#classic-doom-maps-mods
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2.1.2 or 3.0?
Yes
Both
coulda said that
Runs fine for some reason
It uses a shitty renderer so merging with gz might bennefit
yeah thats what im hoping
^
RIP proper offsetting
gz and zand use the same renderer lmao
they both have software and hardware
if you lag on zand but don't lag on gz, you need to make sure both renderers are the same
and also
you need to get a better computer because seriously, FPS issues on zandronum with vanilla?
yeah and its only zan, glboom+ and gzdoom run perfectly fine
i somehow run at 40fps right at the beginning of Entryway with no wads loaded or anything
tried to merge with GZDoom? When?
it's being talked about as a thing that might-kinda-happen-maybe
this is the thread
GZDoom also has a need for C/S now since the P2P system is now getting in the way of ZScript so it kinda makes sense
but i doubt it'll be a repo merge, more like GZDoom will rewrite the networking from scratch
yeah if they couldn't perform a merge like QZDoom did, then that ship has left
QZDoom was always meant to be an experimental branch of GZDoom, intended for merging
i think Zandronum was syncing with GZDoom originally but that's become impossible
since GZDoom moves so fast
^
Zandronum can't sync easily since it needs to be 100% stable
I think it was out of laziness they didn't keep communications up or attempt to merge teams
i think that would have also played a part
{
attacksound "MP40/Fire"
Weapon.AmmoUse 1
Weapon.AmmoGive 30
Weapon.AmmoType "Clip"
Weapon.SlotNumber 2
Inventory.PickUpMessage "$GOTMP40" // "You got the MP40! BEKOMMEN! BEKOMMEN!"
Obituary "$OB_MPMP40" // "%o was shot up by %k's MP40."
Tag "$TAG_MP40"
States
{
Ready:
MP40 A 1 A_WeaponReady
Loop
DeSelect:
MP40 A 1 A_Lower
Loop
Select:
MP40 A 1 A_Raise
loop
Fire:
MP40 A 1
MP40 A 1 A_Quake (2,2,0,200)
MP40 B 2 A_FireBullets(1.5,0,1,3,"Bulletpuff")
MP40 B 0 A_Refire
goto Ready
Spawn:
MP40 E -1
Stop
Flash:
MP4F A 1 Bright A_Light1
MP4F A 1 Bright A_Light0
}
}```
I want the actual muzzle flash to be seperate from the weapon sprite
but such muzzle flash ain't appearin
that tells it to draw those sprites at the same time as the fire state
it just means you don't need to copy and paste it entirely if you're only going to make a small tweak
it's also warning you not to create actors with the same name as gzdoom actors
you can do a simple inheritance and replace, and only change the states you need
instead of pistol and fist start how can I change it?
you need to define a new playerclass
define it in DECORATE, and then register it in Mapinfo
https://zdoom.org/wiki/MAPINFO/GameInfo_definition once you have a player class you need to register it here
with the PlayerClasses keyword
is this right @unreal oyster ?
no
it needs to go in the GameInfo block
like:
GameInfo {
PlayerClasses = "Smiloid"
}
no, the GameInfo section in MapInfo
mapinfo's kinda badly named, it does a lot more than just map stuff now
idk, that could be anything, i need more info to help you there
strange
how would I make a quick little small hud like this
(its from faceball I'm remaking faceball so yeah)
I made a hud
So that's cool
what do you plan for on the weapons?
well, that game didn't really have weapons if I recall
you just shot a ball
@haughty flower oh good point...
is there a way to have multiple huds?
or like ones that turn on and off if a specific variable is in play?
don't ask me, I don't code
I did one monster before and that's it
oh...rip
giant wolfen dog that instant killed and travelled unfairly fast
rip
in faceball 2000 mode there will be one weapon and no ammo display
I realized, in 4000 there is gonna be allot more hud needed.
the only thing i have ever coded was a door.
and i had to use a guide.
ripperoni
It looks too linear so far
yeahh
looks like a doom 1 or 2 map
i mean just from what i see now it looks like it could be a map from the retail, so i guess its a compliment
one of my doom2 maps
its finished (dunno why i said what i said)
i like to use a visual thingy where i have the ceiling and floor on the same z axis and the texures displayed are different
I had an idea for a map with a stupidly easy solution
The exit is at the start of the level
so something like the chainsaw in map01?
I'd have a jape exit that just teleports you to the start of the level
or maybe like you turn around, open the door that usually is fake and just indicates that you came through there from the last level?
It looks good
with the exit switch on both elevators being in the correct spot
Like Wolfenstein?
yeah
but can someone help me with my menu sounds
Oooh
i loved that idea in wolf
i also like to try realistic lighting
anyway, its possible to make maps that lead to different maps
like an interconnected world
so lets say i make a multiwad where i start at map01, kill the monsters, take the ammo, go to map02, and from there back to map01
does it reset?
need to try that out tomorrow after work
this is the third map
each map out of the 3 ive made have a certain colour theme to them
first is based off of the basic startan2 texture
adn this one off of the more orangey version of it
you can tell what the next map is gonna be about from that screenshot too
on the right
did you release them?
i didnt play them, so i dont know about how they play, but from what i see i am interested in doing so
despite ive been mapping for nearly 6 years, i only found out how to put 2 maps or more into one wad about 4 days ago, which is when i started this
btw, i tend to make small maps
with small corridoors
these are no execption
your maps look very well structured
ye
they do
thank you
looks good iddt
SR3?
Saints Row 3
the tone I want for my mod
Because I have some class who's blood is suppose to be shit.
literally.
but unfortunately Doom only uses red blood
and not the blood I put for the frames
I think that's just frame name issues tho
I was serious on the shit blood thing. Both literally and quality wise.
but seriously
How come DOOM uses the red blood color
and not the color I used in the frames
because the blood effect isn't baked into the frames
oh so it's just cosmetic?
when you hit an actor with a hitscan weapon, it spawns a blood actor
if you want to change the color of the actor, there's a BloodColor property for that
it's on the wiki
BloodColor color
Sets the actor's blood color. There can be up to 256 different custom blood colors at the same time. color is either specified as 3 integers, a string "rr gg bb" or a string containing one of the special color names.
oh
so it's literally how it's suppose to be in code?
ok, but what about list of colors?
or is that just from the Pallette?
{
Speed 0.7
Health 130
Player.MaxHealth 130
Player.DisplayName "Hans"
Bloodcolor Green```
is the bloodcolor thing suppose to be like thta...
I think I forgot the quotes.
ok the blood color aint' showin
@unreal oyster sorry to ping you...
but seriously
Poor gutawer getting pinged left and right here and in the ZDoom server. He's probably like "I just want to play some Doom!"
i'm playing cards against humanity with the zdoom discord guys ๐
mkay
I have it set to define that it uses ammo, but for some reason it doesn't use ammo when you shoot the GLOO Cannon https://pastebin.com/nndXa8TM
i started and finished map04 of my way today
Nice
Ooh, that's very hellish
yeah
I assume it's supposed to be Hell, anyways
the idea is that you start the wad in a normal building like thing, invaded by demons
all the small ones that it, then you find how they got in
and then this is what happens essentially
and yes it is meant to be hell
That's a very basic story, but we all know what Carmack once said
im not creative person, this is all the story i need
Story in a game is like story in a porn movie: it's expected to be there but it's not that important
i actually really like how its a sort of build up until you just see this massive room
doom doesnt need a story like a plot
but a map can still have a development as you play it, that kidn of implicates a story
thats sort of the idea i went with
actually thats good thinking, and romero too explained somethign liek that, but with other words
like with the L shaped maps where you see stuff where you will be later on for example
i highly recommend devs play with romero, the ign video with romero, and the 3 parter that leads into the new doom
all of those are on youtube
Story and gameplay is a balance. I agree more with carmack that it's less important than the game, but I shouldn't have to slog through a story to get the game and vice versa
doom has, um, never been too good with narration/story tbh
and besides, story distracts from the game
it depends on the game
i alwaysliked the movie sequences in metal gear for example
or the telltale games
orlast of us and uncharted
also batman
it doesnt even need to be balanced, but for doom i agree gameplay is the most important thing
Again, asking for help: this GLOO Cannon seems to have infinite ammo even thought I have that defined in the thing. Help? https://pastebin.com/exxac6bg
@royal wave I hate to ping, but can you help me out here, please?
Can't help right now, at a ceremony, sorry
Sorry
Why is the blood not turning green/
?
{
Speed 0.7
Health 130
Player.MaxHealth 130
Player.DisplayName "Hans"
BloodColor Green
States```
yes, the code is closed and all of that
I just didn't put all of the code for space reason
s
uh, green is a option
Got it sorted out thanks to Cali
use RGB color instead
""00 FF 00"""
He said he had to go offline when I DM'd him
oh
@trim falcon IDT that thing works
unless I'm suppose to use that much quotation marks
wait
unless that's a hex
yep its a hex color
figure out what ?
the blood color
so its not working ?
try crashing
Script error, "WolfensteinDoomInvasion.pk3:actor/classes.txt" line 8:
SC_GetNumber: Bad numeric constant "States".```
{
Speed 0.7
Health 130
Player.MaxHealth 130
Player.DisplayName "Hans"
BloodColor "006400"
States
{```
not yet
Well it ain't crashin
but what's suppose to go in to the FF spot @trim falcon
its mean green
well it's not working apparently.
like?
between 0 to 255
Sets the actor's blood color. There can be up to 256 different custom blood colors at the same time. color is either specified as 3 integers, a string "rr gg bb" or a string containing one of the special color names.
yes
according to wiki
which one
0 255 0
in quotes
still not green
I check other mod
and its
BloodColor "0 78 0"
something like this
or its just not working on playerpawn
try test the code on other monster
fin.
if its does works with normal monsters
and not working on playerpawn
ask a question on zdoom forums
do you have any other mod that changeblood color ?
no
hmm
@trim falcon you can try and look at project brutality 3.0 barons have green blood there and cacos blue blood
DSSECRET
it's in gzdoom.pk3 though, vanilla doom didn't have a secret found message
Really? Just a "secret found" message, no sound?
I swear I remember one.
Just fired up Chocolate Doom. No secret message or secret sound
what the fuck
my life is a lie
You'd expect there to be one
Because just having "a secret is revealed!" isn't exactly satisfying by itself tbh
^
even the message isn't in vanilla
Wat
apparently I was living a lie
there's nothing, you just get a +1 on the secret count
i don't know which port added a sound and a message
it might have been Boom
i know PrBoom definitely has one
I'm sure you can, you just have to scale it in the right place, which depends on your port. Using GZDoom?
Then TEXTURES should do what you want. Make a new "graphic" entry, set the scale (probably like 26 for x and y or something) and add your graphic as a patch.
That'll override your actual graphic with a scaled-down version
Or at least it should
@shadow bone it didn't even have the notification message, that was lifted from quake
Yeah, I realized. Damn, secrets were really secret in vanilla Doom, lol.
You don't even know until you've gotten to the end of the level
Well it was pretty obvious already when you did find one. Doors were clearly conveyed, so anything that moved like a door that didn't look like a door was a secret
don't forget walls with different textures, or position or something like that
I just found an easier solution to using HD graphics
not using HD graphics?
remap M_SKULL1 CUST1 in TEXTURES
it replaces m_skull 1 with the graphic cust1, and also rescales it properly
That works too!
Forgot about that
Though per the wiki warning that method is deprecated, so don't expect bugfixes or enhancements if something doesn't work as expected.
@unreal oyster you know anything about replacing blood?
yes, you use the BloodColor and BloodType properties
post more code
hang on
{
Speed 0.7
Health 130
Player.MaxHealth 130
Player.DisplayName "Hans"
BloodColor "0 255 0"
States
{
Spawn:
SSWV A -1
loop
See:
SSWV ABCD 4
Loop
Missile:
SSWV E 12
Goto Spawn
Melee:
SSWV F 6 Bright
Goto Missile
Pain:
SSWV G 4
SSWV G 4 A_Pain
Goto Spawn
Death:
SSDE H 10
SSDE I 10 A_PlayerScream
SSDE J 10 A_NoBlocking
SSDE KLM 10
SSDE M -1
Stop
XDeath:
SSGI N 5
SSGI O 5 A_XScream
SSGI P 5 A_NoBlocking
SSGI Q 5
SSGI RSTUV 5
SSGI V -1
Stop
}
}```
that's not a valid format
it either needs to be
"<color name>"
"rr gg bb"
or <r> <g> <b> as integers
like "<5> <90> <69>"
literally like that, the 00 255 00 part?
no quotes?
oh
well the blood hits from hitscan or whatever shows as green
yet the sprites show as red still
from dying
either gibbed or just normal dying
@unreal oyster ?
I hate pinging you
but
wait, what are you expecting? BloodColor isn't going to modify the actor sprites
if you want to change the color built into the sprites, you need to edit the sprites
it still shows a-
doesn't translating do that though?
or is that just some cosmetic thing?
idk i feel like i'm not exactly sure what you are wanting to do here
I'm wanting the death sprites to show the red blood to green blood
you know
green instead of red for the sprites
yet
the sprites still show red blood
even though I have em translated as green.....
"the sprites" being the blood on the actor, or the blood actors spawned?
I'd say the former
I'm not looking to change the blood actor under the dead actor yet
er..
ok
honestly
i have no fucking clue what you want to do still so i can't really help
The blood on that sprite is translated to green
yet
in game, it still shows the blood as red.
Not the blood pool actor.
The actual death sprite
not all red
but
the blood
the blood pool actor? gzdoom doesn't have a blood pool actor
facepalm
is this like brutal doom or something?
no
facepalm
look, the blood that is green on the death sprites shows up as red in game
idk, it's probably being translated by something
like I was killing some regular SS
sigh
I'm terrible at describing my fucking problems
there is a blood actor, right
?
@vocal crypt is that the player spriteset?
so
wait a min
i think it's like configurable in player setup then
just do a like
you're saying the player color reflects the sprite color?
i think yeah
it's the same with doom marines as like
multiplayer literally alows changing the armor color
sounds like there's a flag to stop that
yep
it's hte player color
thing
isn't there a flag to prevent that from happening though?
I kinda want the blood to stay the color I want it to be
After Hitler's suicide from stuffing his Memorabilia in a ballon, which such ballon he tried to shove up his ass, but the pop killed him and now he's dead, the SS wanted to gain a edge against the brutality of the Soviet vodka drinkers, and created the SS Mutanten Essen Shit Division, which unfortunately only 4 were made and due to being failures to the SS, decided to call in the Icon of Sin and his minions to win the war. Unfortunately, they didn't bother to rid of the failed Division and their traitorus ways and will fight the hordes of the demons from Satan's Home. this story for my mod is so insane it's not even SR3 tone I believe. And no, I'm not high believe it or not. Nor drunk.
and I forgot to spell Balloon correctly.
I think you should go for less edge here mate
which part is too edgy
because tbh it sounds like a lesser Grezzo
only with less offensive content in mind
if that makes sense.
either way, it's just 4 superhuman/nonhuman (/ being and or) things fighting doom monsters
Kevan/
?
the balloon thing I just took from Aqua Teen Hunger Force.
Yeah that doesn't do well to sell your mod
so just remove the detail, just say after Hitler's suicide?
Grezzo is so far beyond edgy that "a lesser Grezzo" is still EDGY AS FUCK
And that's not a good thing
There's humorously offensive, and trying way too hard.
TBH the detail of Adolf's suicide seems too much
so I'll just put after Hitler's suicide
and it's not funny now I'm looking over it
My sense of humor is asinine
After Hitler's suicide, the SS wanted to gain a edge against the brutality of the Soviet vodka drinkers, and created the SS Mutanten Essen Shit Division, which unfortunately only 4 were made and due to being "failures" to the SS, decided to call in the Icon of Sin and his minions to win the war despite the soviets nearly at the doorstep. Unfortunately, they didn't bother to rid of the failed Division and their traitorus ways and will fight the hordes of the demons from hell.
probably still too edgy
and not funny.
yes this is pathetic
not enough ninjas
i am not sure if i understand
the SSMESD are meant at the end, they fight the demons?
and the SS called in the icon of sin?
I don't get the first question
the second question, yes I guess.
or rather
his minions
@haughty flower
@haughty flower ?
@vocal crypt
read what I said before mentioning you twice
the Division
the ss, or the shit division?
The Shit Division
the SS sides with the demons
beacuse they're desperate to win the war
yeah ok
so when the game starts, the ss and the demons are still up against the soviets, and the shit divisions fight the demons, why exactly, to save earth?
well for one thing, they're doing it out of spite of the SS because well, the SS deemed the 4 people in the division failures, and the fact the demons are using the SS.
ah ok
because honestly
do you think the demons and Icon of Sin would be loyal to puny mortals?
really, only one mortal stood up to them
the rest was paper mache
since you estables already 4 factions, wouldnt it be an idea to make a multi staged campaign,like in starcraft where you control members of different factions?
I was more going for the 4 members fending off the demons
in a invasion style map
Unless I have 12 maps, 3 each for each faction
3 for the division
3 for the SS
3 for the Soviets
3 for the Demons
so
hy
why
vesides that
it's a Saints Row 3 tone
yeah ok
so it'd might be OP for one faction
really, the SS fighting Soviet thing is on the sidelines.
but with so much mythology and so many sides already established, consider making it a franchise, where the game about the shit division is only the beginning
yeah thats all you need
what kind of franchise then?
the shittyverse or something
no no
I meant what do you mean by franchise
doom mod franchise
game franchise
what kind of franchise
but when you do that, always take care of one thing
individual games should never suffer under the weight of the whole franchise
facepalm
yeah no
I'm not a game maker
I'm a doom modder
modder
not a game developer
modde
modder
it's apples to oranges
marvel did it pretty good,but BvS and amazing spider-man 2 where dragged down by the weight of the universe idea
as i said thats all you need,anyway was just an idea
its just i liked how you did estableshed so many factions with different interests all at once
what do you mean "thats all you need"
all you need is doom
yeah
that sounds more believable and achieveable
though tbh, it sounded more like a Wolfenstein In Name Only mod or something
anyway, tell me when your mod is done ^^
hey can anyone explain the fade fuction for adding to a door
no
@unreal oyster (sorry for @'ing you :p) Is it ok if I link my mod here? 
yes, but do it in #showroom-archive
Can anyone help me with this? I wanna make a knife weapon that has different behaviours and sounds depending on what you hit
for example if you hit a monster, it will play a slash sound and damage them, but if you hit a wall it would spawn a bulletpuff and play a wallhit sound
or if you dont hit anything it just plays a swing sound
Woah
looks kinda nice
The texturing reminds me of the style of classic doom levels
+points for that I guess 
yeah
i really like/liked the designs of the levels
and ive tried to up it a bit, by adding more sectors and shit
only problem is that on map04, vanilla dos doom cant run it and just crashes lol
it is also significantly darker in game, probably because i use zdoom for map testing
yeah, it does appear to be because i was using zdoom
its still dark as fuck in game though
if your map is causing vanilla to crash, i urge you to check out https://www.chocolate-doom.org/wiki/index.php/Chocorenderlimits
it was too many sectors
or visplanes
ive already identified it, i cant really do anything to the level without heavily sacrificing detail
i have
thats why i went for more detail in the first place
at least its playable with cndoom
Cool aesthetic
thanks
@unreal oyster how can you make an actor unkillable?
use the +INVULNERABLE flag
"Try setting the health to something absurdly high" that solves no problems, it's an ugly hack that doesn't even need to be used
and no, setting the health to 99999999999999999999999999999999 (from the deleted message) is an utterly horrible idea
because of integer overflow
Oh
if you need to use the highest value possible, you can use MAXINT
The more you know.
the kitchen sink is long AF
@cinder moon LMFAO
is it possible for you to only hold x amount of weapons before you have to drop one gun to grab another gun?
like, a doomguy holding a SSG and a chaingun, but if he wants to grab a plasma rifle, he'll have to drop either SSG or the chaingun
yes you can do that
forgot to post this
Hello again blazers NFKRZ here today asking you guys does #include work in SNDINFO files?
or should I just rename another file somethin like SNDINFO.Enemies
SNDINFO.Weapons
etc.
Cuz that seems to work
NVM #include is rip in sndinfo
How can I make a player start a level falling? @shadow bone
uh
in gzdoom builder i remember you could do it
have a sector that's lower than the player?
you can set spawn height
placing the spawn high up doesnt work
it still spawns on the ground xd
in vanilla, you always get spawned on the floor
can't you raise the player thing in GZDoom Builder visual mode?
with zdoom it's possible though, i think it's a MAPINFO flag called, uh, UsePlayerStartZ?
@vocal crypt it dun work
you need to use MAPINFO as i've said
if you're making something for vanilla, you're outta luck
i think i should use that in my map05
didn't you mention that you were making your maps for vanilla, iddt?
i was, but then map04 comes along
and then just, no more visplanes crash
so i gave up for vanilla
you can use Boom format if you want to map in vanilla style, but not worry about visplane stuff
though, if you release your wad and say that it's for "limit-removing" ports, the doom community will know not to use Chocolate doom with it
im still far off of release
thanks to you guys the player will now start falling through a tunnel full of SOMEMONG.
@toxic dirge please make sure it's just that
not a loud scream
and shaking all over the fucking place
you shouldn't have done that...
Also, why does SLADE always keep choosing the none thing for text language
I keep having to change it to ZScript
yes I know it still works and shit
but seriously
kinda nitpicking
add .txt to the end
if its a pk3
@unreal oyster Dw bb it's just a meme mod
no terry traps ๐
But there is a .txt at the end
@unreal oyster you seem to know much about ZScript
hm
you guys know plutonia 2
yeah
i kidna wanna make a level based solely around that "item room" as im gonna call it in map30
you know the one where if you make a mistake youre teleported away
no...?
haven't played PLU2 in a long time
that, and I'm busy trying to work out my mod.
Holy fucking shit. At least this map wasn't as ridiculous as Go 4 It.
this room here, i wanna make a map like that
seems hell-ish enough
well kinda off topic
Peter: second most sane person, being slow, but being a walking tank and a powerhouse albeit with bullets.
Klaus: the third more insane person, being fast, but loves to play with fire and explosives.
Walter: Most insane person, obsessed with powerful guns he'd make a gun with three 6 barrel minigun...guns```
some weird person thing
also, I'm not planning on making the three 6 barel minigun...gun thing
that's OP for my standards.
then again....
aw
glances at Russian Overkill
but still
my mod is suppose to be Saints Row 3 toned
which, the story really isn't
it's too edgy
I need criticism on that
besides that
ow fUCK I CUT MYSLEF ON YOUR EDGE
but yeah
Hans is the superdoob average as he can be dude
Peter is a slowass, but he's can take shit, and fire shit.
Klaus loves fire and explosives, and is fast.
Walter is the dude who's too obsessed with strength and no Jack of All Trades stuff.
breathes
anyone got problems with this
lol I dunno xDDDD
the characters seem fine
it gud
well I got good feedbeck from two modders that aren't masked for some reason.
Anyone else?
oh, the role
After Hitler's suicide, the SS wanted to gain a edge against the brutality of the Soviet vodka drinkers, and created the SS Mutanten Essen Shit Division, which unfortunately only 4 were made and due to being "failures" to the SS, decided to call in the Icon of Sin and his minions to win the war despite the soviets nearly at the doorstep. Unfortunately, they didn't bother to rid of the failed Division and their traitorus ways and will fight the hordes of the demons from hell.
the story btw
I think it's too edgy
and not funny
like SR3 sometimes.
not really.
Grezzo 2 is far beyond edgy that anything below it is way fucking edgy
plus
edgy isn't really SR3
or you could do the approach of brutal doom and go to the extreme of the theme
from what I've seen
eh, fuck it
guess one of the class sprites will be monster
though tbf
Peter has translated ChaingunGuy sprites
so
I already did that
Im p sure me and iddkfa dont have the modder role yet because he still hasnt released anything and all I made is a really stupid meme mod xd
or, well, a mod that replaces all of the sounds with the roblox death sound
excluding music
including chainsaw
you mean me?
idspispopd
probably the only 12 year old that knows theres something more to doom than brutal doom
Ive played doom since around laaate 2013 or early 2014
havent stopped ever since
i would definitely call myself a mapper though, been doing it for ages but i always lacked the confidence to actually upload anything
discovered it through brutal doom though xd although i dont think its "the masterpiece thats better than everything else"
I make tons of maps but cant detail them for shit, and also make them too tight
and dont release anything.
imo tight maps can be fun if done right
I've got 2 unfinished boring maps with custom props, sounds, music, monsters and guns
and nashgore ofc
just, make it early maps with basic enemies
heh, first time I played Doom was via Newgrounds triple pack
so yeah
played KDITD shit ton of times
doom collectors edition, xbox original
then I downloaded Doom 2 and played it on DOSBOX
Im gonna make the 2nd map of my MemE mod just the longest possible corridor in GZDooMBuilder
i used to use doom95 and my pc couldnt handle it properly so i basically played the game in megafuck mode as im calling it
where all the colours were incorrect, all the time
i remember the day i discovered zdoom and my life was changed, no longer did i have to suffer the headache that was doom95
I think I killed GZDooMBuilder by making just a huuuuuuuuge corridor leading from the bottom of the map grid to the top ๐ Building map nodes...
I just got the best idea
im gonna make a level where you are just falling in space and have shooting stars playing in the bg
or make a bottle flipping weapon that plays bones - okay,butthisisthelasttime whenever you flip one
and then spams ๐ WHO DID THIS?!?!?!?! ๐ฏ on the screen
How about that fidget spinner mod
Ye
What are you, fucking gay?
Hey, that's pretty gay.
OMG
yes
Green Cunt will be the final boss of my mod
the mini boss will be pink guy
anyway
forgets I modded 40mmGrenadeLauncher to reload after six shots for my on-hiatus Doom Fortress remake mod
Suprised when after 6 shots it reloads D3D style
imma add a dab that kills all enemies in front of you when they see it
so yous making a meme mod
yes
I fucking killed gzdoombuilder
rip
eyy ppl how can I end the level when the player falls on and touches a specific flat?
not just enters the sector or passes a linedef, falls on a flat
a floor
a flat surface?
flat surface
yes
you're gonna need to make that flat floor a sector
and use the action that makes the level end
if you're using zdoom, use the "Actor hits floor" thing
you put it in the desired sector
and then set its special
ok
MAP03 "Shooting DooM Guys" is done
MAP01 "Pumped Up Kicks" is done
now MAP02 "Tight Pants Body Rolls"
watch out for my body rolls
high kicks
this is how we do it
I'm reluctant to ask what your project is about but... What are those names haha
"Episode 2: Schicksal der Dรคmonen"
"Episode 3: Essen Fรผhrer und sterben, mein Fรผhrer!"```
I know they're episode names
but really, they're just levels
each level is a episode
get it
or somethin
The levels are big, i assume?
I'd just like to point out the edgy shit has been done over and over since the creation of doom and not one has been successful
not to be rude, but I thought I was trying to tone it done when I discussed my mode with IDDT and Alpha.
*down
*mod
besides that
Can I be honest? I thought Moonman was a successful edgy mod.
it's not really edgy names
really, the only technically "edgy" name might be Episode 3
the other two are probably generic
Episode 1 IIRC is Traitors of the Third Reich
Episode 2 is Destiny of the Demons
and Episode 3 is (I apparently haven't bothered to change it) is Eat Shit and Die, Mein Fรผhrer.
either way, I'm not trying to be edgy.
Because pumped up kicks isn't edgy when the world realizes what the song is about okay
It's pretty much Nazis in Doom?
I dunno
some 4 band division fights off Doom Monsters
that the SS calls in
because WW2 happened.
So
Soviets curbstomping Germany.
either way, I'm trying to go for a Saints Row 3 tone silly/cookyness/whatever wise
but apparently I'm only making it edgy.
Your names sound too serious for a Saints Row-esque mod I think that's what kevans wanted to point out
Saints was more self aware so to speak
SR3 atleast.
hmm
"Episode 2: Schicksal der Dรคmonen Dinge"
"Episode 3:Essen Sie diese Divisionen Scheiรe und Sachen, mein Hitler-Fรผhrer!"```
I'm getting tired a bit IRL talking about this since it's 1027 PM here...
@haughty flower
working back
@vocal crypt Seems better and more humorous now while keeping the WW2 cloak on
@weak lodge Acid for everyone! Like the shape so far, doesn't feel too organic or gridlike
I was planning on the final boss of episode 3 be a zombie mecha Hitler, with his death being humourous or something.
๐ Sounds good
yeah, nukage for days
And I feel mighty
the doom comic is soo good
the doom comic's fuckin like
holy gorgenzola cheese is like
tippity toppity tier
and that's what makes it so good
The Doom Comic being cheesy is the charm of the entire thing hahaha
I think you're also forgetting the "RIP and TEAR!!" meme that eventually got incorporated in an epic fashion in Doom 2016
yes indeed
"Episode 2: Dรคmon Schicksal Etwas, das du kennst, wer gibt eine Scheiรe?"
"Episode 3:Essen Sie unsere kรถnigliche Scheiรe und sterben Sie, mein Hitler Vater Fรผhrer"```
sigh
I speak german and that names are lmfao
What do they even say
Unpaid Traitors of the final Reich
Demon Fate something, u know, who gives a shit?
Eat some kingly shit and die, my hitler father fรผhrer
"Eat some kingly shit" sounds funnier tbh
very well then
yeh just keep it like that
"Eat Some Kingly Shit and Die, My Hitler Father Fรผhrer!"
maybe I should put "My Fatherly Fรผhrer!" ?
@umbral sail @warped rampart
buut I'm going with some SR3 tone.
but
then again
very well.
"Episode 3:"Essen Sie etwas Kรถnigliche Scheiรe und sterben Sie, mein Vater-Fรผhrer!"
unfortunately GT is rubbish
so
it might not make sense
because Google Translate.
@umbral sail
"Essen Sie etwas kรถngliche Scheiรe und sterben Sie, mein vรคterlicher Fรผhrer!"
or is it just supposed to be Father
I'm trying to go for My Fatherly Leader
then my translation should be correct
I have no idea how are you planning to fit such long episode names onto the doom title screen @vocal crypt
it's not for the doom title screen
unless \n works in the episode selection screen
I for some reason am naming the levels episodes
wow what an idiot am i rite xDDDDDD
I can already see it...
MAPINFO
map MAP01 "Episode 1: Unbezahlte Verrรคter des Final Reiches" { next = "MAP02" sky1 = SKY2 music = GAYHITLR par = 69 }
truly the most whimsical wad of the season
because why not :)
Par
you know when you finish a level in doom
you get the time it took the devs to finish it really fast
oh
just play the map and measure your time if you really wanna add par times
you dont need them
if you dont type par = whatever in the mapinfo then the par part of the intermission screen wont even bother showing up
well
dont add par times then
because random damage
and stuff
it can really affect how you get through invasion mods and how others get through them
unless you have enemies and weapons that all deal the same damage every time they fire
with no randomization at all
classy
Is there a specific minimum number of frames I need to have for a firing animation?
not sure
I'm having issues with the coding for this; before I added the scripts for the Huntress Boltcaster (which is the Boltcaster script), the mod loaded perfectly fine. Now it doesn't load, and after adding some placeholder sprites I'm still getting the "1 error while parsing DECORATE scripts" error with nothing saying what's wrong; can someone help me out with it? https://cdn.discordapp.com/attachments/324038378339434508/324386813961830410/DOOM_TALOS_1_INCIDENT.pk3
Never mind, got it figured out, mostly
Is there any way to play PC Speaker sounds (ex. DPPISTOL) without converting / recording it over to another format or changing the doom settings manually?
from decorate
i don't think so, PC Speakers aren't really a thing in PCs anymore
there's no reason you shouldn't just convert them
oh.
then whats the best way to convert them over? does audacity work? 
oh
Convert Doom Sound to WAV
it was in SLADE all along!
what would be the most efficient way to make a score counter? 
Essentially make a script that runs when monsters die and adds to the player's built-in score counter. https://zdoom.org/wiki/Score
There are a few mods that do it
You could probably track some down and pull them apart
Actually, Xaser's Damnums already does monster death and injury checking, could maybe repurpose that.
I never thought DamNums could work as a score counter :p
but how could I display the player's current score on-screen with the default hud? (or a modded SBARINFO)
Either with SBARINFO, or a HUDMessage ACS script, or whatever the ZScript equivalent is. The player already has a score variable (it shows up on the fullscreen alt hud if non-zero), you just need to actually display it, so pick your preferred method and start reading the wiki ๐
aight, thanks 
I think I'm going to reattempt my lump scripting program under haxe
https://streamable.com/92mms what im currently working on
i havent done the mapping yet but it will get done
good