like non acid materials registering as damaging floor and a weird instance where a door gets blocked by a once sided texture...

unreal oyster
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ah the damaging floors thing is an easy mistake to make

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ive just learnt to set damaging sectors after building the entire room

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then again i dont ever use damaging floors anymore, only damaging swimmable 3d floors

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which are far more obvious when it goes wrong

restive glade
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thats all ive done

quasi parrot
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@prisma saddle Damn, i thought i got all of those, i made sure to check. Thanks though ๐Ÿ˜„

unreal oyster
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FUCKING HELL PEOPLE STOP MAPPING WITH RECTANGLES XD

restive glade
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IM DOIN WHAT I PLEASE

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IM LEARNING AS I USE IT

unreal oyster
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yeah, yeah i know im just messing ๐Ÿ˜›

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just dont fall into the trap of making your map feel like it was built in snapmap lol

dawn saffron
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loooooool

restive glade
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so

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remind me

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i was absolutely gone in my mind when i asked this

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Spawning enemies/props/player

unreal oyster
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like teleporting them in, or just putting them in the level?

restive glade
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putting them

unreal oyster
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just use things mode

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just as you place the player spawns

restive glade
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things mode.

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I dont see one

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playing around with other maps

unreal oyster
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oh things mode, just press T

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or use this button

restive glade
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THANKS

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God.

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now i want to make openinings to other rooms

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How would i start that?

unreal oyster
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openings?

restive glade
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like you know, walk through walls without you know..

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looking odd

unreal oyster
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you want the player to be able to walk through a wall?

restive glade
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nvm

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figured it out

unreal oyster
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yeah

restive glade
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it just adds to the room.

unreal oyster
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oh

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yeah lol

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yeah thats been a feature in doom level editors since 1993 lol

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they may not have had 3d mode, but they at least had auto-connection of rooms ๐Ÿ˜›

restive glade
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so for doors.

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like i want a door right here.

unreal oyster
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i havent watched it but im sure it will help

restive glade
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woo

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im actually doing somethings advanced?

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Already/

unreal oyster
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no

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no you are not.

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doors are the most basic thing apart from building in doom editing, sorry

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oh btw after watching that tutorial he is mapping in Hexen mode, but its practically the same thing

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only difference is you get the advantage of using checkboxes for linedef actions instead of a dropdown menu

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oh, nevermind

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the second half of his tutorial is for UDMF

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so skip to about halfway through i guess

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also its not that important, but i should mention it - standard door size in doom levels is 128 x 16 for most doors

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128 Z height also

unreal oyster
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would anyone watch if i made a gzdoom builder tutorial for doom 4 style arenas?

unreal oyster
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or maybe not watch, i could do a writeup on zdoom forums or something idk

sharp bear
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Oh hey, thanks for linking my video

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My previous video was in Doom format

unreal oyster
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no problem man, it was relevant and i've never found a gzdoom builder tutorial for UDMF doors before

sharp bear
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Yeah, I never seen any videos out there covering basic things, but most commonly used things

unreal oyster
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its weird, UDMF tutorials are always for the advanced stuff

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but never the basics

sharp bear
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UDMF is basically the most advanced you can get out of doom maps

vague minnow
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that would be a nice youtube channel.

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basic shit

unreal oyster
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yeah i know but people still need to know the basics

sharp bear
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Yeah, I agree

vague minnow
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how to make: a room

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how to make: a room with a door

unreal oyster
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you can find tutorials for 3d sloped floors with udmf all over the place but a simple door? nope

vague minnow
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how to make: a window

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and so on

unreal oyster
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well i mean windows with actual glass are quite difficult

vague minnow
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nah just an opening

unreal oyster
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yeah i know what you mean

vague minnow
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K.I.S.S.

sharp bear
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Windows are pretty easy, so maybe I should do a tutorial on that after doing all of the other basic things

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I think there is about two different ways to do windows, breaking windows and transparent textures to give it a window look

unreal oyster
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doesnt UDMF have a breaking glass special built in? or maybe im going crazy

vague minnow
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considering Doom is getting another wind, and SnapMap is currently crap, a youtube channel with basic tutorials can get some good clicks

unreal oyster
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the way i do windows is a 70 Opacity 3d floor with the SHAWN2 texture

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it looks a lot like frosted glass

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looks like that in game

vague minnow
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could even make som "special editions" with everything related to doors, triggers, etc

unreal oyster
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bloody gzdoom builder update

sharp bear
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I hate the default setting they force on the latest version :/

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Making textures render all source like

unreal oyster
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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

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was never an issue in r670 so they broke something in r671 lol

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wait what do you mean making textures render all source like?

sharp bear
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like, I don't know how to explain it, I'll have to send a pic, gimme a sec

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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

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normally it'd be all pixelated and stuff, but it looks like this by default when it updates

unreal oyster
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what the fuck...?

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i dont have that?

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does that only happen with the auto updater? i cant use it because it doesnt work for me

sharp bear
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Yeah, I used the auto updater

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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

unreal oyster
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just you, sharex works fine for me

sharp bear
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Kinda figured

unreal oyster
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yeah jesus christ that rendering is horrible

sharp bear
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Ikr, thank god I can turn it off

unreal oyster
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linear filtering is super ugly

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i can bear HQ4X because it's a mathematic resizer that actually looks ok

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but linear filtering just makes things blurry

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i will never understand why its a default gzdoom option

sharp bear
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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

unreal oyster
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also, do you know if you can disable gzdoom builder fog?

sharp bear
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Yeah

unreal oyster
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oh thank god, how can you do that

sharp bear
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hang on lemme find it

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its in the options

unreal oyster
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cool

sharp bear
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under view distance

unreal oyster
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niceee

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i hate the fog, its default value is so low

sharp bear
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I never really liked the default value as well

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I should probably make another tutorial when I get the chance

unreal oyster
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yeah i was thinking of making a tutorial on Doom 4 style arenas in zdoom but i dont really like talking on the internet :/

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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

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its a shame as well because i want to share my method of doing it, because it works really well imo :/

restive glade
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why even use doom 4 is the question Kappa

sharp bear
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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

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Other than that, doom 4 snapmap seems shit

unreal oyster
#

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

sharp bear
#

if i remember, zandronum has a dmflag for that too

#

to prevent telefragging on coop and such

unreal oyster
#

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

sharp bear
#

nice

restive glade
#

doom 4 is arena shooter.

#

except without you know, the fun

dawn saffron
#

so it has a lot of arenas?

#

i enjoyed it way more when i connected my controller - multiplayer, that is

unreal oyster
#

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

quasi parrot
#

Uh...i guess i broke the textures on one of my doors and no one noticed. Or i missed the message. Fixed that

unreal oyster
#

its an easy mistake to make lol

quasi parrot
#

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

unreal oyster
#

again, easy mistake to make lol

#

happens to all of us

quasi parrot
#

Huh, alright. Im still getting used to selecting the right textures, but i think ive got it down

unreal oyster
#

fixes some missing textures and adds a shitty workaround to brutal doom being fucking retarded

proper shuttle
#

lol

#

but brutal doom is fucking retarded

#

poorly coded

unreal oyster
#

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

unreal oyster
#

check this out for gzdoom builder

prisma saddle
#

It (apparently) also has parts of digitised gore photographs...

quasi parrot
#

It used to

restive glade
#

used to?

quasi parrot
#

in v19

tawny lion
#

@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'

quasi parrot
#

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

tawny lion
#

oh

vague minnow
#

that some flashlight ?

prisma saddle
#

I'm thinking about making a DooM 2 wad that's mostly underwater, do you guys like the idea?

tawny lion
#

@vague minnow Yes

vague minnow
#

@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

prisma saddle
#

I was thinking about including sunken cities and undead pirates.

vague minnow
#

that can work

#

city = buildings = lots of air pockets

unreal oyster
#

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

prisma saddle
#

Okay.

unreal oyster
unreal oyster
#

Hey they fixed the GZDOOM builder bug I reported, cool

novel isle
#

which one? A bug with uservars was also recently fixed

unreal oyster
#

The one in r672 called DECORATE support

tawny lion
unreal oyster
#

none hopefully

#

unless i find another thing to fix

#

you can thank brutal doom for V2 and 2.1 btw ๐Ÿ˜›

inner fulcrum
prisma saddle
#

That looks like something I'd play.

inner fulcrum
#

Fair warning, I may not add enough gameplay. I'm kind of bad at that :/

#

That can be a bit of a thing.

quasi parrot
#

@inner fulcrum If you'd like gameplay testers, i would definitely be up for it. That map design looks great

inner fulcrum
#

For the most part, I'm great at structure, mostly techbases.

quasi parrot
#

I mean, the design definitely looks interesting

inner fulcrum
#

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,

unreal oyster
#

yeah that looks good

inner fulcrum
#

As for gameplay testers, that'd be great ๐Ÿ˜„

quasi parrot
#

I would gladly be a gameplay tester, would be an honor with design like that

unreal oyster
#

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

dawn saffron
quasi parrot
#

^ mitori too, he does that game testing stuff too

dawn saffron
#

and uploads them to my channel :3

inner fulcrum
#

idk when I'll get it done since I'm also an artist.

quasi parrot
#

@unreal oyster Im actually interested to see what you can do with the hell levels

unreal oyster
#

yeah there is gonna be a hell of a lot of scripting for weird hellish events i think

dawn saffron
#

as in you draw or as in you're disorganized and procrastinate a lot? @inner fulcrum

#

๐Ÿ˜„

inner fulcrum
#

???

dawn saffron
#

ahh

#

the artists are usually disorganised and procrastinators. i dunno.

quasi parrot
#

Stereotypes ftw

unreal oyster
#

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

quasi parrot
#

^ That is very true. I think the original levels are a pretty good example of that

unreal oyster
#

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

quasi parrot
#

I mean, when it comes down to ingame, id assume that the way textures are used are more important than bird eye view?

unreal oyster
#

yeah good texturing is really difficult

quasi parrot
#

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

unreal oyster
#

just use the auto align button lol

inner fulcrum
#

I'll work more later. It's 5:35 am. I'll see you all later

quasi parrot
#

@unreal oyster Erm...i wanna say i did, but i honestly dont even know if i did because my memory is literally teririble

unreal oyster
#

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

quasi parrot
#

So does that type of look to a map just come with experience?

unreal oyster
#

experience and HUGE amounts of effort

#

knee deep in zdoom has 10 maps and took 2 years

quasi parrot
#

Yeah, definitely effort, i can see that

unreal oyster
#

meaning about 2.4 months per map

quasi parrot
#

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

unreal oyster
#

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

dawn saffron
#

i feel really bad about myself, even more now

#

but this is crazy

unreal oyster
#

you get over it by just telling yourself you will eventually get to that level ๐Ÿ˜›

dawn saffron
#

nah, i'm more jealous of the determination

unreal oyster
#

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

dawn saffron
#

thank you

unreal oyster
#

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 ๐Ÿ˜ 

whole bobcat
#

hello

#

any Snapmap gurus awake?

#

I need help

dawn saffron
#

?

unreal oyster
#

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

prisma saddle
#

Maybe it was because ZDZ wasn't around at the time, I dunno.

unreal oyster
#

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

prisma saddle
#

Oh.

unreal oyster
#

am i in linedef hell right now?

vagrant agate
#

...

#

I wish I knew something about Doom mapmaking.

unreal oyster
#

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

vagrant agate
#

Hm.

#

Cool.

#

Even if I knew how to build maps, I wouldn't have the creativity to do something cool lol

sharp bear
#

Woah, great timing to see my video popup, was just about to make another one ๐Ÿ˜›

restive glade
#

Jon is just churning out stuff

sharp bear
#

pretty much

molten tide
#

What you guys doing in here

unreal oyster
#

Mapping and modding

prisma saddle
#

@sharp bear Thanks for making these tutorials (even though Doom Builder principles do still apply)

sharp bear
#

Yeah, no problem, if anyone ever needs help with a simple thing or two I'm pretty sure I'll be able to help ๐Ÿ™‚

sharp bear
#

So I decided to start working on the start of my new map, thoughts?

dawn saffron
#

i'd try using more than two colors ๐Ÿ˜„

#

as a suggestion

#

but i'm charmed by this lightning and ceilings

unreal oyster
#

is that just a ring of dynamic lighting?

#

looks cool though

#

also, @sharp bear how much doom mapping experience do you have?

sharp bear
#

I've been messing around with mapping for about 4-5 years now I think

unreal oyster
#

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

sharp bear
#

Yeah, detailing is probably the most time consuming as well

#

But in the end it'll be worth it if done right

unreal oyster
#

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

unreal oyster
#

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

sharp bear
#

as the player walks through it and basically ends up on the other side, right?

unreal oyster
#

nah, i mean portals on the floor that teleport you to another sector

sharp bear
#

ahh, okay

#

thats pretty easy

unreal oyster
#

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

sharp bear
#

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

unreal oyster
#

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

sharp bear
#

hmm

#

I've never done something like that before I don't think

unreal oyster
#

i have read it :/

#

i can get a seethrough portal, but not one that allows actors through

sharp bear
#

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

unreal oyster
#

thats a hacky way to do it, but there is supposed to be an actual good way to do it :/

sharp bear
#

yeah sadly thats the only way i think i know how to do it

unreal oyster
#

using the interactive portal type

unreal oyster
#

this is the best thing ive been able to do with portals so far

unreal oyster
#

yep exactly lol

#

hey, i wasnt pretending it was an original idea ๐Ÿ˜›

dawn saffron
#

this breaks my mind

#

nah, i get it

#

just continuing the conversation :"D

#

my mind can't keep up

unreal oyster
#

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?

sharp bear
#

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

unreal oyster
#

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

dawn saffron
#

why not both?

unreal oyster
#

wha?

dawn saffron
#

why not make two versions with minimal differences?

unreal oyster
#

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

unreal oyster
#

but now i can continue working on my city-with-a-sewer-system underneath map

unreal oyster
#

im in linedef hell again

prisma saddle
#

It's more painful with 3D stuff, trust me.

unreal oyster
#

of course it is

#

thats one of the reasons i dont do 3d level editing

#

it is too complicated for me right now

unreal oyster
#

how the fuck did this happen?

#

my map04 is currently like 30 seconds long

#

how is it already 345kb?

sharp bear
#

I think it depends on which map format you use

#

UDMF uses up a lot of space if I remember

unreal oyster
#

they are the same format though lol

haughty flower
vagrant agate
#

... What?

molten tide
#

Making 3d floor in doom is confusing

#

I remember someone make an island wad

#

They was a spinning stairs

#

There*

unreal oyster
#

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

prisma saddle
#

No need to use they, I'm a guy.

unreal oyster
#

Cool, noted

#

I just don't want to assume anything until I know for sure

prisma saddle
#

It's okay,

#

On another note, is there a limit to the amount of poligons/linedefs you can have in a map?

molten tide
#

I do met one girl

#

Saw her tits

#

:9

#

Doomer girl

restive glade
#

not where dances is

unreal oyster
#

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

prisma saddle
#

I'm in New Zealand, so it's winter...

#

Winter is one of my favourite seasons.

unreal oyster
#

here our winters are like 10C and our summers are like 30C

#

i fucking hate it

#

i cant concentrate with this fucking heat

#

it isnt even midday yet, its 9 am

haughty flower
#

oh dumbo me misunderstood

#

sorry

prisma saddle
unreal oyster
#

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

prisma saddle
#

I am using UDMF though.

unreal oyster
#

yea, but its a bad practice

#

use the PNAMES and TEXTURE1 lump

prisma saddle
#

Okay.

unreal oyster
#

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?

prisma saddle
#

Yes.

unreal oyster
#

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

prisma saddle
#

Probably.

#

I set it up as a coloured light fade though.

unreal oyster
#

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

prisma saddle
#

You're welcome :3

unreal oyster
#

also i found a pretty good color for nukage (Light #00FF00 Fade #004400) but if you find a better one please tell me

unreal oyster
haughty flower
#

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

unreal oyster
#

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

prisma saddle
#

Some Jokewads are neat, some are rubbish.

molten tide
#

I like flying carn head :3

#

And bfg spam

unreal oyster
#

oh yeah, thats fun

whole bobcat
#

Hey, if anyone can help with a snapmap thing Im in the general chat.

prisma saddle
#

I wish snapmap used procedural/scaleable tiles,

haughty flower
#

snapmap needs a lot of things, heh

prisma saddle
#

One of my biggest problems with mapping is half the time I don't know what textures to use,

molten tide
#

Use standard brown color

#

Every id games use brown color

unreal oyster
#

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

proper shuttle
#

FIREBLU everywhere

unreal oyster
#

yea boy

prisma saddle
molten tide
#

Me on mobile and driving

molten tide
#

You should make the player at higher place

#

The switch block the view

#

@prisma saddle @prisma saddle

haughty flower
#

THE LONGEST YARD

dawn saffron
#

@unreal oyster are you working on a next map?

haughty flower
#

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

#

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

prisma saddle
#

@haughty flower Eck, texture filtering,

haughty flower
#

I use no filters (nearest mipmap) and scalex2

#

looks great

prisma saddle
#

Yes ;3

haughty flower
#

I stayed in unfiltered....

unreal oyster
#

@dawn saffron yes i am but my progress on it is very slow

#

i might as well post some pictures actually

prisma saddle
#

Looking good,

dawn saffron
#

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

dawn saffron
#

anyone in here?

haughty flower
#

Me

dawn saffron
#

nice

haughty flower
#

i haven't had any good sleep in 36 hours. the fuck is wrong with me

dawn saffron
haughty flower
#

wait: i know.

#

your snapmap?

dawn saffron
#

yeah

#

it has breakable things ๐Ÿ˜„

haughty flower
#

OW MY EYES

#

FOV

dawn saffron
#

lol

#

i once did 150

haughty flower
#

what is it

dawn saffron
#

everything else - 130

#

this one

#

45

haughty flower
#

CINEMATIC

dawn saffron
#

triggered

haughty flower
#

I get dressed, I'm triggered

#

I check Twitter, I'm triggered

dawn saffron
#

are you dressophobic?

#

did you have past traumatic experiences with dressing?

#

are you twitterphobic?

#

did you have past traumatic experiences with twitter?

haughty flower
#

k

#

my main problem with "the triggering" is that it discredits and invalidates actual triggers

#

that said, it's kinda hard to evaluate

dawn saffron
#

true fam

#

i just want friends so i imitate what other people do

haughty flower
#

Ok

#

if you want to be my friend, imitate me

#

and annoy literally everyone

dawn saffron
#

do i need to be gay?

haughty flower
#

Yes. Very, very gay.

#

(and a woman)

#

also, you need to become a semi-naturally talented rapper

dawn saffron
#

waft

#

@haughty flower

haughty flower
#

WHAT

dawn saffron
#

are you willing to check out this map?

haughty flower
#

i dont have doom 4

dawn saffron
#

ah

#

ok

#

then i wish the best and the soonest opportunity to get it

haughty flower
#

i hope so

dawn saffron
#

i also made a FFA version

unreal oyster
#

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

dawn saffron
#

huh

#

okay

#

did you see the screenshots?

unreal oyster
#

yeah, they look good

#

my computer isnt stable enough to play doom 4 online unfortunately :/

dawn saffron
#

thank you

#

ah.

unreal oyster
#

it crashes quite regularly

dawn saffron
#

are you upgrading any time soon?

unreal oyster
#

probably january

#

ill probably get a 1060/1070 which should last me ages

dawn saffron
#

ah, that's good

unreal oyster
#

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

dawn saffron
#

i see

#

good luck with your new map

dawn saffron
#

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

ebon python
#

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.

vivid forum
#

Is there any way to give a custominventory item a duration?

sharp bear
#

You mean as in when you use it or when it's in your inventory?

vivid forum
#

As soon as it's put into your inventory

molten tide
#

You need to explain what you actually try to do

sharp bear
#

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

vivid forum
#

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.

molten tide
#

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

sharp bear
#

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,

vivid forum
#

I'm doing the ACS_Execute, but I can't get a delay to work

sharp bear
#

In the script?

vivid forum
#

Yeah

molten tide
#

Make a dummy script to see if your delay code actually works

sharp bear
#

Are you using global ACS or is excuting within a map's script?

molten tide
#

Delay(90)

#

print(hi)

vivid forum
#

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?

sharp bear
#

I would think so, yeah

#

I mean if it had loop it'd probably terminate the script as it'd be running a loop

vivid forum
#

Yeah, the delay thing prevents other parts of the same script from running right.

sharp bear
#

Can I see the script you're working with?

vivid forum
#

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

sharp bear
#

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

vivid forum
#

ACS_execute probably works better than delay

molten tide
#

I heard u liek script

#

So I put a script in a script

#

So you can execute while you execute

sharp bear
#

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

vivid forum
#

Still looks like the execute won't delay right

sharp bear
#

delay(3150); does seem like a long time

#

Should probably lower it to about 300 or 500 tics to see if it works right

vivid forum
#

I think I have it. Now the setactorproperty(0, aprop_speed, 1) doesn't set their speed to the right speed.

sharp bear
#

1 is the default speed I believe?

vivid forum
#

Yeah, but it just sets their movement to none

sharp bear
#

Oh

#

Try adding 1.0

vivid forum
#

Works!

#

Thanks for your help!

sharp bear
#

Np!

vivid forum
#

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?

proper shuttle
#

uh, no, not really i guess?

sharp bear
#

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,.

molten tide
#

I partially disagree

#

Making 2 version cost time

#

Either compress your image

#

Or just use low-res

unreal oyster
#

depends which format you're mapping in imo

#

if it's UDMF, you might as well go full hires

#

UDMF levels take up so much space anyway

#

just be consistent with style