#classic-doom-maps-mods
1 messages · Page 48 of 1
both do their own thing
IT IS
Point is they both do something
I don't get why people get those two confused
Hell Knight is the pale ish one
Baron of Hell is the pinkish red one.
either way
I like the Hell Knight.
is the blank room suspose to be blue, i noticed in an older demo video it was black?
yes
kk, just wanted to make sure something wasnt wrong with my settings
ik this is kinda being picky, but i did noticed the textures wernt lined up at the exit of the elevator u start the game on, also some of your doors/elevators have the side textures move with it, wasnt sure if intentional or not
must have missed some
other then that its looking really good so far, nice to see a dark/horror themed map for doom that actually pulls it off
<3
also did u use the doom builder missing texture texture ?
I made my own
o ight ight
how do I make status bar face ?
u mean the doomguy mugshot?
is there a way i can set up a door so it only opens if all monsters are dead/ no monsters in a sector?
I think you'll have to do a check for every expected type of monster and add those up.
So do a count for Zombiemen, a count for Imps, a count for Demons, etc
Tedious, but hopefully you weren't planning on having the whole bestiary in one room...? 😉
nah, just one enemy type for the most part, in later sections pprobably 4 -5
ill show u what im trying to do once i get it working
little gameplay element i thought of that i wanna heavily use for a map
not really unique in its own , but i want the map i make to heavily use this by having the entire map be going from room to room of different sizes and styles with different enemies and challanges
Kind of like old games where you had to defeat a certain number of enemies to progress?
You mean serious Sam ?
Not quite like first-person shooters. I'm more thinking of some SNES games. Can't remember the name of one.
@warped rampart more like where ur locked ina room until everythings killed
That's serious sam
ive never played it before, might eventually
It's pretty fun.
Anyone here know how good GZDoom's network play is?
Trying to see if it's possible to make Zombies Doomed My Neighbors have a co-op mode.
For the far off future.
Pretty much the most you're going to accomplish is a pretty lackluster lan connection
Zandronum is the current multiplayer engine for doom as it uses proper netcode and what not (I assume)
That might be difficult
Zand doesn't keep up with the current branch of zdoom
iirc not since ZDoom 2.3?
so if your mod works on gzdoom 2.4 exclusively, it sure as hell ain't going to work on zand
@storm lava porting it to zand is like hard if you use custom weapons and all since zandronum is a bit more outdated in that
AAAAAAA
?
The frustrations of making a zand compatible mod are slowly dawning on him
Yes
that's a meme
Yedoggy!
round here.
Ew memes
It's an new meme sir, we don't know if it checks out.
TOO MUCH LIGHT! AH MY EYES!
GODDAMN DUDE, JUST REMOVE ALL OF THE LIGHTS AND ADD A FLASHLIGHT OPTION FOR THE DEFINITIVE CINEMATIC HORROR EXPERIENCE
Kinda like what Doom 3 does
I don't like it when horror games are only scary because of how dark they are.
Me neither, I said that ironically
Ah,
Heck, I HATE how dark Doom 3 is with a passion
The UAC is ridiculously rich but can't afford to buy emergency bullet proof lights?
In the future?
Are you fucking kidding me?
the expansion was more action pack but way more darker
If you didn't tell me Doom 3 was a Doom game (I mean if the cover box was labeled anything else) I wouldn't even guess it was a Doom game just by looking at the footage
Seriously, Doom 3 is so vastly disconnected in terms of gameplay that it hurts it's own premise of trying to build a realistic atmosphere
I mean, everything is in place! The really well detailed maps, the cool weapon design, but then there's the shit stuff like the unapologetically bad gameplay and TERRIBLE sound design
BFG edition does improve the brightness a bit but it affects the gameplay a bit too much.
More like the Big Fucking Green Lantern
Seriously, Doom 3 at it's core isn't even bad, the gameplay and the sound design is downright horrid. The map design could've been improved
Which it had in the original Xbox port
The Xbox port made the maps significantly bigger to accommodate for a second player (since 90% of original Xbox games were about dat Xbox Live doe) but if these were ported on PC people would use these over the original ones for sure
Sure there's some less detail, blah blah blah cry more I don't care, the maps are bigger and it allows for more movement. Also, less "imp behind the door" cliché and "monster closet waiting to open as soon as you get your shotgun ammo" cliché
Fuck me but Doom 1 and 2 wasn't about that fucking crap, it was about being a strategic badass lone space marine fighting against hordes of demons with an arsenal full of useful and varied weapons of mass demonic destruction
Doom 3 has some really solid foundations and they could've been way better than what they are, but then again Id Software was repeatedly stumbling upon themselves ever since the original Doom came out in some way or another, until the Doom reboot that is in which they basically reinvented themselves as something even better than before
Id Software fucked up with Quake 1
Id Software nearly fucked up with Quake 2, but actually didn't
Id Software pretty much 180'd themselves with Quake 3, which was basically Quake 1's multiplayer on steroids and with less of the Quake 1 bullshit
Well good thing I'm using darkness strategically
Id Software pretty much fucking shot themselves in the face with RAGE
I to dislike when pure darkness is used
But if you stay straight forward with the player, pure dark settings are forgiveable
I think that one of the few games that use darkness well is Dead Space 1
Parts of the ship are so fucking big that you can't really see what's beyond the light's reach
Dead Space 1 is sci-fi horror done right
Doom 3 is sci-fi "horror" done 100% positively wrong
You can't have a horror "Doom" game
Doom was never about the horror and I cringe everytime some douche says that Doom 64 and Doom 3 are the greatest shtick ever made
I mean, seriously, WHAT?!?!
okay lets be productive here
that is some nice critisism
but i believe that is TMI personally
TMI?
those are all valid points
What's TMI?
too much information
Okay, let me boil that down in two words :
too dark?
Doom 64 =/= Horror
Doom 3 =/= Horror
Or if we want to boil down in a single word...
well guess what, that mod he is making is supposed be a horror themed mod
doomsixtyfournotequalshorror
doom3notequalshorror
Doom's gameplay at it's core DOESN'T MATCH the horror genre, simple as that
look i have his latest release of that
If you want to make a Doom themed horror game, you need to make the gameplay horror-esque as well and introduce new limits
i can record a video for you so that you can get a clearer image on where that is going
It's like slapping Call of Duty Infinite Warfare's gameplay in a Dead Space setting
Is that "survival horror" in the same vein as Resident Evil to the slightest?
Who's making a horror mod again?
keavnsevans
Ah, interesting
otherwise the guy string to this emoji 
not the place to ask
Well... this is the "map mod dev" channel after all
I think that talking about game design and mods in general is allowed
Unless I'm living in 1984 and I didn't realize
In which case I fucking wish I had a chainsaw hand and a Doomguy suit so that I could cut some "budgets" out of the way
noice
woah, nice
So satisfying https://youtu.be/KItmwENuFHY
gud
@royal wave It'd be pretty neat if you also implemented liquid drops flying out if the flasks aswell...
@royal wave I watched your Fragmentation Demo video. Looked incredible but it gave me flashbacks to Afraid of Monsters.
:>
I just look at that mod
afraid of monsters
I think a mod that doom 3 try to copy
but fail miserable
I don't really think it matters.
nice
so im making some brightmaps for a lava texture, tell me which one u guys think would work the best
dunno
Hey pro tip
need an animated lava image
For liquid textures, set the brightmap to itself
ive never seen that done before, wouldnt that be the equivelent of setting it to fullbright?
since it only uses saturation to determine how bright it is, the liquid textures are 1:1 exactly what they'll look like
Nope
Fullbright would be a white square
I use that in my mods, always comes out ncies
no i mean like no world light affects it
ight ight, ill try it thx
im making brightmaps from smooth textures (from smooth doom) and using Sbrightmaps as a base, its gonna be a ton of repetetive work but it should look amazing in the end
and ill eventually move onto making brightmaps for the monsters
so far ive done the switches, doing liquids now
making/converting from sbrightmaps***
rn its just a personal project but if i can get permission from the Sbrightmaps dev im gonna see if i can send it to the smooth doom devs to add it as an optional download, alot of people on the forums have been wanting something like this
update, cant make brightmaps for smooth texture lava since the method they use to animate the lava is warping, and the engine doesnt allow brightmaps to be used on warping textures, so ill have to find a work around
have the GLDEFS lump load before wherever the warps are
Unless they're in the same lump
then have the brightrmaps load before warps
@KeckleKnight#4998 send me your mod when you've made some progress one it
ok
I made some noticable changes to the red hallway
It was kinda dull before so I curved it and added a little thing in the middle of it
Now it's dull but in a more pleasing way
pls notice me
no thx
I'm sorry, who are you
I don't know you.
o
What are you doing in my house
also, where is absorbedhatch
I am absorbedhatch
there is no machine
noice
im thinking about having a community project. but idk where to start.
me neither
While I brainstorm ideas for another room
I'm gonna add decoration and enemies to the current ones
Never done one myself, but - have a clear plan, have a clear theme, be very explicit with rules and stuff
Don't leave anything vague
My favorite thing about making maps is seeing how functional a lot of things are
I also like fixing these small issues that make a big difference in the map
ok thanks @unreal oyster
started working on my first ever map, is it looking good so far?
@keen drift i have switches done and im going to take @royal wave advice and see if i can get brightmaps with smooth textures warping effect to work
also to clarify, this is using Sbrightmaps.pk3 as a base but i will have to make many hand done brightmaps when i start making them for monsters
what are brightmaps anyway
They make parts of textures brighter than other parts
^
Well, textures, sprites, etc
works especially well if ur trying to get something to "glow" in the dark
like the green effect around hellknight hands
thats the original mod if u wanna see what they are (go to a dark map and summon some stuff/look around)
now if onyl I knew how to level design in Doom
lel
A scary survival horror castle.
Looks good @umbral sail
how do u know what order files are loaded inside a pk3?
@royal wave so i tried loading the brightmaps before smooth textures, all the switch brightmaps work fine, but i still get "cannot combine warping with brightmaps on texture LAVA01"
how would i do that?
same way the lava textures are warped
kk, should i remove the warping from the original texture?
No need, you can just copy and paste and then relabel the needed strings
kk lemmi try it
brightmap texture LAVA01
{
warp2 map "brightmaps/doom/LAVA1.png"
//iwad
}```
like that?
I assume. Never really worked on warps
Doesn't look half bad, @umbral sail!
Very good start for a first map.
What is the theme/story you are going for?
thanks, appreciate it ! Im going for a UAC Base that leads into a city, and the city is invaded by hell spawns
and from there is a portal to hell
Alright, I gotta tell you that a proper city setting is a difficult thing for first time mappers.
Im aware haha
It can be done of course, but it might put people off who aren't fully aware of Doom's limitations.
I wish you luck!
when Im done with my first map I will release it so you guys can check it out
thanks, I need it haha
I'm apparently lacking motivation for this one level castle survival.
I lack motivation for every project I have, so I would consider that as normal lol
but apparently I feel very determined to get my doom map done
I'm apparently lackin moto for not only creatin teh wad, but also the level design
my fear of it being too linear.
add some corridors here and there
then its not too linear
like stuff you don't need to go to
I need moto to start learning about Doom modding
I don't really know where to start tbh
I just started yesterday with GZDoom Builder and a lot of google
huh
well I'm a lazy fuck, then
Nah, it's mostly because I prefer to keep doing things that I already know
like drawing
I'm actually afraid of coding
Im exactly like this lol
little teaser for what im working on
(i gave up on working on the liquids for now do to how there animated using warp)
:^)
he's like "yo what's up"
(Without brightmaps)
true
note that both screenshots are running smooth doom
the new gzdoom dev versions are amazing for testing brightmaps, now u can put brightmaps into an auto folder and itle automaticlly give the brightmap to the texture with the same name
{
map "brightmaps/doom/bosse5.png"
//iwad
}```
aka i can skip writing this for every single brightmap file until i want to release it to the public
Really? Brightmaps folder? :>
yeah, if using pk3 format(or any zip format) if ur using a dev build of gzdoom, just put your brightmaps into brightmaps/auto folder and there work assuming they have the same file name as the actual texture
ik, only doing this for testing
https://zdoom.org/wiki/GLDEFS#Brightmaps documentation of it here
ive just been listening to hamilton while grinding out these brightmaps
i wanna try and finish the hellknight by tonight, not counting the animdef file
hmm
when i get to the death frames, should i give a slight brightmap to the green guts?
example
idk
just a few left then all of hellknight will be done
and finally done
tomorrow ill do the imp or baron
Hideous Destructor + darkness mods + creepy music is a good survival horror mod tho
isnt there a doom ambient sound replacer mod?
It would be crazy if not, at this point there is a mod for almost everything
And they're a l l canon
It does in Rick and Morty
Aliens probably do exist but this isn't really for #classic-doom-maps-mods lol
working on giving brightmaps to certain smooth doom items now
He WIP'd this up pretty fast so he might even have this done before I finish level 1.
The plan is to get all the levels up to the Hedgemaze level before the next release.
@storm lava that looks really good
I for one finished 3/4 of my map, maybe I will expand it when its finished
@royal wave i like the cacodemon sprites
how are u going to have a gif play for each animation frame, or was the sprite animation just to show the concept?
@royal wave o yeahhhh, had a brain fart lol
lol
@umbral sail nice, how long does it take to play through?
since I know every spot etc it took me 6-8 minutes, normally it will be probably like 10 minutes idk
ill try it out with brutal doom20c
that doesnt exist
its an unoficial patch
once again it doesnt exist
I even recommend it to be played with Brutal doom or Doom 4 for Doom
http://www.moddb.com/mods/brutal-doom/addons/my-brutal-doom-v20c-unofficial-patch fixes some bad bugs
yeah i wouldnt play that
how come?
u cant run BDv20b on the latest gzdoom without it(unless u manually patch it yourself, its not hard)
its like you go to the line, and change one letter in SLADE
^
which i did
2 lines of script that had that typo
i even went and did it to his ketchup mods
it wasnt a typo, v20b used code that isnt supported anymore in newer gzdoom releases
if u use gzdoom 2.2 i think it works fine
i use 2.5 git
i need to compile a build, to lazy tho so i just have release and dev
they make a build for every single commit pushed?
@umbral sail my load order btw, ill tell u what i think once i finish it
should load fine, thanks man! @sterile wasp
that looks about right
not really a big deal but theres a bit of missing texture around this area before going inside(was trying to jumpo the fence thinking there mmight be a secret)
nice error
one big thing so far is at the dark crate area, moving through the boxes became really unpleasent, maybe make the boxes slightly smaller to allow for better movement through it
also jumping onto the first chaingunner platform thing is impossible, as if theres an insivible wall there
Youre not supposed to get there
:^)
There is an invisible walk indeed, I will look what I can do about the crate area
kkk, doesnt need any major changes, just maybe slight adjustment
The first path right after the door is really too small afterall
also i recomend for the first secret, attaching the secret trigger to the item itself and not the linedef infront of it, if a player grabs it from the side of the mtn and not from the front, it doesnt trigger the secret
@sterile wasp The Brutal Doom issue wasn't incompatible code, it was that a lowercase 'L' was used in place of a number "1" in two locations. Instead of 0.1 being used, it had 0.l
@sterile wasp thanks, I will also fix that
@umbral sail while the map looks nice and has a nice linear style path, many parts of the map i feel would play and feel better if the areas were a little bigger and had more enemies , the small areas left me fealing cramp alot of the times, also not really a problem but i recomend attaching the end level trigger to a button behind a door instead of it being the door itself, all in all its a good map especiaslly considering its your first ever map
way better then my mess of a first map XD
Thanks for the feedback, I will try to integrate it into the map, very appreciated!
Where there also any visual flaws? Since that's what I put most work in
o yeah!, u need to set "lower unpegged" to the door rack so it doesnt move with the door, alot of people make that mistake
Been using doom builder since 3 days so excuse me on that one haha, thanks!
visually your map looks really nice, maybe reduce the hitboxes on the trees in the beginning a bit if possible to allow better movement through them
yeah for 3 days thats really impressive
Maybe designing stuff in general for games etc. Helped me on archiving that
Idk if I can reduce the hitboxes, I could try to place them better
another thing, atleast on the 12 on a 10 point scale difficulty, i ran out of ammo and had to carefully melle most of the cacodemons at the end, maybe put a few ammo pickups around the map
Hmm, I thought I had placed too much ammu
i might play it again on normal to see how much i have left, defidently a nice challange at the end none the less, but if it becomes a map pack it might be a bit difficult of an ending for the first level
I will try to fix most of the stuff and will come back to you with a fixed version, expanding the map will take a bit, idk if I can easily open up the map more
im not sure but u may be able to just select all the sectors and increase the size? maybe someone here knows how to do that
And its gonna be like 3-5 levels hopefully
that would be a good length for a first map pack
I think I did something right considering you play the map again lol
also if u want some ideas on improving map gameplay, i recomend trying out ancient aliens map pack and back to saturnX map pack, both imo are gold standerds for good map based gameplay
I could try to make some of the mountain parts climbable btw
I think I know enough for now about map gameplay, I need to learn how to balance stuff better first imo
balancing is always good to know, btw hell upon earth sounds really similer to the hell on earth starter pack, people might get your map confused for that http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack
Sarge will rename it to execution day imo
o yeah wasnt he complretly overhauling the map pack with new features?
Yea
i saw some of his update videos for v21, looks nice
The starter pack is actually my main inspiration imo
Im trying to make "realistic" maps like he did
i got that feeling from playing, ive always liked the idea of maps based on earth invaded by demons
And I played a execution day test version and its looking pretty good so far
Im a real sucker for visuals lol
u certainly got that aspect down
Good to know haha
also u could try messing around with slopes to make mountains, ive seen some pretty cool maps use those
u need gzdoom builder for that tho
wait did u have slopes in that map?
i couldve sworn u had some for door decoration?
Idk how to build that yet imo
Nah,I put a really really small line over every door to hide the fact that the texture repeats if you mean that?
maybe?
https://www.youtube.com/watch?v=2Lat4gVVDBc a bit old video but heres a tut for slopes
Thanks !
np
Also the hallway with the destroyed door feltd the most cramped right?
theres a ton u can do with 3d objects
Anyway I gtg sleeping. See you tomorrow guys
Does Doom modding allow users to edit the end level and transition screen at the end of each level.
I'm pretty sure it does.
I'd like to remake the end level menu from Zombies Ate my Neighbors where it shows lives, score, survivors saved, and the text transition from level to level.
Any coders on here know how to do that?
Or if that in particular is possible?
The beginning level drop down text and the end menu seen here:
@storm lava you can pretty much do Numbers through ACS
So in other words, no?
not spriting @storm lava basically you can add numbers of the survivors saved and score and all
from what i know you can't do sprites lol
you can do sprites but ACS is hell tbh
@unreal oyster any decent alternatives to acs?
i thought that was a decorate replacement?
it's more than decent, it's better in literally every way for most stuff
for simple map scripts i'd still use ACS
but for anything more complex ZScript is amazing
UI should never be done in ACS again lol
HUDMessage fucking sucks and it should go die
does someone have experience with doomseeker? i'm trying to host a server and i need wadseeker to download server's wad but doesn't do so
how do you join your own server ?
alright
anyone know wheere to get WW2 weapons?
Otherwise I'll ahve to rip weapons from the Nazi mod
that room took me longer to do than I would have wanted
The reason I asked those things in #general was because I was doing a project that I might need some help on.
Mostly spritework.
and like that you've lost me.
I'm trying to make this look like it's "spinning".
btw i'm just saying, GZDoom only has a pallete in 8 bit software
in 32 bit software and OpenGL, the pallete is gone
Hmm. I could've sworn someone had taken a screenshot I'd photoshopped and edited the colors to fit the classic Doom palette.
how does one even shade a weapon for Doom or something?
maybe just record a video of the chaingun working?
time, and artistic talent
The chaingun sprite doesn't seem to wanna be replaced for some reason.
Which is weird for me, I made sure the filename was the exact same thing as the one in the Doom.wad file. https://twitter.com/PyrolexSarvagon/status/854093148842274816
you need to use the SS_START and SS_END markers
How would I get those?
I'm sorry I'm being such a pain in the ass about this, by the way.
press this button http://i.imgur.com/y84E3bu.png
call the entry SS_START
press it again
call it SS_END
then reposition everything to make sure only the sprites are in those markers
using i think CTRL-U and CTRL-D
BEHOLD THE WORLDS SHITTIEST CHAINGUN
seems fine to me
I fucked up the hand, it cuts off.
This chaingun is better than every other mod.
It is beauty, it is grace
doom weapons are not fun to work with because of how they handle gun flashes lol
either you can redefine the actor and be done with it or fuck with cutting shit up in PS
I poked through MetaDoom, trying to see if that would help me. It looks like the gun flash is just a direct copy of the initial chaingun sprite in that mod.
that would also work too
though i question why MetaDoom uses gunflashes in the first place then lol
how
Distortion in a bootleg Photoshop
The original barrel's still there, in the middle, fun fact
Chaingun now has dedicated firing sprites https://twitter.com/PyrolexSarvagon/status/854128973474922496
Updated the chaingun again. Now it has dedicated firing sprites. https://t.co/BeRRkEzuo2
@warped rampart why is the view hieght so low?
I'm honestly not sure. It might be me trying to hide the cutoff on the hand but it obviously didn't work.
in slade go to those textures, change the view from auto to hud, then move them up
The offsets are manually done.
weird
Is there a way to make it where a wall can only be shot through on one side? Using GZDoom Builder
Or a linedef, rather
Guess I'll show pictures
oh
the ufc octagon
(Sorry for quality, internet's down right now on CPU)
rip
I want it where the pillar can be shot out of but can't be shot into, can that be done?
durn
Let me ask some zdoom guys for you
Thanks
Well that's assuming I get a response. I'll try to get back to you on it
I really hope there is a way, because if not RIP my mod
What is your mod
if there isn't a direct way, there's probably a really hacky way with ACS and detecting the texture
He wants a one way shooting wall
Well, basically one team is summoning monsters and the other team is surviving
Which is why I want one way walls because I want the summoners to be there
If there isn't a way I can just give the summoner classes so much HP they're impossible to kill
And then make it after a certain amount of time the pillars will kill them via sector damage from ACS
So Terry monsters but not with Terry quality
If your desire can't be found without workarounds
You can make them immune to damage types
Could do that
So not super ridiculous health, but just immune to what the other team can deal
@vocal crypt No, the classes are game specific, so Doom can summon doom monsters and Strife can summon strife monsters
And the same thing for survivors with their weapons
So zdoom wars modified?
Inspiring mods were ZDoomWars and Samsara
So yes
I don't even know if I'll complete it, never modded before
Well they can summon other game classes as they are constantly defined within the pk3
But sprites won't show. So if you want a mod that borrows from other supported id tech games, you will need to import the sprites
anyone here has a good fire actor for doom 2?
nice! 😄
Now we'll make a GTA doom themed mod /sarcasm
Except uh, how we gonna do carjacking?
Too much work we'd need a new engine prob
Then again, GZDOOM technically is a new engine
Since it practically uses a modified version of the Doom engine
@Highsman13#7563 One way walls aren't possible unless it's with projectile like attacks, so you'll need to find a work around
Oh that would work as a work aorund
Or bullet like projectile
But iirc he's not using it as an attack, but more as a pointer summoning system
IE the player looks at a spot and summons a monster
idk just I know one way hitscan isn't possible now
I mean suvivor guns use projectiles
But bullet like
Not hitscan
So a plasma shot but faster and with bullet sprites
Blue plasma shot
Not BFG plasma
You get me?
This is for if the survivors use bullet based guns of course
I guess
I can just give summoners resistances, it's all good
@royal wave maybe a work around could be giving the player hitscan damage immunity while inside that sector
maybe idk
I'll just do resistance to everything and have ACS kill anything in the sector after a while
anyone got some tips for map design
Don't detail it while your doing the level design,
I AM A PROFESSIONAL MOD-CREATOR, I SWEAR https://twitter.com/PyrolexSarvagon/status/854506304207015937
It looks like you cropped the muzzle off a weapon from Wolfendoot 3D and used that as the Plasma rifle sprite.
Is there a way to have a elevator lower down to something you can't see until, well, you lower down?
or rather
cover up the "tunnel"
er.
the orange square is the platform that I want to lower.
the space that's lower than such platform is the part I want that's "hidden" or something
or rather
hidden until you lower on the platform?
I'm describing this very terribly
Kind of reminds me of Monster Condo (I think?) in Doom II. Iirc there were parts of the floor that lowered to reveal hidden areas.
Is that what you're asking?
I really could be wrong, but I know for a fact that somewhere in Doom II, there was a level with floors that lowered to reveal secrets or areas you had to go to progress.
I want it to be some weird tunnel I guess.
I dunno
I just want the area that's infront of the square to be not visible until you get to such platform.
er
basically cover it up so it's not in plain sight?
somewhat?
Either put the platform at the wall, or put a 3D floor over the hole
I forgot about 3D Floors
is there some linedef thing in UDMF that tells what a sector is or not or something?
Look up 3D floors on the ZDoom wiki
It should have all the instructions you need there
Basically: Fake "platform" sector in the void with one line as a "3d floor" special, pointing to the tag of the sector it needs to show in
wat
I was more saying wat to your fake platform part.
I meant control sector
isn't there a thing to control 3d floor thing or something?
yeah you need to make a dummy sector
That's what I was saying
just make like a small triangle outside the map
select a line on it
SectorSet3Dfloor
and then match the tags
also so you know, the ceiling and floor are flipped, and walls can't be separate textures
and how do I g
get it to show on whereever I want it to be?
Isn't that outdated?
and not in UDMF?
Still works the same in UDMF
The 3D floor shows up in the sector you tag
At the floor and ceiling of the dummy/control sector
ok, my square that I want to lower instead lowers the floor surrounding it.
er
the square I want to lower like a platform only lowers the floor surrounding it?
@shadow bone ?
Make sure your tags are correct, and if it's a trigger line flip it to point to the correct sector.
the lines are inward of such circle
also, there's tags involved with platforms?
*square
wtf
where did circle come from
er...
it's pointing inwards
damn it
my brain is farting.
I dunno dude, it all depends on how you've set the map up. There's literally dozens of ways to lower a platform. CAREFULLY read the documentation for the action you're using, make sure all lines are pointing the right way, make sure you've set the options correctly, and set the correct tags if necessary.
If it's lowering the floor around then I can only imagine either A) your lines are facing the wrong way or B) you need to set an option on the platform action to use the front or back of the line.
it is lowering the floor around the square
using action 20
so I need to use 2 then.
I DON'T KNOW. Is your platform sector tagged 2?
jesus christ. Sorry for stressin you this much
Well how am I supposed to know if "2" is right? What is your sector tagged as? Is this a walk over line or a switch line?
I'm not a mind-reader
I guess that line was just me thinking outloud
sorry for stressin ya.
here's my terrible and linear level design so far.
Still better than most of my work
I would say its a good thing that the layout is already not linear
Map is not finished yet but thanks
I only have released an very outdated alpha 1 that has the first map, if you want to play that @haughty flower
no i rather wait till the final release or release canidate
Alpha 2 is gonna be worth playing but I wouldn't play alpha 1 either
looks nice, but the textures on the building need to be a bit more varied imo
the texture you have used doesn't look great when repeated so much
here you are with that map
no I'm not insulting you
and I'm here with this map.
no, I'm not using Vista, that's just Classic Shell.
meanwhile I'm listening to ASMR while trying to make this map.
well fuck
Mapper's Block
I'm reallly feeling it now Mr Krabs
what are the best options for SLADE setup using ZDBSP?
ZDBSP?
https://gyazo.com/a3ed5b8c0ab4bd842dc4648c4e4df412 some wip classic-style E2M8
better than mine
now I really want to make a doom invasion map that looks close to D-Day Normandy landings for some reason.
would anyone judge these sprites? plz be honest
ill look at em
maybe change how the yellow piece looks, atm it looks like u just took a picture of an old chainsaw top or something, like maybe redraw that part by hand?
other then that they dont look badf
good job btw, better then what i could do
Uh, I didn't draw those sprites, they're from brutal doom XD
They're a handless version of the chainsaw from brutal v20
is there anyway to make a skybox look less... boxy?
Screenshot? A properly-textured skybox shouldn't look boxy.
yeah, skyboxes will only look boxy if they aren't aligned right
or there is some lighting revealing the edges
a well aligned skybox will look like this
it's still a cube but you can't see the edges
The lighting shouldn't be an issue if you use the "real" GLDefs skybox method. If you're building your own skybox and putting a camera in it, you need to make sure to turn off fake contrast for those walls and such.
yeah, camera in a sector with only skybox textures
how do you turn off teh fake contrast.
It should be an option on the linedefs
I'd recommend looking at the GLDefs method though
where is the option on the linedefs
still looks boxy.
Why not make a skybubble
also, a skybubble?
spherical skybox
also, I'd have to also give you some other wads
because the skybox texture is from another pk3 or wad I forgot the format.
that's fine
don't upload it through discord then
Upload it to where then
screw it, I'll solve it later.
i still use the in map solution myself
it's more powerful i feel and you can put dynamic lighting in it
which i like
but for a basic skybox yeah you might wanna use GLDEFS
is GLDEFS some seperate text thing like MAPINFO?
Yes
Alright
is there anyway to have textures on walls not have any or something?
er.
I want my walls to be transparent, but just clearing the texture gives it HOM effect.
lol
that's not entirely true
On a Rail has some segments where you can see the skybox edges
specifically the bits where you launch the rocket
Giygas Battle & The Place all belong to earthbound Nintendo
I've finalized Torn for release, but I would appreciate some looks. It's a huge slaughter wad, so if you're not into that, play it w/ no-monsters.
https://drive.google.com/open?id=0B-yJ-Ip74OJtWmdVZUhsbTRibEE
Managed to make the warehouse boss more difficult to deal with >:3
Script error, "skulltag_content-3.0-beta01.pk3:actors/skulltagspawners.txt" line 263: Unexpected 'BFG9000' in definition of 'BFG9000Spot'
WIP Boss for my mod https://youtu.be/p3_5q-cFpNI
So, glitchy Skellingtons?
yus
spoopy
@royal wave you should make it so it's a revenant worm kek
What
i should be very afraid of your choice on content
wasn't there some sort of easy way to do slopes unlike the old fashioned way?
on top of that, they aren't funny and you should stop 😛
i could say that its more a jokewad than a terrywad
because im so bad at scriptting, its just textures and some sound changes..
+music
Just because you think it's funny, that doesn't mean everyone else will
Good joke wads have class, and just by judging your screencap
I would have assumed it as a terry like everyone else here did
yeah...
We don't mean to discourage you from making maps. We're trying to discourage you from making a bad map
yeah i understand...
what about my question about slopes?
im gonna still work on it, but dont put a link for it...
well you got to start from somewhere right?
for slopes - you can slope any sector that consists of 3 vertices
Yeah, you set a linedef on where you want the slope @vocal crypt
they'll appear as upside down tetrahedrons in 3d view
with the plain align action @royal wave ?
Yeah plane align
you can set it to affect the front or back of line, ceiling or floor
this is the quickest way to slope a floor but the plane align method does work too
that's assuming those anchors show up
I only seem to see them when i define a 3D floor
how do you get those?
Gut there are better ways to screencap the button other than showing the entire god damn toolbar
i know, i was lazy lol
but yeah, with vertex sloping you can do this sorta thing http://i.imgur.com/llxOlcC.png
the lazier way would have been the right way
which is utterly impossible with plane align
there's a HOM effect at the end of this slope.
and I apparently gotta jump on such slope.
not with sharex, it takes less effort to just click the toolbar and press enter than to draw a square then press enter 😛
to get up
that aint normal
ok now my GZDoom Builder isn't showing slopes
press tab
ye
Usefull when the 3D effects get in the way and vice versa
I have a habbit of making my dummy sectors super small
hard to adjust heights when those anchors get in the way
I'm just having problems with one vertice being higher than another on slopes
or if my wording is ass
A PC Sprite for doom
Heh
some OS that olivia would use
😛
good
So, i've lost some of my sanity while doing this, but it was kinda worth it.
At least now i can play this d-touch port on my cellphone without crashing it everytime i play it for longer than 3 maps XD
Download link: http://www.moddb.com/mods/counter-strike-doom-martian-offensive-2017 CSDMO Update 2 is almost here! Update 2 features an official D-Touch stan...
@unreal oyster https://mantis.zdoom.org/view.php?id=628#bugnotes
I've already suggested it and unfortunately, you'll have to do it manually.
Ah, woops
Oh well then
I'll test your function when i get home, thanks for that :)
finally worked on the map again
it looks a lot like ultimate doomvisor
Yeah it does, but the bars instead of the numbers tell me otherwise
its low res which i do quite like
its called doom visor
very old mod
maybe the orginal version of the doom visor, idk.
looks nothing like this thats for sure: http://www.moddb.com/mods/brutal-doom/addons/doomvisor-hud-for-pa1nki113r-v51
old enough for me 😄
that is quite recent
what I said or the mod Nex mentioned?
the one that looks like ultimate doomvisor
I use that hud because the low res stuff fits more into the game
Updated my intro would like some thoughts https://www.dropbox.com/s/97zmwz0rvwi4gq9/Defragmentation.pk3?dl=0
yep
you might be asked to relocate that video
@cinder moon i'm done
also you play like trash, you can't dodge a fireball
i just rush n shit, thats why i can douge a fireball
anyone know how to get the models out of the jdoom model pack?
I wanna try porting some of the weapons to gmod for person use
wait what
@unreal oyster i'm guessing the ammo reel will switch around depending on what ammo kind you use?
yep
nice
My buddy got a WIP HUD and the squirt gun in a better state with new hands.
The gun currently looks nothing like the original squirt guns so that will need an edit but the arms are final as far as I know.
cool stuff 👍
the watch on the arm looks weird though
it should be tilted along with the arm, but instead it's flat and facing the screen
haha that looks legit
Thanks, he's pretty good at what he does.
And the watch is still on the arm just before the wrist so it would face the player.
He also got the third level started and the Monster Transformation at an early stage.
A little test for the playable monsters, still needs the sounds and the potion animation , and make it work as an inventory item , but I like how it's going ...
The pickup is only temporary until we get the inventory system sorted out and everything else is highly WIP.
I'm still trying to sort out the original sound files since they are very distorted once extracted from the SNES ROM file.
I'm sure someone has dumped them already
I've checked a ton of places for the non-distorted files, the only thing I could find was a Youtube video with the sounds but they're still distorted.
So I have to go in and manually fix them in Audacity and some are more messed up than others.
dumped?
i believe that we used a emulator and got the data off of it
one request i want to make is a seperate wad file that would replace almost all of the snes audio with genesis/mega drive ones
is the transformation supposed to last for the level?
Nah, it goes away eventually just like in the game.
Cool stuff @storm lava
ahk
But I don't think he has that worked out yet.
Looks fun
i say almost all because the flame thrower didnt exist in the genesis port
Thanks, Nex!
Inform me whenever there is a release haha
The goal is to base this on on the SNES version with a few nods to the genesis version, however, if we can get the sounds then we might do a Genesis sound pack. @haughty flower
add this and ill be happy: http://www.project2612.org/details.php?id=313
But that won't come until later on, we're still in the early alpha stage.
Alright.
I need to work on the first level some more, too bad I have to work most of this week.
With Dude attending a university and me with my job it makes working on this stuff really difficult.
Is it weird for me to start a levelpack I will probably never finish?
Sure, go for it.
I usually never finish what I start with the exception of this project.
If I would count every project I ever had I would get banned for spam lmao
However this is my first doom mod
Im very optimistic by atleast finishing the maps I start
CatGun
%o was annihilated by %k's heavy assault rifle
pick one @warped rampart
nvm
The mod's gonna be called Catalyst, so it made sense to me to call it "CatGun". But I do wanna make a mod that has guns that just shoots cats
oh
wait wait what
who wants to eat some cat?
you don't mean SRTT?
saint row the third ?
anyone know how to give monster a TID ?
same way you tag anything else
how ?
open up the monster properties and look for the tab that lets you assign a tag
I mean DECORATE or ACS
you'll still need to do it in through the map
No like
it needs to have an id set in the map first
is just broken
Okay explain what you're trying to do
this mod supposely to compatible with any map
when a monster spawned
its will always have a TID
example
zombieman is 101
I try to give it a tid via DECORATE + ACS
ACS_NamedExecute("GIVETID")
ACS
Thing_ChangeTID(TID, 101);```
the problem is
the script cannot be executed in the same time
let me see your decorate
{
Health 20
Radius 20
Height 56
Speed 8
PainChance 200
Monster
+FLOORCLIP
SeeSound "grunt/sight"
AttackSound "grunt/attack"
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
Obituary "$OB_ZOMBIE" // "%o was killed by a zombieman."
DropItem "Clip"
States
{
Spawn:
POSS A 1
TNT1 A 0 ACS_NamedExecute("GIVETID")
POSS AB 10 A_Look
Loop
See:
POSS AABBCCDD 4 A_Chase
Loop
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_PosAttack
POSS E 8
Goto See
Pain:
POSS G 3
POSS G 3 A_Pain
Goto See
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
Stop
XDeath:
POSS M 5
POSS N 5 A_XScream
POSS O 5 A_NoBlocking
POSS PQRST 5
POSS U -1
Stop
Raise:
POSS K 5
POSS JIH 5
Goto See
}
}```