#classic-doom-maps-mods

1 messages ยท Page 32 of 1

unreal oyster
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myself, i have no problem with downloading large mods, but the problem you get with a lot of the doom community (and other retro game communities) is that a lot of them are stuck in the past when it comes to things such as PC specs

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so an unfortunate amount of the community gets hung up on mod size being 10s of megabytes

molten tide
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U can always use 7zip

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From 70mb to 30mb

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The drawback is sound lagging and longer loading time

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Most mod takes under 5 sec to load

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People will start to complain if its takes more

hazy lantern
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KVP9C7VX - SnapMap
Just finished this. Try it, if interested :>
SP only

proper shuttle
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Lmao saving bandwidth in tyool 2016

dawn saffron
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drakonis, same thing here

proper shuttle
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Nobody's this catty about filesizes in the community nowadays

molten tide
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What if I make 1gb mod

prisma saddle
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I'd be fine with the size if it's good

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even if it took over ten minutes to load.

unreal oyster
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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

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It's a problem that plagues most retro gaming communities

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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
queen hare
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@unreal oyster thats pretty cool how did you manage it?

outer crescent
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How do you make skyboxes in gzdoom builder?

unreal oyster
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you talking about skyboxes that exist on the actual map?

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in that case, all you have to do is build an area with a SkyViewpoint actor in it

outer crescent
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yeah, i tried doing that but nothing is working

unreal oyster
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you willing to send the wad?

outer crescent
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sure

unreal oyster
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cool

outer crescent
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i just got started on building maps

unreal oyster
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uh, that wad hasnt got an area with sky in it

outer crescent
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yeah

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i was trying to figure that out

unreal oyster
outer crescent
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yay

unreal oyster
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try this

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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)

outer crescent
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ah

unreal oyster
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then i used F_SKY as the skybox ceiling

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open up the wad to see how i got the skybox on the wall, its a bit complicated

outer crescent
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hm

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how would i get rid of the seams

unreal oyster
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seams?

outer crescent
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i mean make the skybox look less like a cube

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if thats ever possible

unreal oyster
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use something like this if possible

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instead of the default doom 2 ones, which don't tile vertically

outer crescent
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how would i add them to doom builder?

unreal oyster
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you need to download SLADE 3

outer crescent
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ok

unreal oyster
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then you can add the texures in and use them in the skybox sector

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once you've downloaded the program, tell me

outer crescent
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ok i downloaded it

unreal oyster
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ok, close doom builder then open the wad in SLADE

outer crescent
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doen

unreal oyster
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did you download a set of textures you liked?

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for the skybox

outer crescent
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yea

unreal oyster
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hit this button

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and create two markers called TX_START and TX_END

outer crescent
unreal oyster
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they need to be at the bottom, move them with CTRL-D

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and CTRL-U

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and make sure TX_START is above TX_END

outer crescent
unreal oyster
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hit this button, and import the skybox files

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make sure they are in between the markers

outer crescent
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its in tga

unreal oyster
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convert to png

unreal oyster
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doom wad lump names have a name limit of 8 characters

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rename the ones in the lump to be like SKYN, SKYE, SKYS, SKYW, SKYT and SKYB or something

outer crescent
unreal oyster
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alright, now save and close that wad

outer crescent
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ok

unreal oyster
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then reopen it in Doom builder

outer crescent
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wait

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before i do that

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can i import custom midis

unreal oyster
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yes you can, its really easy

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just import it into the wad, make sure it's not in between any markers

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and rename it to D_RUNNIN

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which will make it replace the original song

outer crescent
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ok

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im gonna save and close it now

unreal oyster
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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

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anyway

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in doom builder, what you want to do, is modify the skybox sector so that it is 512x512x512

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then set the textures up so they connect together seamlessly

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then move the skybox viewpoint to the very middle

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and play around with its height if you want

outer crescent
unreal oyster
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hmm

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what does the wad look like in slade?

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something may have fucked up

outer crescent
unreal oyster
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ah, you've put the midi inside the map

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move it to the very bottom

outer crescent
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done

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it opens fine now

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gonna do the thing you said

unreal oyster
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when you're done with the sector

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it should look something like that

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if it doesn't work, feel free to send the wad over

outer crescent
unreal oyster
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alright, now set all the wall textures and floor textures to the ones you added in

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make sure they seam together

outer crescent
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hm

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is it possible to rotate them

unreal oyster
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yeah, just go to the menu where you set the flat, and use the rotation dial

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you cant rotate wall textures though

outer crescent
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UGH

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all the textures are in place properly

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exept the celing one

unreal oyster
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wanna give me the wad, i could attempt to fix it

outer crescent
unreal oyster
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flipped the texture around

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hang on

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i need to do one more thing

outer crescent
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why are there 2 viewpoints

unreal oyster
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i dunno, i fucked something up

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use that one

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also, the midi file isn't in there

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no idea why

hard stratus
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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 ๐Ÿ˜ฎ

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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:

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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 ๐Ÿ˜ƒ

unreal oyster
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i'd recommend PAINT.NET or Gimp for free programs for sprite making

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make sure you use this palette.

hard stratus
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oh! why didn't I think of that ๐Ÿ˜› this is the pallet right?

unreal oyster
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yep

hard stratus
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also, what do I save in, and should I bother exporting using SLAD3?

unreal oyster
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also, if you export as png, you dont need to do the cyan thing

hard stratus
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ohhhhhh

unreal oyster
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zdoom can read png format

hard stratus
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That was tripping me up so hard

unreal oyster
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if you are mapping for all source ports, you'll need to convert

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but that is just a right click in slade

hard stratus
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oh cool! btw, if I have some images with colors outside of that pallet, is there a way to palletize them automatically?

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idk if I should use ZDOOM or Zandorum

unreal oyster
hard stratus
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ah I see ๐Ÿ˜ƒ

unreal oyster
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you will almost always have to do some cleanup though

hard stratus
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I might still use cyan

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helps me keep stuff clean

unreal oyster
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most non-palette stuff looks bad when converted unfortunately so some cleanup is almost always necessary

hard stratus
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yeah. I'm using very basic dithered pastels from some old projects I never finished

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Is it still possible to do cyan?

unreal oyster
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yeah sure

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just make sure slade knows that cyan is the transparent color

hard stratus
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ah ok. I just do that when importing?

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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

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(thanks a ton btw. I've been so stuck just trying to get off the ground)

unreal oyster
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XWE?

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slade's real nice though

hard stratus
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yeah. I was told I should use SLADE3 because a lot less errors and curruption

unreal oyster
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definitely

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XWE is just too old now

hard stratus
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I'm trying to do a basic test. :)
and I'm so grateful for the help ๐Ÿ˜ƒ

unreal oyster
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what exactly do you mean, paint.net should be set up fine :/

hard stratus
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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 ๐Ÿ˜ฆ .

unreal oyster
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keep it to powers of 2 and you should be fine

outer crescent
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the skybox is working! Thanks for the help gutawer

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How do you make keycard doors?

hard stratus
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๐Ÿ˜„

hard stratus
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I feel like a noob~

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Idk how many sprite panels I need to make or what to name them. Any good resources online?

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That show how many to make?

hard stratus
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I guess I could actually download a custom one and look at it :P

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I'm so smart xD

unreal oyster
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equivalent zdoom forum link there

outer crescent
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is it even possible to import obj files to doom?

unreal oyster
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Yep, GZDOOM Builder has an "import wavefront.obj to terrain" option

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You can also export the current map as a wavefront.obj

outer crescent
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awesome

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shame that the obj i was trying to import is too big to import so it crashes

unreal oyster
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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

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you'd not think a pressure plate wouldn't be difficult to make, but ZDOOM

proper shuttle
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zee dume

novel isle
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ZDoom(TM)

unreal oyster
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so who's done anything for the Vinesauce mapping contest?

tawny lion
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contest?

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for half life,doom?

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or doom only?

unreal oyster
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doom only

steel onyx
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Doom

tawny lion
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classic?

unreal oyster
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yea

steel onyx
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Yeah

tawny lion
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well

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H-doom sandbox 2.0 XD

unreal oyster
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bouncepads

unreal oyster
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dumb bouncepad stuff again

unreal oyster
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updated it visually

queen hare
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@unreal oyster is this the doom equivalent of portal

unreal oyster
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That's the idea, heh

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They use the portal 2 sound

queen hare
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lol looks good

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how'd you get the plate to finally work>

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*?

prisma saddle
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Looks like fun to work on Goots.

unreal oyster
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Lots of acs nonsense basically

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Zdoom "Actor hits floor" things as well

queen hare
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sounds delightful

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does it work if you step on it?

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and not the barrel?

unreal oyster
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Yea

queen hare
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oh sweet

unreal oyster
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I can even make it work with monsters if I want to, but I generally disable that on mine

prisma saddle
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I'm kinda envious that you get to work on it Goots.

unreal oyster
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It is quite fun to see a flying Cyberdemon lol

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And zehatsu, if you check out that zdoom forums thread, if you have anything to offer then you can

prisma saddle
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It would probably be art because that's all I'm good at.

unreal oyster
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The way I got my code into the project is just by showing Jimmy a demo map

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Then he liked it a lot and decided it should be put in the wad

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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

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It does use a nonstandard palette though so you'd need to extract that from the wad

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It'll be called PLAYPAL in the wad

dawn saffron
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hey everyone

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and so it continues

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i have made another spladoom map: D2ZXQDFL

tawny lion
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hi

dawn saffron
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so if you liked the original one, give this one a shot!

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hi arhum

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did you play the original spladoom map?

tawny lion
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umm

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i rarely play doom now

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but what is it?

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spladoom?

dawn saffron
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it's recreation of splatoon gameplay in doom

tawny lion
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oooooh

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i might give it a shot

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i'm assuming multi player only?

dawn saffron
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it's pretty old now, i released it in the beginning of the summer

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well, yeah

tawny lion
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aww

dawn saffron
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i mean

tawny lion
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i have shitty internet

dawn saffron
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i think you can run around it

tawny lion
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?

dawn saffron
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but splatoon is a multiplayer only game

tawny lion
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any bots?

dawn saffron
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in snapmap?

tawny lion
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wait

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is it in nudoom?

dawn saffron
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yes.

tawny lion
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oh

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i only play oldoom

dawn saffron
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i thought the snapmap code was a dead giveaway

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oh.

queen hare
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just wondering did you guys see that splitscreen .pk3 file on a forum like ages ago?

queen hare
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hey kinda new to modding anyone know where to point me to go to start learning some stuff

unreal oyster
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depends, how new exactly are you?

queen hare
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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

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Zdoom to be exact

unreal oyster
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which languages?

queen hare
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that i normally code in?

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C# and Lua

unreal oyster
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well if you know a C-based language ACS won't be completely alien to you

queen hare
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yeah i was opening so other Pk3's to have a gander and it looks pretty simillar

unreal oyster
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C# is more similar to Java than C in a lot of ways but you shouldn't have many issues with it

queen hare
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ah ok

unreal oyster
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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() 
        {
        }
    }
}
queen hare
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yeah thats pretty much it

unreal oyster
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in C you do this

using namespace std;

int main() {
    return 0;
}
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public class HelloWorld {

    public static void main(String[] args) {
    }

}
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thats java

queen hare
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yeah thats a little more foreign to me but i can kinda tell whats happening

unreal oyster
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so you can see that C# is more java-like than C

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although java is still a c-based language

queen hare
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yeah i get what you mean

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btw @unreal oyster did you see that splitscreen.pk3 floating around the web?

unreal oyster
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nah

queen hare
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its somewhat works

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but its unfished

unreal oyster
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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
}
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i would recommend reading that tutorial though

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the other language for ZDoom is DECORATE, which is far more annoying to use

queen hare
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yeah i think i used that once to make a tree in a doom map

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took me forever

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was not pleasant

unreal oyster
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there is also another language for zdoom which might eventually come out maybe called Doomscript

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which would replace both ACS and Decorate

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if you've ever used the unreal engine, you'll know what doomscript does

queen hare
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??

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guess i better start using unreal then

unreal oyster
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but basically ALL ingame scripting would be done with doomscript, so level events/enemy ai and everything else would be done with that language

queen hare
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sounds cool when will it come out?

unreal oyster
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unreal engine used it's own UnrealScript from the original Unreal to Unreal Engine 3 but in 4 it was replaced with C++

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when will it come out?
nobody really knows

queen hare
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fun...

unreal oyster
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the lead developer of ZDoom is kinda gone right now so not much progress is being made on the engine internals

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zdoom does get updated constantly but anything really serious needs Randi's approval

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and Doomscript comes under that

queen hare
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right

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yeah sounds like it would

unreal oyster
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especially because after even finishing doomscript, the entire game would have to be rewritten into doomscript

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all enemies are currently written in DECORATE but they would be rewritten into doomscript when it releases

queen hare
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yeah one massive pain in the arse by the sounds

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So just a curious question?

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say for example i wanted to add a new option on the main menu how would i go about doing that?

unreal oyster
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MENUDEF

queen hare
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right thanks

unreal oyster
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but yeah ACS and DECORATE are kinda annoying to work with

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this is my code for zdoom springboards, like portal 2 aerial faith plates

queen hare
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ok whats a TID sorry for my ignorance

unreal oyster
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thing id, you set them on a thing which allows the engine to access it by number

queen hare
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do players have a TID then?

unreal oyster
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if you give them one, yea

#
script "Give Player TID" ENTER {
    Thing_ChangeTID(0, 999);
}
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that will give all players entering the level a tid of 999

queen hare
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Ah ok

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thats pretty cool

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whats the first argurment for tho

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?

unreal oyster
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that is the end result of the script

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the first arg of Thing_ChangeTID?

queen hare
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yeah

unreal oyster
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the things previous tid

queen hare
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oh right

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so the 0 means no TID was there before then/

unreal oyster
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with an ENTER script 0 means the activator thing's tid

queen hare
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ah ok

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oh sweet

unreal oyster
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nvm

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that is not correct

queen hare
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oh

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right

unreal oyster
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because if the thing doesn't have a tid, ActivatorTID() will return 0 which obviously means "everything"

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but in some functions, 0 means "The activating thing"

queen hare
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right

unreal oyster
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so it can get a little messy

queen hare
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yeah how can you tell the difference?

unreal oyster
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the wiki

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in some cases it can be obvious though

queen hare
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right

unreal oyster
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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

queen hare
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can't you assign the actor a TID then?

unreal oyster
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if it didn't activate the script, no

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because 0 means "the activator"

queen hare
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ah right

unreal oyster
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that's really where doomscript would help, since with doomscript actors could interact with scripts

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meaning that you can see if an actor is in a certain sector, and then do something to it

queen hare
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that would be sweet

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like activate cutsences or whatnot

unreal oyster
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cutscenes are totally possible with ACS

queen hare
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yeah I figured it was just an idea i had

unreal oyster
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mhm yea

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still though ACS is pretty powerful, aint perfect but whatever

queen hare
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make do with what ya got eh

unreal oyster
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doomworld forums can also help but they aren't zdoom centric

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i think the majority source port on doomworld is PrBoom+

queen hare
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ok thanks, really appricate the help

vivid forum
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What's the decorate to make missiles not pass through the actor that fired them?

tawny lion
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by the way

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i'm back

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for doom

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so if you have any WIP wad

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be sure to let me know

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i'll be thy tester

dawn saffron
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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

unreal oyster
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figured i might as well share

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so D_RUNNIN will get renamed into MAP01, D_STALKS will get renamed into MAP02 etc.

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making for easy listening in a media program

frail aspen
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my friend made a W A D

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3m1 replacement

unreal oyster
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i'll give it a run

candid turtle
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i played your map it was fun i dig it

frail aspen
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i didint make it

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my friend did

candid turtle
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well your friend then lol

unreal oyster
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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

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the music is not an amazing choice, gotta say. TNT's D_DM2INT just doesn't fit in most hell levels

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and the pacing isn't slow enough to really justify it

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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

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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

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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

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it needs to have something going on along with the baron placement to make it interesting

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there's a reason they are often called "Doors with Health"

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i know this isn't an option here but a hell knight would be more justifiable there

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but yeah, i'd spruce up the baron encounter with some lost souls attacking from inside the marble

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with a few little alcoves of lost souls that come out and immediately see you

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if this was D2 i'd replace that encounter with something more interesting

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this is just a bit messy

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i get the idea but i don't think theres a reason for it

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it just blocks the players movement

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uggh, i need to finish my current map at some point

frail aspen
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my friend said it was made from scracth

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and hell keep was an inspiration for it

sleek pond
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out of curiosity, what's wrong with barons of hell?

haughty flower
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People consider them to be too tank like I guess

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also sorry for sending that friend request,misclick

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I think if they were faster or more manuevarable then they'd be better enemies

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but because they're so slow it's kind of a chore to take them down sometimes

sleek pond
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Ah, I see. Too many HPs without anything new added

unreal oyster
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Basically, 9/10 times a baron is used, a hell knight would work better

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They aren't interesting, they are just circlestrafe+shoot

haughty flower
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I really wish classic doom allowed for demons to be as manueverable as they are in nu-doom

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I reckon I'm gonna make the baron faster in my WAD but there's not much else I can really do

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like it'd be cool to have him be able to jump up and down and around somehow

unreal oyster
#

You can wait for Doomscript :P

sleek pond
#

D4D has the black barons (don't know their names) jumping in arcs sometimes with a splash damage effect on landing

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Doesn't work in corridors but still pretty fun

unreal oyster
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yeah, only problem with that sort of attack is that currently the logic behind it has to be super hacky

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proper AI with interesting movement just isn't possible right now

sleek pond
#

still better than nothing

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i also like how cacos strafe in brutal

molten tide
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Its possible but quiet hacky and fake

sleek pond
#

define fake ๐Ÿ˜ƒ

molten tide
#

Fake mean it looks like real

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But its actually not

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Example

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Monster move zig zag

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Its not avoid player attack

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Its just move like that

unreal oyster
#

monsters moving in zigzag is default behavior of A_Chase

molten tide
#

Retreating demon

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Pinky sometime retreat

sleek pond
#

well, the players wouldn't know how it's done, so it doesn't matter whether it's done with some hacks or not

molten tide
#

Which its just got confuse

sleek pond
#

oh yea, pinkies run and hit the player in D4D, too

unreal oyster
#

the pinky retreating isn't it getting "confused" it's just the way the engine works

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all enemies retreat ocasionally, pinkies just move faster so it's easier to notice

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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

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with DECORATE and ACS, that is just completely impossible

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it's the sort of thing that doomscript would be able to do

sleek pond
#

so how did they make it work with the arc jumps?

unreal oyster
#

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

molten tide
#

Well I make fake ai that monster avoid attack

#

Yep

#

I use rng

#

:p

unreal oyster
#

you couldn't make a demon that jumps out of the way of incoming rockets without so many ugly hacks

molten tide
#

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

unreal oyster
#

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

sleek pond
#

last time i heard about doomscript was in 2009. how's it going in 2016? ๐Ÿ˜ƒ

unreal oyster
#

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?

molten tide
#

All hail graf zhal

unreal oyster
#

haha

#

[No]

molten tide
#

2009

sleek pond
molten tide
#

I remember he was really mad

sleek pond
#

well, it has some progress

molten tide
#

But where is randi

unreal oyster
#

just absent, it's happened many times

sleek pond
#

what about graf being mad?

unreal oyster
#

graf is pretty well known for turning down lots of useful feature requests, lol

molten tide
#

Well people disrespect him

#

Cuz of no

#

Dpjudas

#

I hope u can do what graf don't want to do

sleek pond
#

ha

#

so basically doom is developed by three people nowadays?

molten tide
#

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?

sleek pond
#

when was that?

molten tide
#

2007 I think

sleek pond
#

not me i think

#

i started... 2010, maybe?

#

playing on network, that is

molten tide
#

I started 2008

#

I kinda too late

sleek pond
#

oh yeah, and i started with zdaemon

#

haven't touched skulltag for some time

#

so what was it with the glory days?

molten tide
#

I not sure

#

But the player base is big

#

Very big

#

Anyone know what wifi means?

unreal oyster
#

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

unreal oyster
#

hm. gzdoom 2.2.0 released, how did i not notice that

tawny lion
#

?

#

new version?

#

already?

unreal oyster
#

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

tawny lion
#

Lol

unreal oyster
#

just a new gzdoom stable release

tawny lion
#

anything new?

#

i wish

#

if

#

multicore rendering

#

was a thing for doom.......

unreal oyster
#

multicore rendering can never be a thing for doom

tawny lion
#

i know

#

but

#

My guess

#

you have to build doom from scratch for multicore right?

#

or just the architecture cannot support multicore

unreal oyster
#

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

tawny lion
#

entirely new wad files?

#

how bout that?

#

compatible for multicore?

unreal oyster
#

hahahaha most of the doom community still uses PrBoom+ anyway

#

so fat chance

tawny lion
#

Wha?

#

PrBoom

#

is this the 90s'?

unreal oyster
#

also, it would require a complete redo of Doom.wad and Doom2.wad which is illegal

tawny lion
#

Freedoom

unreal oyster
#

who uses that when they own the real thing though

#

also, SDL is already multithreaded

tawny lion
#

SDL?

unreal oyster
#

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

tawny lion
#

like opengl?

#

and Direct3d

unreal oyster
#

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

tawny lion
#

in other words

#

PrBoom is faster

#

then why use that over GZdoom?

unreal oyster
#

what?

tawny lion
#

like the "Community" you said

#

that still uses Prboom+

unreal oyster
#

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

tawny lion
#

windows 95?

#

Lol

unreal oyster
#

PrBoom has a different control feel to it, it's mainly how the engine handles the mouse

#

zdoom and prboom feel quite different

tawny lion
#

In the end

#

<DosBox

unreal oyster
#

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

molten tide
#

Someone actually already make doom multicore

#

Proof

#

So fake its gay

haughty flower
#

That is well optimized.

#

...and the new graphical shaders that GZdoom has I've been using for the last 2 weeks.

unreal oyster
#

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

sleek pond
#

"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..."

white crystal
#

Uhhh

#

Multicore?

unreal oyster
#

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

white crystal
#

I'm no music expert, but it seems well put together

sleek pond
#

harp sounds a little weird here, maybe switch to some different instrument?

dawn saffron
#

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

dusk stone
#

Nice music but the harp doesn't fit.

vivid forum
sharp bear
#

Woah, I like the realish looking rock terrain

dawn saffron
#

@unreal oyster

haughty flower
#

That aint that bad.

unreal oyster
#

haha i could totally see that being used in a slaughtermap

#

i like it

white crystal
#

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...

dawn saffron
#

i actually was making this one a proper song of mine

#

and then just tried exporting it into midi

white crystal
molten tide
#

How did you make that rock ?

#

.obj to map ?

dawn saffron
#

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

vivid forum
#

@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.

sacred silo
#

Unfinished wad I made, first map is done, other two are unfinished but playable

unreal oyster
#

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

sacred silo
#

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

haughty flower
#

I like snapmap

dawn saffron
#

i do too

haughty flower
#

Anybody else map for Doom 4?

dawn saffron
#

mey

#

not mei, i meant myself

haughty flower
#

Needs full mod support

dawn saffron
#

yes.

#

so?

haughty flower
#

Just saying, it would be incredible if they added it.

#

You can already make good stuff though.

dawn saffron
#

indeed

#

i'm not countung on it

haughty flower
#

the Doom channel on Freenode is dead

dawn saffron
#

idc lol

haughty flower
#

XD

vivid forum
#

is there any way to make a custom sound play in prboom+ without making it a monster alert or the like?

open edge
#

anyone down for testing a snapmap with me?

dawn saffron
#

normally I would, but I'm out of town for now

haughty flower
dawn saffron
#

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

bleak solstice
#

I've been on a long break, I wonder when I'm gonna feel like working on my singleplayer WAD or my CTF WAD.

haughty flower
#

When you say wad do you mean SnapMap?

unreal oyster
#

probably not? why would he say wad if he meant sm

#

zando ctf is a thing y'know

haughty flower
#

Anybody want to help me with Snapmap basics?

dawn saffron
#

doom has pretty good tutorial and challenges for basics

#

after that i can help you with any question you may have at hand

proper shuttle
#

i smell snapmaps

haughty flower
#

SnapMaps smell so good.

haughty flower
#

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

hazy lantern
#

@haughty flower Do you look at me after writing this? ๐Ÿ˜›

#

Also: @haughty flower you say lazy. Give me idStudio64 and I will make a whole new campaign with some folks ๐Ÿ‘

haughty flower
#

remake original doom maps in id tech 6

hazy lantern
#

What @haughty flower said

haughty flower
#

@haughty flower you should explore more into SnapMap and what it's capable of.

inner fulcrum
formal breach
#

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

unreal oyster
#

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

torn timber
#

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

formal breach
#

Nice

dawn saffron
#

@unreal oyster what doom modding tools are there?

#

what tools are the most widely used?

prisma saddle
#

I'd assume that the most widely used tools are Doom Builder 2 and Slade.

torn timber
#

^

#

pretty much all you need

prisma saddle
#

GZDOOM builder is an improvement of DOOM Builder 2

haughty flower
#

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

unreal oyster
#

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

haughty flower
#

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

unreal oyster
#

well then use boom format lol

#

the extra features only show up for UDMF

#

(and maybe some for hexen)

formal breach
#

I used DB2 for a few months, then moved to GZDB.

prisma saddle
#

I started with GZDB

dawn saffron
#

thanks, i'll try gzdoom builder first then

unreal oyster
#

if you need to do anything more advanced than map editing you'll need SLADE 3 @dawn saffron

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?

unreal oyster
#

depends if you care for vanilla compat

dawn saffron
#

i see

unreal oyster
#

most midi files won't even convert to MUS though, it has limits

dawn saffron
#

of shiet

#

lol

#

does midi work with gzdoom?

unreal oyster
#

yea

dawn saffron
#

good\

unreal oyster
#

midi works in prboom

dawn saffron
#

zdoom?

unreal oyster
#

midi works in anything newer than the original engine basically

dawn saffron
#

ah

#

good\

#

thanks a bunch!

unreal oyster
#

in fact most engines newer than prboom can use mp3, ogg, wav

dawn saffron
#

AAAAAAAAA

#

@unreal oyster

#

which format do i need to use X(

unreal oyster
#

map format?

dawn saffron
#

game configuration

#

boom: doom2

#

doom: doom2

#

gzdoom: doom 2 (hexen) or (udmf)

unreal oyster
#

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

dawn saffron
#

huh

#

which one would you recommend for a beginner?

unreal oyster
#

with the caveat that you may get a smaller audience

dawn saffron
#

obviously

#

which one would you recommend for a beginner?

unreal oyster
#

i started on UDMF, but i see a lot of people recommend Boom as it may not be as overwhelming

dawn saffron
#

gotcha

#

thanks a lot!

unreal oyster
#

UDMF offers extensive (and i mean extensive, we're talking tabs of options here) options which could be a bit too much at first

dawn saffron
#

unfortunately i have to go, so i'll play around with it a bit later, but i really appreciate your help

unreal oyster
#

i never had that issue myself but y'know

dawn saffron
#

yeah

#

i know ๐Ÿ˜„

#

thanks again and i'll see you around

unreal oyster
#

honestly, try boom and UDMF and see which one you like

#

cya

dawn saffron
#

๐Ÿ‘

dawn saffron
#

@unreal oyster also, sorry for bothering you again, but can you point me towards gazdoom tutorials?

#

good gzdoom tutorials?

torn timber
#

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

dawn saffron
#

thank you!

torn timber
#

There's level related tutorials there too

dawn saffron
#

i see

#

thanks

hazy lantern
#

EXCAVATION: DAMNATION
MAP-ID: JBRF9K7M

hazy lantern
unreal oyster
#

ah, ok

analog oriole
#

are there any docs / tutorials about setting up DM map and hosting FFA server using that DM map ?

analog oriole
#

no one? :/

frank basin
#

classic doom?

bitter kindle
#

@analog oriole if you're talking about NuDoom/Doom 2016, it doesn't allow you to host servers

#

You can have private matches though

analog oriole
#

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?

frank basin
#

No, everyone plays on bethesda servers

analog oriole
#

so, how does it work if I want to play with friends on my map from SnapMap ?

frank basin
#

Oh, snapmap is separete to the other MP stuff

#

You need to go to your map in SnapMap and send invites to your friends

analog oriole
#

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.

frank basin
#

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

analog oriole
#

that's why I am asking for tutorials / docs for SnapMap that describe setting up deathmatch multiplayer map and disabling loadouts ๐Ÿ˜ƒ

#

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

frank basin
#

Yeah :/ it's kinda too late now

unreal oyster
#

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

frank basin
#

Well, they outsourced it and got something half assed back

unreal oyster
#

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

analog oriole
#

I am okay with no-reviews thing

#

I think it's healthy nowadays

frank basin
#

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

analog oriole
#

yeh, we'd have Doom of Duty if they didn't reboot it again

unreal oyster
#

that no-review thing is ultimately anti-reviewer, anti-consumer and only helps bethesda

#

it's fucking horrible

analog oriole
#

meh

#

you'll get previews in the first week

frank basin
#

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

analog oriole
#

then review in 2-3 weeks

unreal oyster
#

no, what will happen is reviews will be rushed as shit and badly done

analog oriole
#

so, if you can't wait - buy it

#

if you want to read reviews - wait

#

what's the big deal?

unreal oyster
#

tricking people into buying games based off a rushed review that is likely wrong

frank basin
#

^

unreal oyster
#

since all the review sites have to compete for clicks

analog oriole
#

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

frank basin
#

No

#

They have to rush them if they don't get early review copies, obviously

unreal oyster
#

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

analog oriole
#

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

unreal oyster
#

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

frank basin
#

If you make a good, proper review, your review will be out days after everyone else, so bethesda are encouraging click bait

analog oriole
#

why do you personally care for reviews?

unreal oyster
#

to gauge whether i should buy a game, obviously

analog oriole
#

is that how you buy your games, based on reviews?

#

๐Ÿ˜ƒ

unreal oyster
#

yes, based on reviewers i trust

analog oriole
#

99% of reviews are subjective

frank basin
#

Well they help me know wther I would like a game

unreal oyster
#

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

frank basin
#

The reviewers I follow are very good at being objective

analog oriole
#

watch gameplay videos, play a demo (yeah, I know, not too many of those around nowadays)

frank basin
#

They will be punished with beth's new system

#

Like totalbicuits videos wont be possible with it

#

They take a long time to make

analog oriole
#

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

frank basin
#

No, that would also create bad incentives

analog oriole
#

while I like TB generally, he is just too anal most of the times

unreal oyster
#

that just incites bribery

#

and also, a lot of publishers do that already

frank basin
#

@analog oriole He actually cares about quality, you mean

unreal oyster
#

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

analog oriole
#

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

unreal oyster
#

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)"

analog oriole
#

do you doubt that Dishonored 2 will be a good game?

unreal oyster
#

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

analog oriole
#

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

unreal oyster
#

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

analog oriole
#

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

dawn saffron
#

^ + gta5

analog oriole
#

๐Ÿ˜ƒ

#

So I kinda go for something I know, watch gameplay videos and take a leap of faith.

unreal oyster
#

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

analog oriole
#

so far it wasn't the case

dawn saffron
#

i agree

#

tno had a bonus that really struck with me

#

i knew gta was a good game

analog oriole
#

but, those are games I started my PC gaming path with, so I felt those can't turn out to be bad ๐Ÿ˜„

dawn saffron
#

and i had faith in doom and wanted to give money for it regardless

analog oriole
#

Darksiders 3 is something I would preorder too

unreal oyster
#

i just don't see why preordering makes a difference

analog oriole
#

and Crysis 4 if it ever will be materialized

#

depends on bonuses

unreal oyster
#

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

analog oriole
#

Is it possible to have "outdoor" areas in SnapMap maps ?

dawn saffron
#

eeeehhhhhh

#

yes

frank basin
#

I think there a few outdoor modules in snapmap

dawn saffron
#

but no

#

no

#

but yes

analog oriole
#

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)

analog oriole
#

someone should make a reference showing all modules available ๐Ÿ˜‰

vivid forum
#

Isn't the "bethesda" and reviewers conversation appropriate to "offtopic" or "general" instead of mapping-modding?

frank basin
#

it is

vivid forum
#

What map epitomizes the hell look?

unreal oyster
#

yeah lol we got off track from a subject which i believe was actually on topic heh

analog oriole
#

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

hazy lantern
#

@analog oriole You can make skyboxes now

analog oriole
#

I don't see any custom geometry there

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(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 ) :/

hazy lantern
#

Also: @analog oriole are you interested in trying a Singleplayer SnapMap?

analog oriole
#

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 ๐Ÿ˜ƒ

hazy lantern
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@analog oriole Then search for this: JBRF9K7M

analog oriole
#

Ok, thanks

dawn saffron
#

motorsep

#

@analog oriole

hazy lantern
#

@dawn saffron is trying to communicate

tawny lion
#

@dawn saffron IS EVOLVING

dawn saffron
#

wow

tawny lion
#

OH MY GOD

dawn saffron
#

bunch of dicks

tawny lion
#

lol

hazy lantern
#

@tawny lion JBRF9K7M - search this in SnapMap.

dawn saffron
#

๐Ÿ˜„

tawny lion
#

i'll save it

hazy lantern
#

@tawny lion ๐Ÿ‘

tawny lion
#

i'm guessing it's a map

hazy lantern
#

Jep

dawn saffron
#

i'm actually gonna be "renovating" my mpas in accordance with the new update

hazy lantern
#

Good

#

Now take a break an play my Map, @dawn saffron โค

dawn saffron
#

dude

#

ich "renoviere" JETZT

#

GRADE jetzt

hazy lantern
#

Okay okay

analog oriole
#

@dawn saffron what's up?

dawn saffron
#

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

analog oriole
#

Sorry, I don't play online (and at work right now anyway)

dawn saffron
#

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

analog oriole
#

Aye, cool

dawn saffron
#

73rnunfp

#

after you finish it it should automatically set you into the lobby of the next map

analog oriole
#

@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

dawn saffron
#

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

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.

dawn saffron
#

yes

#

you need to go back

#

read what the text says

haughty flower
#

Need 2-3 people to help me test my multiplayer competitive SnapMap

analog oriole
#

@mitori also did that. The message said something about "we were her before"

royal wave
#

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

dawn saffron
#

@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

analog oriole
#

Didn't spot any rubble

#

Anyhow, there you have it - need to communicate flow in a bit more obvious fashion ;)

dawn saffron
#

dude, you're the first to have problems with it

#

alirght, i think i know a way to fix it

dawn saffron
#

sneak peak preview of the last map in the "heavy..." series

hazy lantern
#

First thought: A tounghe? Ohhh... oops ๐Ÿ˜‚

dawn saffron
#

is there anyone here who would like to playtest my map with me a bit later?

frank basin
#

Does anyone know how to launch zdoom into DM mode from doom builder?

unreal oyster
#

add -host 1 -deathmatch to your launch options

frank basin
#

ok
thanks

unreal oyster
#

which will create a 1 player deathmatch game on launch

royal wave
#

trying to find screenshots

unreal oyster
#

had a quick play through, was okay i guess

#

rooms are too symmetrical and the encounters were a bit boring

#

stuffing a bunch of barons in one room isn't really fun, it's just boring

#

since barons are not very complicated enemies