#classic-doom-maps-mods

1 messages ยท Page 47 of 1

trim falcon
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good

warped rampart
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Why is there a bootleg Freedom Planet on the arcade machine

haughty flower
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thats what i thought at first

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but it doesnt look like it

eager frigate
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What game is on that arcade?

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Gentleman simulator?

sturdy imp
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Is it possible to do the Wolfenstein-style choice of difficulty in (G)Zdoom? What I mean is that the picture (player face) changes based on the difficulty selected. I've seen this done in ECWolf, but in ZDoom mods (Wolfenstein 3D TC, Brutal Wolfenstein), there were just all of the faces at once regardless of the current difficulty

verbal cobalt
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@eager frigate @warped rampart @haughty flower that game is Carrie's Order Up, its on steam. (late reply beause i was asleep)

haughty flower
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oh, its a diner dash clone

verbal cobalt
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not actually but in the first look it reminds of it

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its not based on table management

royal wave
haughty flower
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um what am i supposed to do

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i get to a endless room that is gridlocked and im stuck

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also it seemed to unbound all of my keys

prisma saddle
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@royal wave what kinda wad is it?

royal wave
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Uh a sort ot test

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I want to set up an intro for the main game, threw that together

haughty flower
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oh

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so a test for mental sanity huh?

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well in that case it tries to be a stanley parable

royal wave
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Nah not stanley parable

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it's going to be a horror mod

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I just want to lure people into a false sense of security

prisma saddle
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@royal wave I'd be fine with making some art assets for it if you want.

royal wave
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I'll think about it

sterile wasp
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anyone have any beginner projects i could do to learn doom modding?

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ive been messing around in gzdoom builder atm

safe timber
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contuining with snapmap vs gz doom builder discussion

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sure snapmaps got less features

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but its amazing for what it is

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100% cross platform level editing

plush sapphire
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I can't hate on Snapmap or GZDoom Builder.

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They're both great at what they do.

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What sucks is that we can't make true mods for 2016.

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I think Snapmap should be there either way.

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But better things should have been made more possible.

safe timber
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some modding is possible in snapmap

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ive seen rocket jumping

plush sapphire
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Tweaking some settings and aiming at the floor isn't necessarily the same thing when the feature is built-in though.

vocal crypt
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Rocket jumping is a protocol since 1996 nice try though

haughty flower
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burn

shadow bone
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Two things to remember when complaining about "real mods" for Doom2016:

  1. Even if they were available, you wouldn't be able to make them. No seriously, you wouldn't. None of you. One level requires extensive 3D modeling experience, a server farm to bake textures/lighting, and a multi-gigabyte file transfer to anyone who wants to play it. Monsters? Call me when you can make a working stick figure in Blender/Maya/3DSMax.

  2. The original Doom wasn't "moddable" either. The WAD format was easily reverse-engineered, but it was a couple years before id software released the spec for it, and five years before they gave the source code. All "real modding" back then was done by poking with a hex editor, and that's the way some enterprising souls are trying now. Something I promise none of you have patience to do.

TL;DR: Stop bitching and acting so entitled to "modding". Snapmap is amazing and the devs are based for giving us that right out of the gate.

safe timber
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Great speech

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10/10

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i wanna work on my snapmap..

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but at the sawmetime

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quake champions is almost up

royal wave
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Don't bother

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servers need to be up to play

safe timber
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ik

verbal cobalt
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nice speech caligari

prisma saddle
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@royal wave This is actually pretty neato.

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How'd you do the endless room thingamabob?

royal wave
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Line horizon and silent teleporters

prisma saddle
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Ah.

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@royal wave Seems like it'd be pretty fun to do art on.

royal wave
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Maybe

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idk

vocal crypt
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it errors up on GZdoom and Zandronum

shadow bone
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@vocal crypt Check the lines just before and just after for any errors too. There might be something causing it to parse incorrectly.

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Sometimes it gives the wrong line

vocal crypt
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{
  Obituary "%o was filled with Get some! by %k's M60."
  AttackSound "Weapons/M16GFIR"
  Inventory.PickupMessage "You got the M60! Get some! Get some!"
  Weapon.SlotNumber 5
  Weapon.KickBack 100
  Weapon.AmmoType1 "Clip"
  Weapon.AmmoUse1 1
  Weapon.AmmoGive1 30
  Decal "BulletChip"
  States
  {
  Ready:
    M60 A 1 A_WeaponReady
    Loop
  Deselect: 
    M60 A 1 A_Lower
    Loop
  Select:
    M60 A 1 A_Raise
    Loop
  Fire:
    M60 BC 4 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
    M60 A 1 A_Refire
    Goto Ready
  Flash:
    TNT1 A 2 bright
    Stop
  Spawn:
    M60 A -1
    Stop
  }
}```
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yes I know the spawn just spawns the ready,deselect and select frame

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@shadow bone ?

shadow bone
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I see it

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Looking for errors

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Ahh

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You're not inheriting from Inventory or Weapon.

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Try this:

vocal crypt
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oh

shadow bone
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actor M60 : DoomWeapon
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That should enable all the properties and flags you're going to want to use.

vocal crypt
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Script error, "DoomStrikeZANDRONUM0.2.pk3:actors/weapons/m60" line 15: Sprite names must be exactly 4 characters

shadow bone
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Yup, your sprite name M60 is only 3 characters

vocal crypt
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the A don't count as a character?

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nor B or C?

shadow bone
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No

vocal crypt
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shit.

shadow bone
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That's the frame

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it's [sprite][frame][angle] in the name of the graphic

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and [sprite][frame][duration] when you're using it in a state.

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The [sprite] needs to be 4 characters

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you can USE A B or C

vocal crypt
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how do you increase speed of the firing?

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wait.

shadow bone
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Decrease the delay on the firing frame ๐Ÿ˜‰

vocal crypt
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I know

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now to rip the GTA VC M60 sound

haughty flower
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that looks as if it were to be privated

vast bolt
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hmm?

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What do you mean

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?

haughty flower
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i cant see it

vast bolt
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Its a game thats in beta

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but I see

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@haughty flower This better?

haughty flower
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thats cool

vast bolt
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I posted it here cuz you know, Doom

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Like a mini-crossover

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With Serious Sam

haughty flower
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that is interesting

lavish hollow
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Hey, I'm making an Evil Dead/Doom crossover mod, which adds the chainsaw, boomstick, and other weapons! The base weapons are the chainsaw and double barrel shotgun, which you dual wield. The chainsaw slashes like a sword and the shotgun has 4 different ammo types. Buckshot, powerful but limited range, Slug, very precise and deadly, Explosive, (self explanatory), and Dragon's Breath, flame rounds that are devastating up close but less so at range. Other weapons planned are the Chaingun, powerful but DEVOURS ammo, Flamethrower, powerful and can do medium range, but requires fuel, and a spell book that casts either fire, lightning, or ice spells. Now all I need is some more ideas for the mod. Anyone care to lend some?

safe prawn
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Honestly, I think there should be just two secondary "powerup" esque weapons. The flamethrower itself is already defeated by the Dragon's Breath shells anyway so what's the point if that weapon already has flame effects? Honestly though the Chaingun isn't bad, since the mod will be missing rapid fire weaponry and that would be a nice fit. What if the Chaingun fired plasma rounds? The spell book would be amazing though, especially if it fires BFG balls.

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I think that inspirations you could take for the mod is definitely Demonsteele.

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What I like from that mod is that, while you wield your sword from one hand, you can quickly switch to other weapons using the weapon switch buttons without letting go of your sword, and that would be amazing in your mod if you could do the same thing when you switch between shell types.

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The new "powerup" esque weapons like the Plasma Chaingun and the Big Fucking Book would be mapped to separate buttons so that you can switch to those when you're really in a hurry. In initial versions of the mod, these weapons would temporarily sheave both the SSG and Chainsaw so that you single wield these, but in later versions you could make it so that you can still use the SSG and these powerup weapons would be wielded on the hand you'd normally use the Chainsaw, so you could dual wield these weapons and form up combos.

lavish hollow
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My idea was that you switch out the chainsaw with the chaingun once you acquire it, but the book replaces the ssg

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Those power up ideas tho are actually very good, I need to start writing this stuff down

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I agree with you on the flamethrower, but now I need another weapon to replace it.

storm lava
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Can someone help with something here in GZDoom Builder?

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I'm at my wits end and I'd appreciate any help I can get.

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Unless this Discord is only devoted to Doom 2016.

trim falcon
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you just tell your problem in here

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if someone knew how

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they will tell you

storm lava
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Keeping in mind that I just started mapping in GZDoom today, I have two sectors which are connected and every time I try to move or scale one it changes all connected ones. Is there a way I can edit a sector without it changing adjacent sectors?

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Better shown here:

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Simply trying to move this away from the rest but it takes everything with it because of connected vertices/linedefs, I just need to know if there's a way to disconnect them so I can freely edit and move individual sectors.

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If not then I'm going to have a hell of a time editing sectors that have other sectors surrounding them.

haughty flower
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Delete it and create a new one
At least, that's what i do

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If you want to resize it go into linedefs mode and just drag lines

storm lava
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So there isn't an easier way, even when resizing with linedefs mode it still drags things that it shouldn't.

haughty flower
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Oh right

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Let me try it on my PC

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Gimme a moment

haughty flower
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Yeah

storm lava
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I just want to know if it's possible that if I drag or try to resize a sector that it won't take other sectors and linedefs with it.

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I just need a way to split them up is all.

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Maybe Builder doesn't have such a feature and I'm just out of luck.

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I hope not as I just got into this.

haughty flower
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as far as i can see, i can't find an option to change it, but i'm not sure myself lol

storm lava
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Damn.

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Maybe someone else might know.

unreal oyster
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@storm lava add a new vertex to the wall you want to move, then move the vertex to wherever you want to extend the wall to then move all over vertices to adjust for the new room size

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Unfortunately there is no easier way, this is just how the Doom map format is

storm lava
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Doing so won't drag any other sectors with it?

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And where exactly should I put the new vertex?

unreal oyster
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On the wall you want to drag out

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It's a bit hard to explain without screenshots and unfortunately i cant take any rn

storm lava
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It's all good, I'll be at work here for another 6 hours.

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Can you take and post them in that time?

plush sapphire
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He's sort of out of town for some time so-to-speak.

storm lava
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Ah.

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Well, no rush then.

unreal oyster
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Yeah, I'm in Florida until the 15th heh

royal wave
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What

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Why are you in the states

unreal oyster
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Holiday

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Idk how American holidays work but we have a 2 week Easter break that started on the 1st

royal wave
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Our holiday breaks? Ha they practically don't exist

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you more or less have to request holidays

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European work ideaologies function on a "It'll get done" mentality

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American ideology? Time is money. Wasting time, you're wasting money. Get back to work

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and believe me that line of thinking fucks over our work economy

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adjusted for inflation, minimum wage is earning us less than 30 years ago

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because corperations are that singy with their money

haughty flower
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enjoy florida

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because it aint like the rest of US

unreal oyster
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I've been to other parts of the US too

royal wave
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florida is still different

unreal oyster
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New York, the Adirondacks, Cape Cod and Boston (on the way to cape cod from the Adirondacks)

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What is different about Florida then?

royal wave
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geeze the time I was there?

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They have their own breed of crazy

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like any state has their own form of crazy

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but florida is infamous for theirs

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you read a news article on some really weird shit happening

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you're safe to bet it was in florida

unreal oyster
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Heh, yeah I've heard a bit about this but so far I haven't noticed anyone being too crazy lol

storm lava
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Can you maybe draw on the images I posted where I need to put the vertex?

unreal oyster
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Yeah, i can give that a go

storm lava
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Alright, I'll hop back on in an hour.

storm lava
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I think I understand now.

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I won't know for sure until I get home but I think I know what you meant.

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I appreciate the help, Gutawer.

storm lava
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Might need some more in the future but for now I'll try this out.

storm lava
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Any tips on scaling sectors when they are between other sectors without screwing everything up?

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Say the sector that has the player start and the garbage can? How would I move it in without it dragging the bottom sector and messing up the left skinny sector?

unreal oyster
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More vertex magic, heh

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You can think of vertices as anchors for walls i guess

storm lava
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Well, I get off of work in an hour and a half so I'll be able to try this out and show my results here in case of more problems.

cinder moon
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ive been wanting to make a Doom Gameplay Mod, That Adds Tier Artifacts That Allow Specific Weapons Drop, so i Came Up With Artifict And What They Will Unlock For BrainStorm. The CyberCube (an Artifact That is Also Going to be featured in a upcoming Webcomic) Unlocks Cybernetical Magic, This Include, Glitched Type Teleport (this Will Teleport To A Random Spot), Summonable Bashers (Theyre Giant Gaunlets That When Alt Fire, Can Send A ShockWave Through Ground Kill Enemys in One Blow Within A 20 Feet Radius

unreal oyster
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please don't type in title case -_-

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It's really hard to read

cinder moon
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sorry

unreal oyster
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Also - random teleporters are cool in theory, but I'm just gonna say it's pretty difficult to make sure someone actually teleports in the maps bounds

cinder moon
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oh @unreal oyster Do You Mind Making Weapons For People If They Ask?

unreal oyster
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I would be okay with that, but i wont be back home and at my PC until the 15th

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Actually, no, the 16th

storm lava
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Just got home, wish me luck with this vertex thingimajig.

cinder moon
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Cause I Was Want To Ask If You Would Mind Making Me A Weapon That One Of My OC (Blazely) uses, its A Triangle, That Kinda Looks Like bill Cipher But With The Bow tie, hat And Legs and arms, But With Only An Eye, But Its Like An BFG Type OF Weapon

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its for gutawer

storm lava
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Oh God, the upper case!

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Just kidding.

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I gotta say, from what people I've talked to I love how open and cool everyone has been so far.

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Didn't know what to expect coming in.

cinder moon
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btw where is gutawer renegadist?

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he said he wasnt at his pc?

unreal oyster
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I'm on holiday

cinder moon
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ohhhh ok

unreal oyster
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Not sure why you would ask ren that though :P

cinder moon
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i thought he knew..

storm lava
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Yeah, I don't know who any of you people are.

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lol

cinder moon
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im blazely btw i mod too, but i dont have the modder role..

storm lava
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Right on!

cinder moon
unreal oyster
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Mobile discord is a bit annoying with roles, probably best to ask another mod

cinder moon
storm lava
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Yeah, I run my own server and it's a pain in the ass on mobile.

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The vertex thing worked by the way.

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It's a little more work to get things to be perfect but nothing impossible like I originally thought.

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Thanks again, Gutawer.

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@royal wave What are the prerequisites for getting the Modder role?

royal wave
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We're not expecting anything extravegant, but we do want to see that you understand how doom modding works

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You don't need to be an expert on it

royal wave
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Zombies Ate My Neighbor, nice

haughty flower
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nice!

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i grew up with that game on the sega genesis

storm lava
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Joking not aside, how about this?

royal wave
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Show us a finished product or that you've made some significant progress with something and we can give you the role

storm lava
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10/10 pro modder.

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Best skybox, make me admin.

royal wave
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Right

storm lava
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Clearly I run this joint.

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lol

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But I see what you mean, I'll wait until I have something good (That isn't a joke) to show.

royal wave
warped rampart
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@royal wave I love the music

royal wave
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OC Remix, iron Cathedral, remix of Facing the Spider

unreal oyster
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Hmm? Kevans, you were a mod already when i made that role :P

royal wave
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Was I? i could have sworn I had the role beforehand

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My memory tends to be poor

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I'm checked under the roles list

unreal oyster
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Definitely, because i made that role myself and i was modded like an hour after you lol

royal wave
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Ah... hmm must be thinking of a different server then

storm lava
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Is anyone here an expert on coding for Doom 2 as far as enemies are concerned?

prisma saddle
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@royal wave You're mods have a nice use of Colour.

storm lava
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I'm trying to find out if it's possible to code a custom enemy that behaves similarly to the Dopplegangers on Weird Kids on the Block. The way they mimic your movements as they slowly creep towards you.

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Seen here:

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I don't know if that level of coding is doable in Doom but if it is that would be sweet.

royal wave
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I like color

storm lava
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If any coders know then let me know, thanks a bunch.

prisma saddle
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@royal wave Me too.

storm lava
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THANKS A BUNCH

prisma saddle
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Hugs @royal wave

royal wave
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AAAHHHHH

storm lava
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a

royal wave
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Not personally sure how to replicate that tbh

unreal oyster
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@storm lava it's kinda possible, the main problem would be pathfinding

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AI kinda zigzags by default in doom

storm lava
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It would just have to be scripted so it's immediately noticeable by the player.

storm lava
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I think I'm finally getting the hang of GZ Builder.

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Damn, I can't seem to copy objects from other maps into my map. Is that even possible?

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Ha!

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Nevermind!

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Prefabs for the win!

storm lava
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Good progress so far.

plush sapphire
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Zombies Ate my Neighbors?

storm lava
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Yep.

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A guy and I are re-doing it in the Doom 2 engine on GZDoom.

safe prawn
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Okay the skybox looks weird as fuckboi tho

storm lava
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It's only a placeholder until the main layout is done.

safe prawn
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Temporary I suppose?

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oh

storm lava
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Yeah.

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Won't be there forever.

sharp bear
storm lava
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Tetris?

sharp bear
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Now that you've mention it, I can't unsee Tetris now

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But yeah, it's a wolf 3d cloneish type thing I had an idea to fool around with

storm lava
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Looks pretty sweet!

sharp bear
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Thanks! ๐Ÿ˜„

safe prawn
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Wolfentetris 3D

dusk stone
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Join BJ in the cold war

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(or atleast the games that came out of it)

storm lava
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Anyone know of a way to rotate 3D floors?

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Or a 3D object in general so you can make things look angled?

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Say a tipped over barrel?

sharp bear
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Like as a thing or just map geometry?

storm lava
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Map geometry.

sharp bear
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I mean I guess you could just draw out the barrel laying on it's side, add the slopes on the sides, and go from there I'm guessing?

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If it's a 3d floor I would think the process might be a tad bit harder

storm lava
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We got that down, as far as making a square look like a barrel but the problem comes when rotating it.

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I don't even know if it's possible.

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I doubt it, being an old engine.

sharp bear
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The first thought that came into my head was polyobjects, but that probably won't work, so I dunno

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Polyobjects can rotate sectors/floors and stuff, but it's a difficult process, and I don't know how it exactly works too well

storm lava
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The problem with Polyobjects is they can't have their height adjusted.

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So our barrel would go from a barrel to a column.

sharp bear
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Yeah, kinda figured

storm lava
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We'll just stick to a straight tipped barrel then.

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No biggie.

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People won't notice and if they do they aren't familiar with the Doom Engine's limitations.

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Not too worried anyway since this barrel is the only angled object in the game.

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Or at least the only angled world geometry that we'd have to deal with.

haughty flower
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is this a zombies ate our neighbors mod?

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๐Ÿค”

storm lava
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You bet!

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I'm working with Dude27th to bring Zombies Ate My Neighbors to GZDoom.

haughty flower
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ncie

storm lava
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Thanks.

cinder moon
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When You Gotta Go To An Anime Convention, and you have to set the wad you are working a side.. I Cri everytime luke und substribe if you cri everytum

trim falcon
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what mod did you do

vocal crypt
#
{
  Obituary "%o was filled with Get some! by %k's M60."
  AttackSound "Weapons/M60FIRE"
  Inventory.PickupMessage "You got the M60! Get some! Get some!"
  Weapon.SlotNumber 5
  Weapon.KickBack 100
  Weapon.AmmoType1 "Clip"
  Weapon.AmmoUse1 1
  Weapon.AmmoGive1 30
  Decal "BulletChip"
  States
  {
  Ready:
    M60G A 1 A_WeaponReady
    Loop
  Deselect: 
    M60G A 1 A_Lower
    Loop
  Select:
    M60G A 1 A_Raise
    Loop
  Fire:
    M60G BC 1 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
    M60G BC 2 Radius_Quake (2,2,0,1,0)
    M60G A 1 A_Refire
    Goto Ready
  Flash:
    TNT1 A 2 bright
    Stop
  Spawn:
    M60G A -1
    Stop
  }```
#

I'm having problems with teh fire part.

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Not that it doesn't work

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but it seems to have a "pause" when it goes to the Radius Quake part.

trim falcon
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because you set it 2 tic ?

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make it 0

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M60G BC 0 Radius_Quake (2,2,0,1,0)

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or

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    M60G B 0 Radius_Quake (2,2,0,1,0)
M60G C 1 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
    M60G C 0 Radius_Quake (2,2,0,1,0)```
vocal crypt
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well that solves that.

trim falcon
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GOOD

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pay up pleasse

vocal crypt
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While I do expect it to go down

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I don't expect it to go down that much

trim falcon
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you need to rework your offset

vocal crypt
#
    M60G BC 3 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
    M60G BC 0 Radius_Quake (2,2,0,1,0)
    M60G BC 3 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
    M60G BC 0 Radius_Quake (2,2,0,1,0)
    M60G BC 1 bright A_FireCustomMissile("CasingSpawner",45+random(-8,8),0,2,3)
    M60G A 1 A_Refire
    Goto Ready```
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the CasingSpawner thing seems to screw it up.

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Since it doesn't use the attacksound until I stop holdin it down.,

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the mouse.

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er....

royal wave
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Is there a way to disable refire in decorate? I have a decorate weapon that has a toggle using right click, and I'd prefer it to not rapidly turn on and off if you keep the mouse button down

haughty flower
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you.. could put a delay on it?

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wait no that's dumb

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make it go to a special state, maybe?

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@royal wave

royal wave
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that's what I'm thinking tbh

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but right now I have a different problem i think is more severe

haughty flower
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which is?

royal wave
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So I have the flash light reflecting the angle the shotgun is being pointed at, IE when it pumps the light moves to the left and up

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However it only does this after I've already fired at least once

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and keep the mouse held down

haughty flower
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ehh

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code?

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something it runs on? lol

royal wave
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One sec

haughty flower
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sure

royal wave
haughty flower
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i don't specialize in this but eh

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i skimmed through BD's code once, and i saw this "JumpIfInventory" bullcrap

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oh wait you already use it

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l o l

royal wave
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Yeah

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That's still not the problem

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If flash light is on

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the first time it fires, the light doesn't move

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if I keep the mouse held down

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then it starts moving

haughty flower
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just wondering what it is, to be honest

royal wave
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That's how I achieve the effect where firing the gun illuminates a small radius around the player

haughty flower
#

okay

royal wave
#

it's just an actor that dies after 4 frames with a GLDef attached to it

#

I just name all my light effects pseudolight

haughty flower
royal wave
#

if the light is on, go to Fire.FLIght

haughty flower
#

is that supposed to be the only line there

#

yeah i know

royal wave
#

if not it's an intentional fall through to regular fire

haughty flower
#

i'm completely useless

royal wave
#

The way decorate works is if there's nothing telling the engine to move to a different line, it just goes to the next one below it

haughty flower
#

ohh right

royal wave
#

since right below that is Fire.NoLight, that's what it does

haughty flower
#

hold on

#

yeah no i can't help, sorry

#

ยฏ_(ใƒ„)_/ยฏ

royal wave
#

thanks anywas

#

Haha I was shown the fix

#

Apparently the first bullet is always 100 percent accurate

#

so setting the numbullets to -1 made it ignore that

#

that's the illumination effect btw

vocal crypt
#

oh

#

Doom 3 in Doom?

royal wave
#

I wouldn't say that

vocal crypt
#

Doom 3 horror elements in Doom?

royal wave
#

Maybe

#

I don't know how to describe it

vocal crypt
#

it looks like survival horror.

royal wave
#

That it will be

#

I think my philosophy with this game is that if you're going to make a game that's dark, you shouldn't be hindered by the light it does provide

#

so the factors that go into it would be like the fact that if it's a flash light that's mounted, it would move with the gun

#

gun flashes provide a readius of illumination

#

that sort of thing

#

eventually I'll set it up so the pistol will have a flash light mount and doesn't move as much

#

shotgun trade off being higher damage but it moves

#

and chaingun being that you can't mount a flash light to begin with

vocal crypt
#

``Execution could not continue.

Script error, "DoomStrikeZANDRONUM0.2.pk3:actors/weapons/m60" line 26:
Expected ',', got '('.
``

#
    M60G BC 2 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
    M60G BC 1 Radius_Quake (1,2,0,1,0)
    M60G BC 0 A_FireCustomMissile("CasingSpawner"(random,0))
    M60G A 1 A_Refire
    Goto Ready```
royal wave
#

you missed a comma

#

M60G BC 0 A_FireCustomMissile("CasingSpawner", (random,0))

vocal crypt
#

Oh.

#

um

#

Script error, "DoomStrikeZANDRONUM0.2.pk3:actors/weapons/m60" line 26: Expected '(' but got ',' instead.

#

@royal wave sorry for the ping??

royal wave
#

Weird >.>

#

Ah got it

vocal crypt
#

wa

#

*wat

royal wave
#

M60G BC 0 A_FireCustomMissile("CasingSpawner", random(0, 1))

#

replace 0 and 1 with the range you want it at

vocal crypt
#

alright.

#

And how do you get it to not "pause" for like one second when it hits the firecustom missile part

#

do I change the tic number?

#

nvm.

storm lava
#

Finished the graves for the front area and are now using the proper barrel textures without the black lines.

haughty flower
#

download link?

storm lava
#

Still a work in progress, we'll be releasing another Alpha Demo down the line like Dude27th has done in the past.

#

However, Dude made a pretty extensive test map with a whole bunch of different areas from the game.

#

Check it out if you want the latest build:

#

I think the current plan is for me to get Zombie Panic done while Dude27th works on the Chainsaw Maniac enemy.

#

Before another Alpha demo is released.

#

It's crazy how long making one level takes, then you realize that you have 54 more to go.

vocal crypt
#

54?

#

When did Doom support 54?

storm lava
#

We'd have to split it up into parts I assume.

vocal crypt
#

oh

#

but

#

if it's two parts

#

it'd be 64

#

of course

#

second part only has 24 maps

#

but either way

storm lava
#

DARGH!

#

STAHP!

vocal crypt
#

Stop what

storm lava
#

Too much future planning, it hurts my head.

#

lol

vocal crypt
#

I'm a novice at mods, I don't even know proper leveling if it hit me with a SSG

#

hell, my first "real" gun I made in Doom was a M60 with sprites from Zdoom forums.

#

which was these past days.

storm lava
#

I saw that by the way.

#

Other then the offset problem I think it looks sweet.

vocal crypt
#

It has higher damage than the chaingun, but the trade off being it chews ammo

#

just like the RL M60.

#

an ammo pig.

storm lava
#

That's pretty rad, man!

vocal crypt
#

either way, still takes alot of bullets to kill a Cyber.

#

Now I need to finish my DoomStrike mod, but I don't think that can happen.

#

Mostly because a CS themed mod already came out

#

Martian Offensive?

#

is that it?

storm lava
#

Not sure.

#

lol

vocal crypt
#

either way, I'm more wanting to do a gothic castle level

#

but

#

I know shit about level design

#

anyway.

#

Inventory.PickupMessage "You got the M40A1 Sniper Rifle! Smile you sonuva-"

#

anyone get the reference?

safe prawn
#

Uncharted 4?

vocal crypt
#

no

#

it's amovie

safe prawn
#

Jaws?

vocal crypt
#

YES

#

I thought no one would get it

safe prawn
#

Lucky guess

vocal crypt
#

fah

storm lava
#

Wuhbam!

#

Based on this:

#

I can already see that the water will be a challenge to do, especially texturing it.

#

Or at least texturing the walls and grass near the edge of the water.

storm lava
#

I just now realized how terrifying the Hedgemaze level will be in first person with all those Chainsaw Maniacs running around.

haughty flower
#

let me guess what ost you are going to use for that?

#

the snes

storm lava
#

You'd be 100% correct.

haughty flower
#

yet that uses the genesis color pallets

storm lava
#

It's the lighting in the map, everything will mach in the end.

#

We're pulling all this from the SNES version.

royal wave
#

reminds me of my project trying to make a spooky castle doom mod

#

let me see if I can get some screencaps

vocal crypt
#

it makes me think of the Sims

#

might be the green

#

and gray things

royal wave
#

it's not loading the surface texture

#

it uses a tilemap to render things, and I didn't want to stitch that together

#

So I stiched together a bunch of screencaps and mapped it out

warped rampart
#

Trying to make a basic Doom II deathmatch map. What do you think the theme should be?

#

I was kinda thinking UAC area

#

thing

#

THE PLACE YOU FIRST SEE WHEN YOU WALK INTO THE MAIN DOORS OF A BUILDING

pearl sundial
#

a lobby?

warped rampart
#

yeahthat

vocal crypt
#

oh sure

#

hey, hows paying off the healthcare going?

#

great, I just declared myself a non-US citizen

#

niice

#

GUNFIRE AND PLASMA IN BACKGROUND

warped rampart
pearl sundial
#

a

formal breach
#

An update on that map I started making a month or two ago

#

I wanna try and use curved linedefs a bit

#

But I don't wanna overuse them

formal breach
storm lava
#

That looks pretty cool.

#

I like the layout a lot, reminds me of E1M1.

#

Or at least the first room.

verbal cobalt
#

getting the hand of doing 3d models for my mod
still suck at exporting them to md3 though

unreal oyster
#

@storm lava just saying, when you put the music into your mod, please use the SNES music directly rather than putting in MP3 recordings or whatever

#

GZdoom can play SNES music in its original format and it saves a ton of space

#

Original format being .SPC

novel isle
#

^

royal wave
#

I added in the second map now yay

#

and it'll tell you when the demo is over

vocal crypt
#

is the voice TTS or some minimal-wage VA?

royal wave
#

TTS

#

I wouldn't know enough of a sound program to edit my own voice

#

I can do a robotic voice, but not like that

prisma saddle
#

@royal wave want me to do some art for it, also audacity is a good option.

royal wave
#

If you can nail the tone down that I want, sure

prisma saddle
#

What's the tone?

royal wave
#

Data corrupted demons and VR simulations

prisma saddle
#

So, polygonal?

royal wave
#

you love your polygons don't you

prisma saddle
#

Yes.

royal wave
#

lol

prisma saddle
#

Yes I do.

royal wave
#

Nah that's not the tone I need

#

Let me show you the sprite sheet I gave the demon

#

it also needs to be dark

prisma saddle
#

Ah,

vocal crypt
#

Apparently my voice is that monotone it sounds like TTS.

#

on a blue yeti mic.

#

don't rely on me though.

prisma saddle
#

I mainly asked about polygons because it seemed good for the VR side...

vocal crypt
#

also, the button at tthe elevator the first corrupted pinky don't seem to work./

prisma saddle
#

@royal wave but I'll try out multiple styles with the corrupted data asethetic.

royal wave
#

Cool

vocal crypt
#

Kevans?

#

the elevator part

#

Playin it rn

prisma saddle
#

@royal wave how much jam do you want in it?

royal wave
#

Enough I guess

#

@vocal crypt Huh?

prisma saddle
#

Alright.

vocal crypt
#

the elevator part where you meet the corrupted pinky

#

thing

royal wave
#

What about it

vocal crypt
#

you intended for the button to not work or do anything?

royal wave
#

Kill the pinky

vocal crypt
#

I did though

royal wave
#

Shit hang on

vocal crypt
royal wave
#

Damn it forgot to fix the map number

#

give me just a sec

vocal crypt
#

A second has passed.

royal wave
#

stop that

#

Fixked pk3

#

you can just iclev02

vocal crypt
#

after the introducti-

#

ok.;

#

how do you use mounted flashlight

royal wave
#

right click

#

only works on the shotgun though right now

vocal crypt
#

oh

warped rampart
#

I have a feeling I shouldn't have beep booped the beep boop in the lobby

#

I'm gonna stop now and try recording that for YT tomorrow

vocal crypt
#

a check your corners mod apparently

#

end of demo?

#

does that mean end of your current progress?

#

of your mod

storm lava
#

CHECK THOSE COENERS!

vocal crypt
#

would it be possible for the colors of the palette to be bit darker?

#

or bleak?

#

I don't know what you're trying to go for Kevans besides a survival horror thing.

#

not trying to be rude.

royal wave
#

lack of visual contrast can ruin a game

vocal crypt
#

doesn't have to be fully bleak

#

but a little lack of color.

royal wave
#

maybe

vocal crypt
#

also, would it be possible to use PSSFX? Or you want vanilla doom survival horror?

royal wave
#

vanilla

vocal crypt
#

well that does work, considering I was tense fighting the baron

royal wave
#

good

vocal crypt
#

who shoots fucking three projectiles (liked that, gives him more buff)

royal wave
#

his speed was originally 16 as well

vocal crypt
#

do you slow down when your health goes down?

royal wave
#

Nope

vocal crypt
#

too hard?

#

as in make the game

royal wave
#

idk about too hard

#

but that would be unfair to the player

vocal crypt
#

I also like the corrupted VR theme you're going with

#

and the corrupted pinkies and lost souls

royal wave
#

yeah I like them too

vocal crypt
#

the skulls seem to be bright on their own thouhg.

#

*though

royal wave
#

I"m considering making it so when they're not attacking, they make a negative light source

#

if this goes according to plan, makes them next to impossible to identify in the dark

vocal crypt
#

are you gonna try to use only vanilla minus sounds?

royal wave
#

idk where i want to take it completely

vocal crypt
#

I do find it weird the shotgunners and pistolers aren't corrupted tho

royal wave
#

haven't thought of a unique way to do it tbh

vocal crypt
#

kinda seems to make the corrupted ones "DOOM MONSTERS but they're corrupted"

#

either way, it has potential

#

though I don't like the use of the typical BROWN textures.

#

in the first level

royal wave
#

wip obvs

vocal crypt
#

yes of course.

royal wave
#

I don't like it either

#

but it was starting to bother me that I was just throwing the player in

vocal crypt
#

so you wanted a introduction

royal wave
#

yup

vocal crypt
#

and as such

#

the lobby

royal wave
#

mhm

#

one little thing i did in the lobby, the switch you press only adds ten more seconds to how long you're supposed to wait before the game lets you continue

vocal crypt
#

Oh you mofo.

#

lol

royal wave
#

kek

#

it only takes a minute, but i thought that'd be a really sneaky way to make the waits seem longer

vocal crypt
#

also, ffs GZDoom Builder locking up

#

and it's not recognizing my damn textures.

#

not exactly mine

#

but

royal wave
#

what are you trying to do?

vocal crypt
#

using textures from a wad and use them in GZDoom Builder from a pk3 resource thing.,

#

er...

#

using a PK3 for most of my resources

royal wave
#

hrnn

vocal crypt
#

what did I break a unknown doom rule?

royal wave
#

no

formal breach
#

Who wants some screenshots of the work I did on the one room from earlier?

vocal crypt
royal wave
#

what happens if I lick it

vocal crypt
#

lick what

formal breach
#

The mustard

royal wave
#

duh

vocal crypt
#

then you'll probably taste blood or guts or bones.

royal wave
#

My favorite

formal breach
#

That doesn't sound pleasant but it's a close alternative

vocal crypt
#

I just need to fix the texture problem

#

anyone help on that?

sterile wasp
#

how do i make a projectile (impfireball) have translucenty?

trim falcon
#
  Alpha 1```
sterile wasp
#

im pretty sure i have that, lemmi check

trim falcon
#

also its depends on what sprite you use

#

doom format

#

png format

#

whatever format

#

some format does not works

sterile wasp
#

png internally palleted

#
{
Game Doom
    SpawnID 10
    Radius 6
    Height 8
    Speed 10
    FastSpeed 20
    Damage 3
    Projectile
    +RANDOMIZE
    RenderStyle Add
    decal doomimpscorch
    Alpha 1
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    States
    {
    spawn:
    BIMP abcdef 2 bright
    loop
    death:
    IPRD abcdefgh 2 bright
    stop
    }
}```
trim falcon
#

convert to png format

#

I mean doom format

#

or tga format

sterile wasp
#

kk

#

what about png true color?

trim falcon
#

I not sure about that

#

I talking base of my experience

#

png does not really works in gzdoom

#

but newer qzdoom might works

sterile wasp
#

kkk, i wanted to do png truecolor because i have a personal verson of smooth doom that i converted everything to true color for support with mappacks using custom pallets

#

(BTSX and ancient aliens have pallets that make the weapons look very weird)

#

im kinda new to doom modding btw, not sure if there was a better way to do it

prisma saddle
#

@royal wave Not the biggest fan of how dark everything is,

#

I would recommend brightenning things up a tad but maybe that's just me.

royal wave
#

no

#

everything will be dark

trim falcon
#

oh wow found this

sterile wasp
#

what are the rules on uploading mods that contain modified assets?

trim falcon
#

dunno

#

but imho its quiet hyprocrite

sterile wasp
#

how so?

trim falcon
#

you can rip others unmodified game assets

#

but ripping doom own assets

#

its wrong

sterile wasp
#

o sorry, lemmi clarify

#

the assets i modified are from project brutality/brutal doom

trim falcon
#

if that

#

just give em credits

#

brutal doom team

#

don't ever give credits to sergeant mark

sterile wasp
#

kek

shadow bone
#

@sterile wasp The first unwritten community rule is to respect the author's wishes, like if they say don't use the assets or give certain terms. The second unwrittent rule is always give credit to where you got the assets, who made them, etc, even if the author doesn't require it.

#

These are not enforced by any party, but it's frowned upon to break them.

sterile wasp
#

@shadow bone thanks for the clarification

shadow bone
#

Brutal Doom notably has "stolen" a lot of hard work without giving credit, so the best option is to track down the original source and credit that for anything you use.

royal wave
shadow bone
#

But then again it's Brutal Doom so most likely no one will care what you do with it.

royal wave
#

Perfect addition to the lobby

sterile wasp
#

o i didnt know that, ill try and track them down

#

is there a list anywere of known authors stolen from?

shadow bone
#

Probably. I don't have it offhand.

royal wave
#

Beautiful doom for one

shadow bone
#

Nashgore for another

royal wave
#

no one really pays mind to it for another

sterile wasp
#

u wouldnt to happen to know where he got the imp fireball sprites from would u?

royal wave
#

I think he made those actually

sterile wasp
#

kkkk, eventually i wanna extend this mod to porting most/all of the brutal doom projectile sprites to smoothdoom but atm its just those

#

its not much but i feel they tie in good with smoothdoom

royal wave
#

Eh you'll turn more heads if you make something original

#

people are kinda sick of BD in the modding community

#

kinda ruined the community

trim falcon
#

anyone know how to check if a bullet hit a wall or floor ?

sterile wasp
#

i wanna clarift the projectiles will still have the smooth/vanilla movement etc, just a sprite change

trim falcon
#

I want to make a richochet bullet that would detect wall that it hit

#

projectile movement in doom is not really smooth

sterile wasp
#

i mean smooth doom

royal wave
#

you can probably make a hacky way of doing it. SInce bullets are hitscan, you could probably get play angle to the wall from the bullet puff and inverse the angle

trim falcon
#

oh wait I think I know

#

make the projectile die

#

and summon another projectile

royal wave
#

yeah that's what I was going with

trim falcon
#

but still

#

nvm

sterile wasp
#

@trim falcon if u got richochet bullets working it would be cool to see a puzzle map centerd around it

trim falcon
#

errr, yep

#

I want to make it to shoot hidden unreachable enemies

sterile wasp
#

that would be cool

#

do u plan on having any visual representation of the bullet?

trim falcon
#

nope

sterile wasp
#

good luck with it, hope you figure it out

trim falcon
#

thx

royal wave
#

there looks better now

trim falcon
#

good

sterile wasp
#

Just watched it, looks really good, I'll definitely try it out if/when u release it

warped rampart
#

He's got some download links in the backlog.

haughty flower
#

@royal wave the shotgun pump sound is a bit off

#

not just a bit aswell

royal wave
#

Yeah I keep noticing that but I can never get it positioned right

#

right now more focused on the first boss fight though

haughty flower
#

give me the shotgun fire/reload sound

#

i'll cut it

#

in audacity

royal wave
#

Oh it's already been optimized as much as I can

#

It's just the timing of when to play it I need

sterile wasp
#

is there a specific reason u changed the shotgun sounds from "vanilla"?

#

also nice attention to detail with the gun light moving up and to the left when firing the shotgun

vocal crypt
#

and teh pistol?

#

also, why isn't teh shotgunner and zombies gunsounds changed?

royal wave
#

because it's a wip silly

#

also wanted something a bit higher quality is all

#

if it's a hyper realistic sim, why wouldn't the sounds be different?

prisma saddle
#

The don't sound as, meaty as the original sounds are, maybe boost the bass a bit if you have access to Audacity.

shadow bone
#

Kevans, can I suggest you use The-Zombie-Killer's beamflashlight ?

#

It may look better than what you've got there

vocal crypt
#

I still need help with my problem

trim falcon
#

wat

vocal crypt
#

teh texture problem

#

I posted a screencap

trim falcon
#

dunno

#

try take your texture and make a small wad

#

remake it

#

or maybe wad conflict

vocal crypt
#

it's in a PK3

trim falcon
#

does it loaded in-game ?

vocal crypt
#

I dunno

royal wave
#

@shadow bone shoot me a link?

shadow bone
#

This is an updated version by SidDoyle actually

#

But same concept

royal wave
#

Cool will take a look

vocal crypt
#

Erron it just has checkered textured

trim falcon
#

maybe its unabl to read the textures format

#

convert it to other format

vocal crypt
#

it's in DOOM format

#

wait

royal wave
#

Export the textures as a .png through slade, delete the old ones, and then put the new ones back in

#

I had a similar issue today and that fixed it

vocal crypt
#

except it can't be exported as png

#

thru slade

royal wave
#

Right click the texture

#

Graphics

#

Export as png

vocal crypt
#

what "graphics"

royal wave
#

.>

#

Show me a screencap of the menu that pops up

vocal crypt
#

Kevans?

royal wave
#

Check under view as

vocal crypt
#

view as text or hex

#

Kevans?

royal wave
#

Damn

#

I know there's a way to export them as png

#

Try export and see if there's a drop down to export as a png

vocal crypt
royal wave
#

Are you borrowing those textures from a different mod?

trim falcon
#

can you view the textures in slade ?

vocal crypt
#

yes?

#

er

#

yes to kevans

royal wave
#

Okay try to do the graphics things from the original pk3/wad

vocal crypt
#

apparently in the original wad, they're under Graphics(Flat)

royal wave
#

Yeah they should let you export them as a png

vocal crypt
royal wave
#

Was there a graphics tab?

vocal crypt
#

Yes

#

should I convert them to doom format

royal wave
#

Go through that, save as png

#

As long as it stays png it will never throw a fit at you

#

They also allow for alpha settings, so they grant more flexibility

vocal crypt
royal wave
#

Tools > reload resources

vocal crypt
#

I did.

royal wave
#

Hrrrrrnnnnn

#

Do they show up in the texture browser?

vocal crypt
#

yes. but with a error sign

#

a circle red one.

#

if I were to go ingame, it appears as a checker texture.

royal wave
#

Did you do anything other than png's and dragged them in?

vocal crypt
#

I imported them in the textures folder after I exported them as pngs from original wad.

royal wave
#

Hrrrrrrrrnnnnn

#

Damn I am stumped with this

#

@shadow bone help?

shadow bone
#

Durrrrrrrr...

#

Um...

#

I can't say I have anything else to add, sorry ๐Ÿ˜ฆ

#

This generally just "works" for me.

royal wave
#

Maybe include the wad inside the pk3. It'll load it that way. Unless it's an iwad

vocal crypt
#

nope.

#

and not a iwad

royal wave
#

Alright. Put the pwad in the pk3, leave credits and all that jazz, delete the textures that don't work

#

Be sure to specify that isolating the textures didn't work

vocal crypt
#

um, wtf

#

GZdoom Builder whiens about such textures

#

but I deleted em

#

EVEN AFTER RELOADING

storm lava
#

AAAAAAAAAAAA

#

By reloading do you mean completely closing GZDoom and restarting?

#

Or just reloading the map?

royal wave
#

There's an option to tell doom builder to reload assets

#

It might need a restart at this point

storm lava
#

Jesus, I wish I could be mapping right now but I'm stuck at my job for another 7 hours.

vocal crypt
#

GOD f**king damn it

storm lava
#

Shoot to kill.

vocal crypt
#

not even a restart makes it stop whining

royal wave
#

geez

royal wave
#

@shadow bone Can't say I like that flashlight. It doesn't do well in terms of a naturally looking cone

#

also I lose my little mounted light effect that moves with the shotgun

shadow bone
#

True.

#

Suggestion then:

trim falcon
#

use software light

shadow bone
#

Have your light emitter do a range check back to the player and grow/fade with distance. As-is it feels like you're shining a laser-pillar off the gun.

#

Maybe even allow the player to get upgrades, or adjust their flashlight for a tighter/wider beam?

royal wave
#

not sure how I would execute it

#

I'm basically making my own bullet puff that glows

shadow bone
#

I think a puff sets its "target" pointer to the entity that fired it, in this case the player

royal wave
#

hrrrnnn

shadow bone
#

Unrelated use case, but similiar concept

#

So +PUFFGETSOWNER and GetDistance() are what you'd need

royal wave
#

Well the thing is I have a GLDef attached to the bullet puff

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I have no idea how to tell the game to switch to a different gldef by distance

royal wave
#

I've significantly cleaned up the intro room and put in a small settings check to verify the player has everything set accordingly

shadow bone
#

If you're willing to dig into a little ZScript, I think you can have the distance check and manipulate the dynamic light radius/brightness directly from the actor.

royal wave
#

I would have to see this in an example, I have no clue how to use zscript yet

shadow bone
#

Gooberman's post has a demo attachment

royal wave
#

So how will I be able to adjust the gldef with it?

shadow bone
#

The GLDef is static I think. You'd have to spawn and control a "real" point light actor at your puff.

royal wave
#

hrrn

shadow bone
#

Honestly the how is a little beyond me, I just know it's possible.

royal wave
#

I think i'll be fine with the current method I have unless we get a more direct way to control it

#

It does have a fall off distance though

royal wave
#

How to trick a player into a jump scare: Make it their fault by shooting an enemy

#

I am Evil

trim falcon
#

make a non hostile enemy

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very friendly

#

either the enemy rage or explode to the player face when get harasses

royal wave
#

Sure

#

We'll just assume I haven't already implemented something

trim falcon
#

if player shot it

royal wave
#
    int x = GetActorX(256);
    int y = GetActorY(256);
    int z = GetActorZ(256);
    PlaySound(256, "SCREAM");
    delay(15);
    TeleportOther(256, 39, 0);
    QuakeEx(256, 5, 5, 5, 35 * 2, 0, 5, "");
    delay(35 * 2);
    SetActorPosition(256, x, y, z, false);
}```
trim falcon
#

make its spam message

#

that thing questioning player action

royal wave
#

no

trim falcon
#

why you shoot me

royal wave
#

no

trim falcon
#

why did you do this to me

royal wave
#

no

trim falcon
#

kk

royal wave
#

Sad angery ghosts are dumb

trim falcon
#

teleport to player and earthquake ?

royal wave
#

there's a sound

#

duh

sterile wasp
#

so im thinking about making a map for doom, ive messed around with gzdoom builder and i feel compterble enough using the basic stuff, i dunno how i should start tho or what makes a good doom map good, anyone here with map making expierence that could share a couple tips maybe or something?

shadow bone
#

Well, they say those who can't do, teach, so I'm your man!

#

The primary thing I think for a Doom map is flow. This is kind of hard to conceptualize and it's generally the sticking point because I usually try to map "on the fly" and run out of steam halfway through.

#

Maybe try thinking in terms of "setpiece" battles.

#

Like, E1M1 has four major battle segments on UV: The entry/armor room, the computer room, the zig-zag room, and the exit annex.

#

Each one is slightly more complex and difficult than the last.

#

But each is essentially separate.

#

The battles follow a defined path through the level, but there's a couple branches along the way, mostly secret

#

Next think about theme. Base, hell, urban, corrupted, some combination...

vocal crypt
#

I'm thinkin of some Escape from Castle Phobos shit.

#

Some survival thing.

shadow bone
#

That can help inform whether your levels will be more concrete, or abstract in design.

#

Hell is usually more organic and weird shapes for example

#

General tips, leave plenty of room for the player to manuver. Small, cramped rooms and halls are a common newbie mistake. Also don't make it too hard up-front. What's "easy" for you as the designer with full knowledge, might be completely opaque.

#

Try to lead the player with light.

#

Go easy on traps

#

Backtracking is okay for key/switch hunts, but keep it reasonable and try to make each journy interesting by opening monster closets or alternate paths.

#

Use height variations. Make parts of levels interconnected and visible from each other via windows, balconies, etc.

sterile wasp
#

writes all this down

shadow bone
#

Anyway, those are just some general things I've noticed make good levels.

#

Not all of them are set in stone, and take everything with a grain of salt since I've never made any decent levels myself ๐Ÿ˜„

#

Also check out the mapping tutorials on Realm667, there's some good tidbits there.

trim falcon
#

I remember there was a random doom level name generator

vocal crypt
#

OBLIGE?

#

or am I thinking of the modern variant?

shadow bone
#

Oblige is the modern one

trim falcon
#

oblige has level name generato ?

vocal crypt
#

oh

shadow bone
#

Yeah, it puts random names on levels

#

Here's a fun little toy if you need inspiration

#

Also there's many "map" generators for things like D&D or whatever that can help with general layout inspiration if you need a base to work from.

trim falcon
#

destroy ridiculous numbers of crates,

#

what crate ?

shadow bone
trim falcon
#

Bookmarked

shadow bone
#

@trim falcon I think that idea generator is based on a Quake counterstrike one, so some of the "quests" aren't necessarily optimized for Doom.

trim falcon
#

i see

shadow bone
#

John Romero's rules are classic:

#

...

  1. Always changing floor height when I wanted to change floor textures.
  2. Using special border textures between different wall segments and doorways.
  3. Being strict about texture alignment.
  4. Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas.
  5. Making sure that if a player could see outside that they should be able to somehow get there.
  6. Being strict about designing several secret areas on every level.
  7. Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level.
  8. Creating easily recognizable landmarks in several places for easier navigation.
trim falcon
#

Creating easily recognizable landmarks in several places for easier navigation.

#

I remember a FPS game that don't have recognizable landmarks

#

and its a maze finding hidden items

#

also dark

royal wave
vocal crypt
#

the same release you gave us?

royal wave
#

Nope

#

Polished

sterile wasp
#

stupid question, how do u rotate a sector 90 degrees?

royal wave
#

Select the sectors you want to rotate

#

Press E

#

Drag corners

vocal crypt
#

dammit me texture prob

#

on the escape castle phobos shit

sterile wasp
#

@royal wave thx, tried the new demo btw, i really like it

royal wave
#

<3

vocal crypt
#

I wished the BoH was corrupted though

sterile wasp
#

have u thought about making it so u cant use your map?

royal wave
#

I'm not that evil

sterile wasp
#

XD

royal wave
#

BoH gets his own treatment if you pay attention

sterile wasp
#

^

vocal crypt
#

I know

#

he's upside down

#

and he shoots 3 balls

#

er..

sterile wasp
#

giving all the enemies the same type of change (curoption) would get boring, i kinda like how different monsters are affected differently

vocal crypt
#

not the crotch balls

sterile wasp
#

maybe make it so he gets stuck in an animation randomly ?

royal wave
#

Nah that's the hell knight

#

BoH is the brown one