#classic-doom-maps-mods
1 messages ยท Page 32 of 1
so an unfortunate amount of the community gets hung up on mod size being 10s of megabytes
U can always use 7zip
From 70mb to 30mb
The drawback is sound lagging and longer loading time
Most mod takes under 5 sec to load
People will start to complain if its takes more
KVP9C7VX - SnapMap
Just finished this. Try it, if interested :>
SP only
Lmao saving bandwidth in tyool 2016
drakonis, same thing here
Nobody's this catty about filesizes in the community nowadays
What if I make 1gb mod
Drak, there are plenty of people in the Doom community who refuse to update their age old PCs, so some people are really quite pissy about filesize
It's a problem that plagues most retro gaming communities
I think graf was talking about dropping OpenGL 2 support for GZDOOM which would be a no brainer for most engines but since some people in the Doom community are still on XP, it's a bit of a dillemna
@unreal oyster thats pretty cool how did you manage it?
How do you make skyboxes in gzdoom builder?
you talking about skyboxes that exist on the actual map?
in that case, all you have to do is build an area with a SkyViewpoint actor in it
yeah, i tried doing that but nothing is working
you willing to send the wad?
sure
cool
uh, that wad hasnt got an area with sky in it
got it working.
yay
try this
what i did is removed the tid from the skybox viewpoint (you don't need it) and then removed the skybox picker (you dont need it)
ah
then i used F_SKY as the skybox ceiling
open up the wad to see how i got the skybox on the wall, its a bit complicated
seams?
use something like this if possible
instead of the default doom 2 ones, which don't tile vertically
how would i add them to doom builder?
you need to download SLADE 3
ok
then you can add the texures in and use them in the skybox sector
once you've downloaded the program, tell me
ok i downloaded it
ok, close doom builder then open the wad in SLADE
doen
yea
they need to be at the bottom, move them with CTRL-D
and CTRL-U
and make sure TX_START is above TX_END
hit this button, and import the skybox files
make sure they are in between the markers
convert to png
doom wad lump names have a name limit of 8 characters
rename the ones in the lump to be like SKYN, SKYE, SKYS, SKYW, SKYT and SKYB or something
alright, now save and close that wad
ok
then reopen it in Doom builder
yes you can, its really easy
just import it into the wad, make sure it's not in between any markers
and rename it to D_RUNNIN
which will make it replace the original song
you can use a zdoom feature called MAPINFO, which is generally preferred, but if you want to learn about that i'd advise you read the wiki
anyway
in doom builder, what you want to do, is modify the skybox sector so that it is 512x512x512
then set the textures up so they connect together seamlessly
then move the skybox viewpoint to the very middle
and play around with its height if you want
when you're done with the sector
it should look something like that
if it doesn't work, feel free to send the wad over
alright, now set all the wall textures and floor textures to the ones you added in
make sure they seam together
yeah, just go to the menu where you set the flat, and use the rotation dial
you cant rotate wall textures though
wanna give me the wad, i could attempt to fix it
why are there 2 viewpoints
i dunno, i fucked something up
use that one
also, the midi file isn't in there
no idea why
Hi! I've been hit with some inspiration for a doom map... but I haven't done it since middle school and forget everything.... I'm starting with making sprites. but idk what program to use now or how to go about it ๐ฎ
and MSpaint in windows 7 doesn't seem to use the right cyan and I can't find good resources for the current day and age D:
It's 11pm in my timezone and gotta sleep, but if anyone can help me, please, please pm me. I'll make it worth your effort with my effort :D
I got everything drawn out and planned, just need to put it into a computer ๐
i'd recommend PAINT.NET or Gimp for free programs for sprite making
make sure you use this palette.
oh! why didn't I think of that ๐ this is the pallet right?
yep
also, what do I save in, and should I bother exporting using SLAD3?
also, if you export as png, you dont need to do the cyan thing
ohhhhhh
zdoom can read png format
That was tripping me up so hard
if you are mapping for all source ports, you'll need to convert
but that is just a right click in slade
oh cool! btw, if I have some images with colors outside of that pallet, is there a way to palletize them automatically?
idk if I should use ZDOOM or Zandorum
ah I see ๐
you will almost always have to do some cleanup though
most non-palette stuff looks bad when converted unfortunately so some cleanup is almost always necessary
yeah. I'm using very basic dithered pastels from some old projects I never finished
Is it still possible to do cyan?
ah ok. I just do that when importing?
I'm new to slade. It looks a lot like the editor I used to use (WX-something?), but it still trips me up a tad lol
(thanks a ton btw. I've been so stuck just trying to get off the ground)
yeah. I was told I should use SLADE3 because a lot less errors and curruption
is there a way I should set up paint.net?
I'm trying to do a basic test. :)
and I'm so grateful for the help ๐
Oh, I mean pixels/sqr inch, save as bitmap?, height/width in pixels. I havent done this for a while. Don't know what is or isn't compatible ๐ฆ .
keep it to powers of 2 and you should be fine
the skybox is working! Thanks for the help gutawer
How do you make keycard doors?
๐
I feel like a noob~
Idk how many sprite panels I need to make or what to name them. Any good resources online?
That show how many to make?
https://www.doomworld.com/vb/post/1666922 contributed some code to this project, figured i'd share it here
equivalent zdoom forum link there
is it even possible to import obj files to doom?
Yep, GZDOOM Builder has an "import wavefront.obj to terrain" option
You can also export the current map as a wavefront.obj
awesome
shame that the obj i was trying to import is too big to import so it crashes
fucking zdoom, i've spent around 8 hours doing nothing but ACS scripting for a fucking pressure plate for that project i posted about yesterday
you'd not think a pressure plate wouldn't be difficult to make, but ZDOOM
zee dume
ZDoom(TM)
so who's done anything for the Vinesauce mapping contest?
doom only
Doom
classic?
yea
Yeah
bouncepads
made for this http://forum.zdoom.org/viewtopic.php?f=19&t=53399
dumb bouncepad stuff again
updated it visually
@unreal oyster is this the doom equivalent of portal
Looks like fun to work on Goots.
Yea
oh sweet
I can even make it work with monsters if I want to, but I generally disable that on mine
I'm kinda envious that you get to work on it Goots.
It is quite fun to see a flying Cyberdemon lol
And zehatsu, if you check out that zdoom forums thread, if you have anything to offer then you can
It would probably be art because that's all I'm good at.
The way I got my code into the project is just by showing Jimmy a demo map
Then he liked it a lot and decided it should be put in the wad
Also zehatsu the project does need some texture work done, so if you want to have a go at making a pressure plate we need a texture for that
It does use a nonstandard palette though so you'd need to extract that from the wad
It'll be called PLAYPAL in the wad
hi
so if you liked the original one, give this one a shot!
hi arhum
did you play the original spladoom map?
it's recreation of splatoon gameplay in doom
aww
i mean
i have shitty internet
i think you can run around it
?
but splatoon is a multiplayer only game
any bots?
in snapmap?
yes.
just wondering did you guys see that splitscreen .pk3 file on a forum like ages ago?
hey kinda new to modding anyone know where to point me to go to start learning some stuff
depends, how new exactly are you?
done a little map editing here and there and i do program other stuff in my spare time however haven't had a chance to do any of that in doom
Zdoom to be exact
which languages?
well if you know a C-based language ACS won't be completely alien to you
yeah i was opening so other Pk3's to have a gander and it looks pretty simillar
C# is more similar to Java than C in a lot of ways but you shouldn't have many issues with it
ah ok
for example if im not mistaken in C# this is the basic structure of a program
using System;
namespace HelloWorld
{
class Hello
{
static void Main()
{
}
}
}
yeah thats pretty much it
in C you do this
using namespace std;
int main() {
return 0;
}
public class HelloWorld {
public static void main(String[] args) {
}
}
thats java
yeah thats a little more foreign to me but i can kinda tell whats happening
so you can see that C# is more java-like than C
although java is still a c-based language
yeah i get what you mean
btw @unreal oyster did you see that splitscreen.pk3 floating around the web?
nah
ACS is more simple than both of them since it doesn't run anything on startup
#include "zcommon.acs" //This must be done for zdoom, acs comes from hexen so if you are making hexen maps you don't need this
script 1 (void) {
//do stuff
}
i would recommend reading that tutorial though
the other language for ZDoom is DECORATE, which is far more annoying to use
yeah i think i used that once to make a tree in a doom map
took me forever
was not pleasant
there is also another language for zdoom which might eventually come out maybe called Doomscript
which would replace both ACS and Decorate
if you've ever used the unreal engine, you'll know what doomscript does
but basically ALL ingame scripting would be done with doomscript, so level events/enemy ai and everything else would be done with that language
sounds cool when will it come out?
unreal engine used it's own UnrealScript from the original Unreal to Unreal Engine 3 but in 4 it was replaced with C++
when will it come out?
nobody really knows
fun...
the lead developer of ZDoom is kinda gone right now so not much progress is being made on the engine internals
zdoom does get updated constantly but anything really serious needs Randi's approval
and Doomscript comes under that
especially because after even finishing doomscript, the entire game would have to be rewritten into doomscript
all enemies are currently written in DECORATE but they would be rewritten into doomscript when it releases
yeah one massive pain in the arse by the sounds
So just a curious question?
say for example i wanted to add a new option on the main menu how would i go about doing that?
MENUDEF
right thanks
but yeah ACS and DECORATE are kinda annoying to work with
this is my code for zdoom springboards, like portal 2 aerial faith plates
ok whats a TID sorry for my ignorance
thing id, you set them on a thing which allows the engine to access it by number
do players have a TID then?
if you give them one, yea
script "Give Player TID" ENTER {
Thing_ChangeTID(0, 999);
}
that will give all players entering the level a tid of 999
that is the end result of the script
the first arg of Thing_ChangeTID?
yeah
the things previous tid
with an ENTER script 0 means the activator thing's tid
because if the thing doesn't have a tid, ActivatorTID() will return 0 which obviously means "everything"
but in some functions, 0 means "The activating thing"
right
so it can get a little messy
yeah how can you tell the difference?
right
but for example if you need to refer to an actor that hasn't activated the script and also doesn't have a TID, you're basically shit outta luck
can't you assign the actor a TID then?
ah right
that's really where doomscript would help, since with doomscript actors could interact with scripts
meaning that you can see if an actor is in a certain sector, and then do something to it
cutscenes are totally possible with ACS
yeah I figured it was just an idea i had
make do with what ya got eh
remember if you have any questions go ask them on forum.zdoom.org
doomworld forums can also help but they aren't zdoom centric
i think the majority source port on doomworld is PrBoom+
ok thanks, really appricate the help
What's the decorate to make missiles not pass through the actor that fired them?
by the way
i'm back
for doom
so if you have any WIP wad
be sure to let me know
i'll be thy tester
so i've finished my SP/2player-coop map
finished to the limits of it being unpolished and possibly buggy
but if you want some classic doom action with some tricky secrets, that the map to go for
73RNUNFP
i'd say it has about total of 6 secrets: plasmagun, pistol, armor+ssg, supercharge, bfg, bfg+supercharge
using some tricks from original games
created this bat file which will rename doom music from their original unordered filenames into a labeled-by-map system
figured i might as well share
so D_RUNNIN will get renamed into MAP01, D_STALKS will get renamed into MAP02 etc.
making for easy listening in a media program
i'll give it a run
i played your map it was fun i dig it
well your friend then lol
not too bad. architecture is pretty nice most of the time, sometimes things do get in the way and i feel like the hell knight area could be a bit bigger because i did get snagged on the blue firesticks which kinda do just get in the way
the music is not an amazing choice, gotta say. TNT's D_DM2INT just doesn't fit in most hell levels
and the pacing isn't slow enough to really justify it
a lot of it is just plain copy+pasted from Hell Keep and edited, and while that can work with heavy editing i'd avoid it generally
people are going to recognise the areas and unless you are using it as a gimmick (a lรก GO 2 IT) it just seems a bit lazy
also, and i know this isn't particularly a fault of the mapper and more the IWAD choice, but the baron of hell is generally just regarded as a bad enemy. i'd try to avoid just placing one down on its own
it needs to have something going on along with the baron placement to make it interesting
there's a reason they are often called "Doors with Health"
i know this isn't an option here but a hell knight would be more justifiable there
but yeah, i'd spruce up the baron encounter with some lost souls attacking from inside the marble
with a few little alcoves of lost souls that come out and immediately see you
if this was D2 i'd replace that encounter with something more interesting
this is just a bit messy
i get the idea but i don't think theres a reason for it
it just blocks the players movement
uggh, i need to finish my current map at some point
out of curiosity, what's wrong with barons of hell?
People consider them to be too tank like I guess
also sorry for sending that friend request,misclick
I think if they were faster or more manuevarable then they'd be better enemies
but because they're so slow it's kind of a chore to take them down sometimes
Ah, I see. Too many HPs without anything new added
Basically, 9/10 times a baron is used, a hell knight would work better
They aren't interesting, they are just circlestrafe+shoot
I really wish classic doom allowed for demons to be as manueverable as they are in nu-doom
I reckon I'm gonna make the baron faster in my WAD but there's not much else I can really do
like it'd be cool to have him be able to jump up and down and around somehow
You can wait for Doomscript :P
D4D has the black barons (don't know their names) jumping in arcs sometimes with a splash damage effect on landing
Doesn't work in corridors but still pretty fun
yeah, only problem with that sort of attack is that currently the logic behind it has to be super hacky
proper AI with interesting movement just isn't possible right now
Its possible but quiet hacky and fake
define fake ๐
Fake mean it looks like real
But its actually not
Example
Monster move zig zag
Its not avoid player attack
Its just move like that
monsters moving in zigzag is default behavior of A_Chase
well, the players wouldn't know how it's done, so it doesn't matter whether it's done with some hacks or not
Which its just got confuse
oh yea, pinkies run and hit the player in D4D, too
the pinky retreating isn't it getting "confused" it's just the way the engine works
all enemies retreat ocasionally, pinkies just move faster so it's easier to notice
anyway, all of that isn't what i'm talking about with "advanced AI", what i mean is AI like in Unreal where enemies make an active effort to dodge your shots
with DECORATE and ACS, that is just completely impossible
it's the sort of thing that doomscript would be able to do
so how did they make it work with the arc jumps?
i would assume it assesses the distance to the player in an ACS script, then calls RNG to determine if it should jump or not
the rng is important, else it would just jump every single time
you couldn't make a demon that jumps out of the way of incoming rockets without so many ugly hacks
I believe u can
Make the rocket spawn fake item
Around it
If a monster touch it
It will trigger the avoid sequence
I have tested this to check if they a wall infront off a player
Fuk mobile
yeah but to do that you have to replace every projectile in the game, what if i want compatibility with a weapons mod?
and also, that's still an unfavourable hack
the point is doomscript (just like UnrealScript) would allow for actual robust enemy ai
last time i heard about doomscript was in 2009. how's it going in 2016? ๐
it's still referred to, and i believe it's being slowly developed
Randi is fucking gone right now so her abscence isn't helping
since doomscript can't really be developed without the lead dev
i also think it might have been renamed to ZScript now?
All hail graf zhal
2009
I remember he was really mad
well, it has some progress
But where is randi
just absent, it's happened many times
what about graf being mad?
graf is pretty well known for turning down lots of useful feature requests, lol
Well people disrespect him
Cuz of no
Dpjudas
I hope u can do what graf don't want to do
The only good people left is
Torr
Graf zhal
Randi
I miss carn
Carn u try so hard to make skulltag popular
And then you killed it
Anyone played during the glory day of skulltag?
when was that?
2007 I think
oh yeah, and i started with zdaemon
haven't touched skulltag for some time
so what was it with the glory days?
Wireless fidelity
Pretty sure
Nvm, looking it up, it doesn't stand for anything
It's a play on Hi-Fi though so I guess wireless fidelity it the closest
hm. gzdoom 2.2.0 released, how did i not notice that
seems like it's incompatible with Brutal Doom though because Sgt_Mark_IV made a typo XD
and yeah, but this isn't zdoom 2.9 yet
Lol
just a new gzdoom stable release
multicore rendering can never be a thing for doom
i know
but
My guess
you have to build doom from scratch for multicore right?
or just the architecture cannot support multicore
the way AI is done in doom means it can't be multicore
even if you rebuilt the game from the entire ground, you'd break compatibility with wad files
also, it would require a complete redo of Doom.wad and Doom2.wad which is illegal
Freedoom
who uses that when they own the real thing though
also, SDL is already multithreaded
SDL?
but the visuals (i.e. the renderer) isn't what makes ZDoom lag
oh, SDL is a visual backend
which a lot of doom ports use
yea
gzdoom uses opengl + SDL though
but that's not what makes wads lag in zdoom though, it's the large amount of DECORATE parsing that has to be done for every single actor on the map, every tick
in PrBoom that is all hardcoded, which is far less flexible, but far faster
what?
well you have to remember that first of all people are stubborn, and secondly a lot of people in the doom community still have very old hardware
PrBoom has a different control feel to it, it's mainly how the engine handles the mouse
zdoom and prboom feel quite different
here are the new features from GZDoom 2.2.0
also gzdoom now has bloom, which looks pretty nice
i saw on the zdoom forums that somebody managed to get the doom 4 shaders in a format that could potentially be usable by new gzdoom versions, but obviously legal reasons prevents that from ever being in a release
That is well optimized.
...and the new graphical shaders that GZdoom has I've been using for the last 2 weeks.
it's fake lol
you CANNOT make doom multicore, its been asked before and it just isn't doable, the game logic isn't equipped to handle it
also, yes, gzdoom has had these graphical shaders for a while. not in a stable build though
and a lot of people don't like using a devbuild
i've been using the shaders for over a month
// the offcial doom multicore binary.....
int.<calculations>>>>>>>>
.set<binary./calculations<to>>>>>>>>>
.calculation<"1-1000000000000000000"
//this is managed by how much and what the levels are set to when ingame for the best cpu taking advantage......
//this also means that the computer needs to interact with the configs to make a constant calculation for all ingame moments....
//this binray is used only for calculations for the doom multicore program and file alone......
.complete.<config.<binray>>>>>>>>>//here......
// the offcial doom multi core program.....
//made by eiion software..
// programmer creater kingnoger.....
// this multicore performance levels config.......
int.<create.performance.levels>>>>>>>>>
set.vlaue("higher.the greater")
set.value (higher.for//better performance...)
set.<level.to>/"1000000000000000000"
.create.building block>>>>>>>>>>./create.all>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
that's from the doomworld thread on that "Multicore GZDoom"
good fucking code lmao
"this is diamond computer language code mainy in script written style i used my own computer custom language for this project "
that dude is awesome
"so it is written in diamond code and saved as a conf file and all the diamond conf files are combined into a file and a program this means in more detail with a new style of binrary called binary style..."
been trying to write some midi stuff
very incomplete
never really done any musical stuff before but i've always been quite musical
so now i've found a program that works for me (sekaiju) so i can finally actually write something
would appreciate feedback
I'm no music expert, but it seems well put together
harp sounds a little weird here, maybe switch to some different instrument?
i have changed the melody of the guitar a little bit
otherwise it's very simlpistic which i think fits perfectly to what you need
Nice music but the harp doesn't fit.
Woah, I like the realish looking rock terrain
That aint that bad.
Huh
how exactly does one compose their own midi music?
Do I need some high end music editing software?
Wait
that's dumb
high end for midi?
God I need more caffeine
Sekaiju huh...
i actually was making this one a proper song of mine
and then just tried exporting it into midi
So yeah, this.
i have finished the song
so here goes the midi
but i honestly think that the previous version was better suiteed to be used in the game environment
@molten tide The rock is several triangles/rectangles with slope lines. The sectors and the lines all have the same texture which I got from some website, I forget where.
Not bad. I'd advise you try being more creative with your shapes, though. Squares aren't interesting and don't make for a particularly fun gameplay experience. Also you'll become a much better mapper if you drop the habit of using doors - it's good to learn this early.
Texturing wasn't horrendous, but STARTAN2 isn't the best texture for your map I feel since the lines don't always line up with the architecture
i actually had a different texture earlier, it was in some texture wad so i swapped it last minute to avoid putting in more than one file
thank you for the advice, it's my first level that I actually got around to finishing and the critique helps
I like snapmap
i do too
Anybody else map for Doom 4?
Needs full mod support
Just saying, it would be incredible if they added it.
You can already make good stuff though.
the Doom channel on Freenode is dead
idc lol
XD
is there any way to make a custom sound play in prboom+ without making it a monster alert or the like?
anyone down for testing a snapmap with me?
normally I would, but I'm out of town for now
SnapMap anyone? Problem I am having.. https://www.reddit.com/r/snapmap/comments/579j97/how_do_i_randomize_an_array_of_each_playerai/
when i want to figure out the amount of players
i place filtered spawns
and "on spawn" do something for it to register
also there's the random relay for you and filters for signals
if you want, we can agree on a time for vc and i can stream for you
I've been on a long break, I wonder when I'm gonna feel like working on my singleplayer WAD or my CTF WAD.
When you say wad do you mean SnapMap?
Anybody want to help me with Snapmap basics?
doom has pretty good tutorial and challenges for basics
after that i can help you with any question you may have at hand
i smell snapmaps
SnapMaps smell so good.
Snapmap is for lazy ppl tbh.
Or people who, you know, want to take advantage of Doom 4's mechanics, features and positives it has over the original games to make their own custom map through the only means available at the moment
:V
@haughty flower Do you look at me after writing this? ๐
Also: @haughty flower you say lazy. Give me idStudio64 and I will make a whole new campaign with some folks ๐
remake original doom maps in id tech 6
What @haughty flower said
@haughty flower you should explore more into SnapMap and what it's capable of.
I need to post in here more often. Darn me as an artist. Another WIP I have, but I was working on this thing for 3 years. Almost 4. A 4 map horror wad called The NIGHTMARE! Palace
I'm so tempted to make a stealth style map. Maybe something in Project Brutality or vanilla.
Sadly it would be hard to make it where when a enemy shoots, it'll alert a bunch of other enemies.
I could try maybe.
Probably a custom DECORATE enemy or so
it wouldn't be difficult at all, just have the enemies call A_RadiusGive when they shoot
then give them something like a "hate token" which makes them target the player on pickup
this has a max range now
works well especially for weapons that you want to have different alert ranges, like when dealing with supressed/unsupressed weapons
or even how far away an enemy's death scream would be heard
@formal breach @unreal oyster
Nice
@unreal oyster what doom modding tools are there?
what tools are the most widely used?
I'd assume that the most widely used tools are Doom Builder 2 and Slade.
GZDOOM builder is an improvement of DOOM Builder 2
I'd recommend spending a month or two making maps with standard DB2 before moving onto GZDoom Builder though, I was overwhelmed with all the new stuff when I first tried GZDoom Builder. Spend some time learning all the essentials of DB2 and then move onto GZDoom Builder
Dunno if anyone else here agrees with me but that's just from personal experience
No, start with GZDoom builder
You'll have to throw out a lot of knowledge if you switch
And GZDoom builder isn't more difficult
If you are being overwhelmed by GZDoom builder options then start to learn in Boom format instead
never said it was more difficult, just that DB2 gives you less options to work with which means you get more acquainted with them
to each his own I suppose
well then use boom format lol
the extra features only show up for UDMF
(and maybe some for hexen)
I used DB2 for a few months, then moved to GZDB.
I started with GZDB
thanks, i'll try gzdoom builder first then
if you need to do anything more advanced than map editing you'll need SLADE 3 @dawn saffron
not yet, but i have slade, thanks
because i needed it for my music mod
how to convert things from mid to mus?
also, do i need to?
depends if you care for vanilla compat
i see
most midi files won't even convert to MUS though, it has limits
yea
good\
midi works in prboom
zdoom?
midi works in anything newer than the original engine basically
in fact most engines newer than prboom can use mp3, ogg, wav
map format?
well there isn't really a clear cut answer, it depends on how much compatibility you want
doom: doom 2 will work in any engine
boom: doom 2 will work in anything newer than boom (and is the most popular format due to doomworld's majority using PrBoom+)
gzdoom doom 2 (hexen) is entirely obselete
and gzdoom: doom 2 (udmf) offers full creative freedom
with the caveat that you may get a smaller audience
i started on UDMF, but i see a lot of people recommend Boom as it may not be as overwhelming
UDMF offers extensive (and i mean extensive, we're talking tabs of options here) options which could be a bit too much at first
unfortunately i have to go, so i'll play around with it a bit later, but i really appreciate your help
i never had that issue myself but y'know
๐
@unreal oyster also, sorry for bothering you again, but can you point me towards gazdoom tutorials?
good gzdoom tutorials?
The thing is, as you go on, if you're using the older configs you'll start to see room for tiny little features you might've wanted that the newer config probably already has
I remember Chubbz Doomer had a playlist for Doom Builder 2, which the setup is mostly the same
This will probably also help
for example, the slopes guide
in Doom Builder 2, you won't be able to see the slopes in the editor, you'd have to run the game to see them, but GZDoom Builder will show the slopes in the editor and even allow you to interact with them, same goes for 3D floors
thank you!
EXCAVATION: DAMNATION
MAP-ID: JBRF9K7M
Hey folks! Excavation got featured, I had a ton of fun creating it...
ah, ok
are there any docs / tutorials about setting up DM map and hosting FFA server using that DM map ?
no one? :/
classic doom?
@analog oriole if you're talking about NuDoom/Doom 2016, it doesn't allow you to host servers
You can have private matches though
Doom 2016
hmm
what's the difference between hosting a server and a private match ?
someone still needs to be a server and the rest will connect to him, no?
No, everyone plays on bethesda servers
so, how does it work if I want to play with friends on my map from SnapMap ?
Oh, snapmap is separete to the other MP stuff
You need to go to your map in SnapMap and send invites to your friends
basically the goal is to make a DM map in SnanMap and play it as if it was classic old Doom, e.g. without loadouts.
Yeah you can do that, just follow the snapmap tutorials in the game and start a new map with the DM template
But SnapMap is limited to 4 players
that's why I am asking for tutorials / docs for SnapMap that describe setting up deathmatch multiplayer map and disabling loadouts ๐
I see
alright, I'll give it a try
thanks
4 people limit shouldn't be a problem. I think generally it's hard to find more people than that to play MP nowadays anyway
I wish id Software brought classic DM into Doom officially
Yeah :/ it's kinda too late now
honestly i kinda blame bethesda for a lot of id's annoyances with doom 4
because if i'm honest, i believe that id would have wanted to bring all these things in
Well, they outsourced it and got something half assed back
and with this dumb no-review-copy bullshit bethesda's been pulling recently i don't think very highly of them and i think that they could have had too much involvement in the development of doom 4
Well, did you see those aweful doom4 leaks from a few years ago? Rumour has it that bethesda pulled the plug and got id back on track to making a good game
And the no reviews shit is bs
yeh, we'd have Doom of Duty if they didn't reboot it again
that no-review thing is ultimately anti-reviewer, anti-consumer and only helps bethesda
it's fucking horrible
They're doing it to trick us into trusting them, a few good games with no reviews and they can start getting away with it
then review in 2-3 weeks
no, what will happen is reviews will be rushed as shit and badly done
so, if you can't wait - buy it
if you want to read reviews - wait
what's the big deal?
tricking people into buying games based off a rushed review that is likely wrong
^
since all the review sites have to compete for clicks
that's something to blame reviewer for, not company that make games
that's why I don't care for reviews nowadays
most of it click-bait stuff
people who aren't into genre review games is plain wrong
no, all of that can be prevented with pre-launch review copies + a review embargo forcing people to actually play the game and form a good opinion in the time they can't release a review
back in 90s it was much much better.. If a person hated FPS or was a hardcore fan of a sub-genre, then they wouldn't review FPS game
what bethesda are doing is intentionally getting reviewers to rush for business
so that they (hopefully) praise the game too much and more people buy it
If you make a good, proper review, your review will be out days after everyone else, so bethesda are encouraging click bait
why do you personally care for reviews?
to gauge whether i should buy a game, obviously
yes, based on reviewers i trust
99% of reviews are subjective
Well they help me know wther I would like a game
not just any reviewer, one's that have the same opinion as me
so i'll listen to Totalbiscuit's review but not Kotaku, for example
The reviewers I follow are very good at being objective
watch gameplay videos, play a demo (yeah, I know, not too many of those around nowadays)
They will be punished with beth's new system
Like totalbicuits videos wont be possible with it
They take a long time to make
I guess what Beth should have done is check track record of reviewers and still supply most objective ones with codes, while leaving crazy ones empty handed
No, that would also create bad incentives
while I like TB generally, he is just too anal most of the times
@analog oriole He actually cares about quality, you mean
i believe Jim Sterling is banned from a lot of publisher's review codes for being too much of a wildcard
which is fucking dumb
no, being anal isn't about quality. It's nitpicking.
and he catches himself doing that some times
but for a lot of kids watching his videos it's not obvious
also, the review copy bannings scream to me "we have no confidence in our games"
making me ultimately less likely to buy from bethesda
it's funny how they are using Doom as the excuse for this
like, no, that excuse doesn't work at all if the game wasn't developed by you
it's a shit excuse made even worse
"this game was good and we didn't give review codes for it, so that must mean that all of our products will be the same! (please disregard the fact that doom was made by iD, not bethsoft, please)"
do you doubt that Dishonored 2 will be a good game?
certainly more doubtful because of this, although i have never played dishonored, have never seen any dishonored gameplay
but even without that knowledge, i'm still a bit more doubtful because of this decision
I think Dishonored 2 will be awesome
and perhaps this generation of games from Beth will be solid
they could use that in the future of course as an argument
and it would be just as horrible an argument, and nothing would have changed
they've already tried to do that with doom, and even disregarding that id made doom, not bethsoft, it's still a terrible argument that relies on fanboyism and blind faith in companies that are not your friend and never will be
that's why I don't really care for this "issue"
I only buy 2-3 games per year
and I rarely buy them in day 1 or pre-order
DOOM and Wolf TNO were the only 2 games I ever pre-ordered
^ + gta5
๐
So I kinda go for something I know, watch gameplay videos and take a leap of faith.
fuck preordering anything imo, no preorder bonus can balance out the risk of a game being absolute shit
unless the preorder bonus is something like early access or another game entirely
i preordered planet coaster, but that's only because it came with the alpha, so it was fine
and people had been playing it on youtube and giving thoughts, so i knew it was already good
so far it wasn't the case
but, those are games I started my PC gaming path with, so I felt those can't turn out to be bad ๐
and i had faith in doom and wanted to give money for it regardless
Darksiders 3 is something I would preorder too
i just don't see why preordering makes a difference
preorder - get a potentially shitty game with a shoddy slapped on bonus
buy after release - get a guarantee on quality (which imo is worth so much more than any bonus possible, bar another-already-known-to-be-good game)
also preordering things just ends up feeding into devs being shitty because they know they will get away with it
Is it possible to have "outdoor" areas in SnapMap maps ?
I think there a few outdoor modules in snapmap
I don't mean like wide open levels on Mars surface, but some large area with sky and maybe ability to put some structures inside
(sorry, haven't had a chance to mess with SnapMap after beating the game once)
someone should make a reference showing all modules available ๐
Isn't the "bethesda" and reviewers conversation appropriate to "offtopic" or "general" instead of mapping-modding?
it is
What map epitomizes the hell look?
yeah lol we got off track from a subject which i believe was actually on topic heh
so, no one really knows if there are outdoor areas in SnapMap :/
btw, DLC #2 has wonderful architecture. Hopefully they will push it into SnapMap eventually
@analog oriole You can make skyboxes now
@analog oriole https://www.reddit.com/r/Doom/comments/59jhwg/a_snapmap_made_entirely_out_of_geomatry_by_request/
I don't see any custom geometry there
(on screenshots that is)
also don't see how skyboxes are made (and wiki doesn't seem to have any docs, unless I am overlooking it ) :/
Also: @analog oriole are you interested in trying a Singleplayer SnapMap?
that's the only thing I am interested in (when I finally get time to mess with it). I don't play MP at all, and I was asking about DM simply because buddy of mine was asking me about it ๐
@analog oriole Then search for this: JBRF9K7M
Ok, thanks
@dawn saffron is trying to communicate
@dawn saffron IS EVOLVING
wow
OH MY GOD
bunch of dicks
lol
@tawny lion JBRF9K7M - search this in SnapMap.
๐
i'll save it
@tawny lion ๐
i'm guessing it's a map
Jep
i'm actually gonna be "renovating" my mpas in accordance with the new update
Okay okay
@dawn saffron what's up?
ah, hi!
i wanted to ask you if you wanted to maybe play my map with me?
while i iron out improvements from the latest update
Sorry, I don't play online (and at work right now anyway)
ah, no worries
i'll just post the ID a little bit later then
it's perfectly fine to play the map on ypour own
Aye, cool
73rnunfp
after you finish it it should automatically set you into the lobby of the next map
@dawn saffron tried it
Killed the big guy and no idea what to do next
Not a bad beginning though
Can become something cool
@hazy lantern pretty sweet map, but my poor PC chokes on those fights :)
Didn't make it to outdoor area, if that's why you linked me your map
i mean
he says right in the beginning
we need a rocket launcher to clear ther passage
you need to shoot the bunch of stuff in the doorway @analog oriole
What door way?
I got rocket launcher, got plasmagun, killed hell knight and that's it. There is no other door except the one I came from.
Need 2-3 people to help me test my multiplayer competitive SnapMap
@mitori also did that. The message said something about "we were her before"
Considering making a classic mod based on a point and click flash game series I used to play when I was younger
Was an acquaintance with the creator, so I'm wanting to ask permission to do it
@analog oriole ???
no it said altars! altars were not there before
you need to go and shoot a bunch of rubble blocking the passage which you seen when you start the map
Didn't spot any rubble
Anyhow, there you have it - need to communicate flow in a bit more obvious fashion ;)
dude, you're the first to have problems with it
alirght, i think i know a way to fix it
First thought: A tounghe? Ohhh... oops ๐
is there anyone here who would like to playtest my map with me a bit later?
Does anyone know how to launch zdoom into DM mode from doom builder?
add -host 1 -deathmatch to your launch options
ok
thanks
which will create a 1 player deathmatch game on launch
Gonna share this here because it didn't make much of a splash over at r/doom https://www.dropbox.com/s/mzpi8sq1qw4z4xi/IRNCATH.pk3?dl=0
trying to find screenshots